Peter Montgomery's page
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ok, my by the rules GM will allow me to play the artificer with a few changes that I agree, keep things in balance.
Instead of devices he is has a special feat of custom wand crafting
He is able to make a wand with a minimum of 5 charges of a spell
The artificer (after 8 hours sleep and 1 hour of work) can infuses his collection of custom wands with additional temporary charges.
if he fires off more than the infused charges he may start using the permanent charges, just like a regular wand
He can take two-weapon fighting and two wand wielder feats to fire off 2 spells per round if he does not move (similar to many shot feat), the second wand per round will use 2 charges per use as a penalty though
at level 7 he may take the improve familiar feat and craft a mechanical man that (is an intelligent item (for free))
It will be 1 foot tall, weight 10 pounds, have half the artificers hit points and share his skills. AND it can carry a wand and use it (yeah UMD)
So this allows the artificer to now fire off many low level spells per round, but with a cost in feats, and keep him following all the rules for spells per day
Brett Reinheart wrote: Peter Montgomery wrote:
Is this going to be for an offical publication or just homebrew?
Likely for home brew. Its based on an already published version.
Peter Montgomery wrote:
As I read your current rules a level 1 artificer with 18 on Int (+4 mod) can know 7 level 1 spells, and place all of them in 1 device and fire it off 4x a day (more if he wants to risk destroying the device) for a total of 28 spell effects a day.
The only limit on the number of spells per device is the time the GM allows him to make or repair the devices.
This is where the spells per day comes into effect. He can only have his spells per days worth of spells in a device. So at level 1 he has one spell in one device. Ill try to clarify that better. The idea is that he can know a lot of formula (spells) but like a wizard has limited uses. He pours his aura into his devices which is in a limited supply.
Bummer, I was hoping this would be for an offical publication
but I would rec you scrap the spells per day mechanic and use the spells per device x number of devices, x number of times device can be used to equal your spells per day.
It would enhance the "game play" for the player as he role plays the mad scientist trying to find the right balence of his devices.
The class feature that makes me want to play an artificer is the 2 or more spells at a time mechanic. But to balence it, he needs less uses per device per day to keep the number of spells per day on par with the socerer.
The Artificer is not a wizard fix, but a fix for the Socerer. I have play for years and rarely have a Socerer in the party, when I do, half way through the campaign they (and the rest of the party) wishes they had chosen druid or wizard or fighter/archer.
The artificer fixes the "glass cannon" by increasing the cannon output and making him less glass (d8 hit dice plus no penalty to wear medium armor and a sheild)
It would be interesting to see who does more damage and has a higher AC at level 10 between an artificer or a Fighter/archer
By then he should have a self buff device, healing device, some 1/2 priced magic items and a very powerful ranged weapon that does damage and debuffs enemy with each hit.
When out of spells he has weapons, 3/4 BAB, decent AC, and the buffs/debuff still working to help him deal non magic fighter damage from his crossbow or short bow. 2 or 3 bow feats should help out a lot.
The wizard will have slower spells per round but a wider range of spells, and more powerful spells to chose from and a spell list he can change with 8 hours of sleep and 1 hour of mediation
The artificer has a similar spells per day but goes through them faster and has a much more limted list to chose from
plus to change his power set for a different enemy he would have to dismantle his device and rebuild it at 4 hours per spell level
assuming 16 hours a day that 4 levels of spells per day. Making a device with 1 levl 4 spell will take all day, if not traveling or being attacked.
If yuor group still claims over powered, then agree to an even more limted spell list similar to the cleric domains.
Pick out spells that seem logical that they could be recreated from a scientifically derived source. Fire, ice, electric, acid, poison, grease, color spray, web, sheild, mage armor, heal, enfeeble, blind, defeafen, magic(seeking) missile, etc all seem reasonable
make a list for each level, allowing more of the wow spells at the higher levels,
Brett Reinheart wrote: Thanks for the link I'll look over it. I'm really looking feedback for the class I have redone though, mostly an overhaul of weird science and the lvl 20 feature.
Sorry I didn't make the last link a link:
Artificer.
Is this going to be for an offical publication or just homebrew?
If it is going to be official publication, then I am very interested in the outcome. I have been asking my GM to allow me to play an Artificer for a long time, but he says as it, it is overpowered and game breaking.
Basically you get a Socerer with a free quicken spell feat (with no spell level penalaty), and no limit to the number of spells per device, no need for somatic or speech to fire off a spell, D8 hit dice (instead of socerer or Wizard D6)
As I read your current rules a level 1 artificer with 18 on Int (+4 mod) can know 7 level 1 spells, and place all of them in 1 device and fire it off 4x a day (more if he wants to risk destroying the device) for a total of 28 spell effects a day.
The only limit on the number of spells per device is the time the GM allows him to make or repair the devices.
Now he only starts with one device, so he is extremely limited in the things he can do. He is no wizard substitute, but he is much more cannon than the socerer and much less "glass". Plus he gets all his magic stuff for 1/2 price, and can salvage the gold value out of magic items and learn new spells from them.
I think some rule to limit the number of spells per device would be a fair balence. Your chart mentions spells per day, but then there is no mention of that in the rest of the details.
How about 1/2 your intelligence mod rounded up?
with a 16-18 intelligence at level 1 he gets his class power of 2 spells at once.
once Int to 20 (by leveling or magic items he makes) he gets 3
this will urge him to keep focusing on making more stuff for Int mod if he wants to increase his firepower/flexibility, which is consistant with he class disacription.
also does adding a metamagic feat to a spell add to the time it takes to make the device?
Oh i forgot to add my idea for the mad cow gun
5 x sm IV firing off 5d3 aurochs will cause quite the stampeed
Auto hit with reflex for 1/2 damage
Now if you take the feats needed for augment summon and mas buff the
That can do some big number and be a wall of hit points to deal with
Alexander Kilcoyne wrote: Re: The craft construct feat I wanted it earlier but for simplicity I used it to fill the dead level at 15th.
I agree that encouraging uss of multiple items is important, but I don't think a spell charges system is the best way to do it. I'd much rather use a system where the number of effects a single item can hold is based on the artificers level- capping out at six or so.
And yes- the artificer can create the ultimate device via RAW that does twenty spell effects- but none of them are higher than 4th level, the DC's are the bare minimum, metamagic can't be used on them, and ALL of his effects are tied to that single device- a sunder or a disarm MAGNET if ever I saw one. A high level wizard could telekinesis that object from him in round 1 and then hes got nothing. Putting all of your egges into that one basket is rather painful when it goes wrong.
Where does it say metamagic cannot be added to the spells in the weird science device
Essentially it is a device that automatically adds quicken to every spell after the 1 st spell
And the rules about metamagic says you may add more then one to a spell
Multiple Metamagic Feats on a Spell: A spellcaster can apply multiple metamagic feats to a single spell. Changes to its level are cumulative. You can't apply the same metamagic feat more than once to a single spell.
Magic Items and Metamagic Spells: With the right item creation feat, you can store a metamagic version of a spell in a scroll, potion, or wand. Level limits for potions and wands apply to the spell's higher spell level (after the application of the metamagic feat). A character doesn't need the metamagic feat to activate an item storing a metamagic version of a spell.
So to me the issue how many can you add
What is a ballenced limit
Quicken is a plus 4 to the level
So the level 4 are already lvl 8 spells
I would limit it to lvl 9
So youncould add a metamagic of +1 more to a lvel 4 spell
+ 2 to a level 3 etc
Alternate method of adding a metamagic effect
craft a metamagic rod
Attach it to your weird science device and add that effect to spell being emitted by the device with the limted of spellls effected determined by the rod ( lesser=3, regular=6, and greatwr=9)
Now at lvl 20 this makes a beast of a weapon
5 x summon monster IV
Then summon 5d3 of lantern archon
This should net you the 9 needed for gestalt power where the nine little archon combine to form a single large air elemental with 2 extra 2d6 light rays that bypass all DR
Now in my version it then ends with a level 3 spell of haste
Now the large air elemental and any eextra lantern archon are hastened
And so are you
Next round you can fire off 2 more large air elementals
Now if you allow maximize spell you are garunteed 15 little archons
Empower it to get 23 little dudes for double gestalt and two large air elementals per trigger pull plus a few spare archons to gestalt with the other spares in the next roumd shot
With metamagic feats allowed this guy releases 8 large air elementals in 2 roumds and they stay aroumd for a long time
All this by a player who still has other devices using up his other spells that could/ should be buff and healing guns to keep him and his air elemental army alive and dishing damagr and some seriuos battlefield control
Also he is probably wearing some maxed out +5 full misthral ate armor he made himself for half price and a whole slew of other magic items also made half price
Wow i can not wait to mKe one
Ok yes the metamagic feats and spells per trigger need some limits
Weight limit would help ( hello belt of giant strength +6)
but reAly time is his real enemy, that and sunder, telekinesis, grapple theft and lots of decent tactics a lvl20 oppenent would be quite effective at
ok I did the math, if all reflex save fail then 198,000 dmage over 31 levels, by the Ball lightning gun alone
I uassume the other 3 levels of spells would be used to make guns for buffs, heals, etc
He still would be the ultimate glass cannon
I would like to chime in on this ( 5 months after the last post)
I am starting anew champain and want to make an artificer and my GM read to ToS poorly defined section and had almost all of the same 20 questions
I would love to see someone talented enough to answer all of them clearly
The biggest question is about adding metamagic feats to the weird science devices
One search came up with NO
Another said YES but only one
And another said a metamagic feat can be added on the fly but will risk the break DC roll mechanic
Just for fun i came up with same lvl 5 machine mentioned above
And at level 6 added metamagic feat of maximize and you get he 93 damage every time
4 x a day
Now the lvl 20 can use Ball Lightming with cl 20 is 5 ball each doing 3d6 x 5 of the spell
For 75d6 and they last for several rounds ( 11 or 20 i can not remeber now) but they only move at 20 feet per round and a reflex save negates all damage
So add metamagic persistant spell and they have to survive 150 saving throws, bound to be a lot natural 1's in there.
Only thing suriviving is electric immunity or auto relfex save or some other spell i am not aware of
Now that is single target damage
But those 150 balls can be split up?
And spread aroumd
Oh and next round there are 150 more x 11 (1650 balls x d6 each lasting 20 rounds)
Anyone doing the math?
Now the wizard can counjur and army of angels or demons
And dinosours etc etc and augment them amd more
So lvl 20 is crazy broken on both sides of the fence
Anyway if anyone has those 20 answers
Thanks
Sure at lvl 20 the wizard will also have an army of
Great job, Thank you
I do use the Auroch and Bison
because they do very good single target damage with 1 strike, esp when augmented
Auroch +7 to hit, 1d8 +7 damage, +9 if augmenteded, then slap on Bull's strength (which is redundant actually) and +11
great when you REALLY NEED TO HIT AND HIT HARD
My GM says in 20 years he has never had someone throw "Hamburger" at him, then my McDonalds Posterchild laid down some serious whoopa$$.
Now he knows "where's the beef"
In otherwords, please add them
Do any of the improved familiars have UMD as a class skill?
At lvl 7 I am going to upgrade my owl to a water mephitis
I have the stats from the beastiary listing feats and skills
his HP are half mine
his HD are same as mine for hit dice related issues other than hit points
when I level up
does he level up?
Does he get new feats
do I add ranks to his skills?
Also I want him to be able to use a wand
he is humanoid with fingers
does he take UMD
or do I have to take the skill and put ranks in it?
And then he uses my skill points for his role modifier
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Good point, my cohort will have the leadership feat and has enough con to be near to my PC in hp and ac score, so he is as safe as me incombat ( squishy wizard)
but he will mostly be buffing and not directly attacking the enemy
his main feats are crafting, mostly to make up for him not getting a share of the loot, other than what I give him. Since I am " generous" he will get 1/4 to 1/3 of my loot
depending on our needs, but likewise I get a percentage of the profit of his magic store he runs out of my safe house.
But the followers will turn into a small "army" in a few renditions too
alothough too weak to fight
I assume they too stay and run the fort and help craft etc and become a small village on their own
I assume they will need health insurance, water treatemnt plant and a hopsital with a meternity ward
I am gonna need a cleric!
And an accountant
I am planning on taking the leadership feat at lvl 7
my GM is cool with it, mainly because no one he has every played with has ever used it
my question/statement/rant is about how " broken" the feat seems to be
I am not planning on abusing the feat but it appears there is no mention that the cohort could not also take the leadership feat , etc, etc
this would cause number crunching breakdown if only one player took it and if everyone in a 4 player game did would be uggggghhhh
maybe in a 2 player game?
it is as bad as making your third wish from the genie being for three more wishes, over and over again
I am not going to even try this, but has this been brought up before, or am I missing seeing that line in the feat description
I am currently at lvl 6 wizard and have asked my GM about taking the leadership feat
He says in 20 years of playing, he can not remember anyone every taking it, but he will not ban it. he thinks it just sounds " cheesy"
my players back story from day included he was looking for his lost brother
so my cohort will be my lost brother
we will both be wizards
my GM's only restrictions are I have to do 20 point buy or straight roll for his stats
I opted for the 20 point buy
I am not designing him uber, at minur 2 levels he will be even squishier than my main character
he will take the feats I do not want for my main wizard, such as the crafting wands and magic items
he will make up with his lack of getting loot by crafting and setting up shop
of course the other pc's get a group discount
but the real broken part is that with one feat I have doubled my spell casting per round and nearly doubled my know spells ( if I pick them carefully)
sort of like two weapon fighter for the rogue, essentially doubling her sneak attack opprotunities
I will let you know how well this works out
he might force me to change it to improved familiar
I wizard with craft magic item and inhave never done this before
Our rogue requested a crown that can cast 1st lvl spells on herself, basically sheild and true strike
her reason is she needs help when fighting the BBEG with high AC and high to hit
base cost is 500
plus 1200 to cast 1st lvl spells 3 x a day
I assume this means the same spells, not pick any you want at the time
so to be able to add a 2nd spell I would have to add the ability again
but at what cost?
Another 1200 or double that?
The rules are not clear in that section regarding items with multiple abilities
or would it be better to make 2 separate item each with a different ability
also items have alignment too
do I pick the alignment or is it random?
If she has 2 intelligent items, will they " get along"
or is that up to the DM?
Great guide and the colors worked in google docs
this , plus all your wonderful advice from everyone else will help a ton
thank you
Thanks for the ideas
I am trying to improve my Wife's Rogue, She like to roll play, but does not like to "tinker under the hood"
Currently lvl 6
She is a Half Elf
we rolled for our stats, in order, (old school)
Str 12 (+1 @LVL 4)=13
Dex 18 (+2 race) = 20
Con 14
Int 14
wis 10
Cha 12
She has already gone weapon finese/TWF
2 x +1 short swords and a quarterstaff for Blug damage if needed
and small crossbow for range
other feats, dodge, mobility,
Rogue feats, Sneak attack 3d6, trap find, trap spot, weapon finese, evasion, trap sense, uncanny dodge, bleeding attack
cool tools so far:
lens of detection +5 perc,
boots of stride/spring for +10ft/rd plus +5 acro
amulet of Nat armor +1, ring of protect +1,
MW studded leather armor +3
with all that plus her Dex, her AC is 22 (26 vs attack of opp)
Yes She does have 2 other flanking buddies, a Half-Orc Ranger and a Monk
Why do you rec Kukri over the short sword, is slash better than pierce? plus larger Crit range 18-20?
My lame search fu failed to find any Guide to help me making a rogue
except for many requests , nay pleas for Treantmonk to make one.
Could someone please lend some advice on feats, weapons and magic items that are handy for a low level rogue, say, up to lvl 10?
and what to avoid
Thanks
Thanks for the ideas
i have the handy sack and will definately get the ring of sustenence
I realized I made a typo on my title question
I meant to ask about favorite " Intelligent" magic items
" generic newb opening phrase"
I am a newish player to pathfinder and am currently at lv 6 Wizard and have been looking into spending some loot on some magic items
I found the idea of intelligent item intriguing, ESP the ones that cast spells 3 x a day
I know a wand would be much cheaper but an item that can communicate empathically with me that it senses that this is a good time to cast protection from evil and casts it during my turn, freeing me up to also cast another spell of my own the same round seems like a great asset and worth the extra cost.
from my reading that is how I assume they work, please correct me if I am wrong
Either way please tell me what you have found to be your favorite/ most bang for your buck items. Please mention some that are afford able at lower levels and some higher too ( I like having a goal to shoot for)
thanks
Wow thanks, that is a great idea and a cool name too
I think she will be pleased
personally I think she enjoys the " shopping " role playing more than actuly using it
So a true strike weapon already exist
much simpler to have her purchase that and use it when needed
and have her pruchase a more commonly accepted , and cheaper, weapon enhancement
a wand is much cheaper but she would need the Use magic device skill and spend a lot of ranks on it to be not as reliable as the guanet
or take the minor magic feat
while I am being creative with create magic weapon questions
is it possible to add cure light wounds to a weapon?
It could be activated by a light tap to a friend or yourself
and do extra damage to undead
again more costly than a wand but no need to have UMD skill or minor magic feat
although those skills and feats allow her to use any wand
Thank you from saving me from embarrassing myself at the game party
I thought it was ridiculous but could not exain why to my wife, it is a 1st level spell, affecting only attack roll on the next attack ( no damage modifier)
Please explain why this is different from something like a flaming sword? It has a 1st lvl spell crafted to it and when it hits, it can do 1d6 of addition fire damage and it can do it every attack
the added cost was 1 x 1 x 2000
or am I missing something from the calculation?
I have bought the armory book, but it is in the mail
I am just trying to figure out rules to creating or buying magic weapons
I know the standard answer is " it is ok if your GM says it is ok"
and my GM is pretty liberal
but
I want to know if it is ok before I ask him so I will not be embarrased, because it breaks some rule I am not aware of.
a sword of true strike - the spell of true strike is crafted to the weapon so that after a sucessful hit, the next attack by the weapon holder gets a +20 to the attack roll. If the user has two weapon fighter feat then the off hand attack would get the bonus and never fail unless a 1 is rolled
Back story,
my wife is joining our group ( geeks dream come true) which is at lvl 6
and has 12000 gp to spend
she wants to play a half elf Rogue and I want to outfit her with some cool weapons. My calculation shows that this would add 2000gp to the price
1st lvl spell x caster lvl 1 x 2000
she wants the two weapon fighting feat
and so I am going to get her 2 bastard short sword
I want them to have a magical power added
so here is my idea
the primary sword
My charisma is 12
and our group has a base and I have earned several " fame points" so far in our campaign
a negative to my leadership points is that I have a familiar
what is a moongoose squint?
I like the idea of the brother turning his back on wizard and becoming a witch
I do not know about the witch class . I will ask my GM and see if he allows it
I will also ask the bard if it Is ok with her to " share the stage" with another
or a paladin with 1 level of wizard just for the story connection
My character has a back story that resembles the speed racer story a bit
my father is a wizard and so are his 3 sons
my older brother ( think Racer X) and my father ( think Pops )got into an argrument over a secret my brother found out regarding something about our familes origin and magic and he left in a huff, suposedly to find out more and set things right
my father is of corse very upset and secretive about all of that
my character ( think Speed racer) left with fathers permission ( reluctantly) to go out and find my brother and protect him from the people who want to keep the secret things secret
I was planning on having my cohort be my older brother
in that case he would be a wizard of the same school as I am
if I get enough charisma and leader points to have a second cohort I was gpin to have it be my younger brother ( think Spritle) with a familiar monkey ( chim chim)
if I pick a bard or cleric I would be stepping on the other players toes
or impling they are not doing their job very well
I am afraid any -2 level front liner would not last long and getting cohorts kill seriously hurt my future recruiting power
the wizard I am planning would have the feats for two Wand weilder and then get him some lvl 1 and later some lvl 2 wands so he can very quick apply the buffs and with 2 cure light wound wands he can dish out some healing to help out the cleric
if we both cast eagle slendor on the bard then she can charm the pants of anyone , etc etc
if I am careful not to overlap our spell lists he will increase my spell flexibility while also increasing the spell out put
I have a familiar too and upgrading him at lvl 9 to a wand weilding water mephitis will further increase the magic out put
can the cohort also have a familiar and can it also be upgraded?
I figure it would be a bit over powered if the cohort could take leadership when he gets to level 7.
I am a wizard getting close to level 7 and I have been eyeing the leadership feat
Our group has. 6 players and I have been focusing on control and buffing
I have school spec in conjour and have augment summoning and the pack of dogs have done a great job of locking down multiple foes and doing serious damage
group info
half Orc ranger
halfling barhalf elf rogue
human monk
dwarf cleric
I was thinking another wizard would help with take some of the buffing duties and could lay down some more and different control options or lay down some more summoned monsters. Plus in the down time he can be busy crafting stuff
or a cleric for even more healing
or a paladin to be my personal body guard
who can heal too, although being. 2 levels below the party woul make him a backrow player
all sound good is one better than the rest
He has not gone for my spell book yet
I want to be ready
I am new to rpg and pathfinder but i am a big board gamer and strategy player
My GM is a 25 + vetern of RPGs and is my main rival when we play board games
even in large games of 8 experienced players either he or I will be the winner
so he invites me to play pathfinder as a new challenge
he took it easy on me at first , but as I have researching my class leveling up and learning so much from all of you , I am beginning to upset his apple cart on a regular basis. I am also pretty good at solving puzzles and he once accused me reading the GM manual ( in jest of course)
basically we are falling into our usual competative pattern
which I enjoy
when he is trying to kill my wizard he says it is because I triggered the trap so of course they would zero in on me
real life facts we are both in our 40's and both are doctors ( hence my really bad spelling)
I had not thought about the outcome of dispell magic and anti magic fields
but the idea of putting some emergency scrolls in an adamantive scroll case
then shrinking that, turn to cloth and atach to underwear
if dispell magic etc happens I then say" why yes I am glad to see you"
as the scroll case suddenly grows to full size in my wizard breifs
I was hoping 1/4000th the origional volume and turned into a piece of cloth should roll up nicely
plus inside my mouth ina porcelin tooth makes it water proof and as fire proof as I am
so I do not have to identify the spell I am dispelling, I can just traget the book until my detect magic cantrip registers nothing
our rogue is really good and with 5 of us rolling for aid another that should help
I can cast my protective spells on her
Ok so here is my plan (trying to be origional and a bit Maxwell Smart, too)
I will tell mt GM that I have a bad tooth and have to go see the Dentist. I will have a molar removed and a fake hollow porcelin tooth made that I can remove at will.
I will use shrink item and place the spellbook in the tooth each day
I will then cast obscure object if I feel the need
I will then use the spell book I captured as my decoy for thieves and my back up in case the tooth book is ever discovered.
I will make the cover unique and clearly memorize it so I can use locate object if stolen
I will ward it with speia snake and secret page on the cover
and inside secret page to hide exploding runes
this will be kept in my handy haver sack with is guarded by Arcane lock
The handy haver sack already contains copies of all my favorite spells, I could use them as needed in a pinch and use them to re-write my spell book if needed.
Now, I have not finished reading though the spell book I have captured
I had my parties Rogue detect traps and helped disarm the lock and we avoided the flame that shot out, we also placed it in the fire place while dong this, and the gM praised out forethought, say he was gonna have it burn the house down if we had not.
The exploding runes did go off in my face because I failed to detect it (I was level 4 at the time and I am a 1st time player
I was almost but not completely killed by that.
I was planning on trying some more when our base was ambushed and our adventure has not slowed down since to goive me a chance to try and read more of it, but now i have the spells to keep me safe (I think)
As ia understand I should buff up 1st with my Mage armor and sheild, false life extra hit points, resistance and get the bard and cleric to add any spells that might help my saving throws.
Then have the rogue spot any traps and attempt to disarm
failing that I should use True seeing and comprehend languages to check for sepia snake, and more eploding runes or glyph of warding.
and use Erase or dispell magic (?) to get rid of them, or help me survive the saving throw in case I fail
this should make the book now safe to read, ?right
I am lvl 6 and have focused on conjouring
I was thinking of placing the spell book in my handy haversack with an arcane lock on the haversack
I was goin to use secret page to hide sepia snake on the cover
I want to try and capture the thief for interogation purposes of course
and also use secret page to hide exploding runes in my spell book catch anyone who got past the 1st trap
likewise when finding another spellbook I should ask my rogue friend to trap spot for me, then use true seeing and comprehend to detect the exploding runes or sepia snake and follow up with dispel magic to disarm the traps
correct?
I have a kinder gentler GM , so far, but as our team is leveling up I find my wizard more and more the primary target after the tank is engaged
I am stillnalive due to some amazing luck at will saves. He has a thing for phantasmal killer and undead
Please give the newb wizard some tips at staying alive and keeping my spellbook save
I have a handy haversack and I have captured a defeated wizards spellbook and almost died from the traps protecting it
Dire Squirrel
your name " ROCKs "
I was gonna say it was super nutty but that would be too cheesy
Thanks for the clarifications
I plan on this being a rehearsed " play" between me and the bard and that the other will know the box is an illusion by her statement
I will write the description of the illusion on a 3x5 card and hand it to the GM in case he asks ( he already requires me to have prepared cards for my summoned monsters so he does not have to look their stats up mid fight)
the description will state the illusion is " painted" on the inside and the outside of the box and that there is a faint light illuminating from a tink crack along one seem
just enough light so they can see the illusionary texture of the metal
it is painted on the outside so the targets teammates will also see the illusion
am I going too far to say that it has the appearence of adamantine
so they do not try to whack it with a weapon for fear of breaking their weapon on the adamantine?
And will I, the caster have to pass a bluff check or will the speaker, the bard have too
or should we say nothing and let the silent illusion "speak" for itself?
I have been enjoying all the illusion and silent image threads and thought up a use that I want to run by all of you before embarrassing myself
Can I cast the 10 x 10 cube/ box around my target with the inside painted like stone or metal?
At the same time the group bard ( who has the real high bluff skill) shouts " aha! Our wizard has trapped you in a metal box!
I am assuming the target would have to interact with the box to test the illusion and that this would take up an entire round of action
thus silent image can be used a one round hold, on one target or as many as you could position inside the cube, at least at low levels
am I correct?
wow! that is some amazing stuff ( said the newb lvl5 wizard)
thread Jack alert
I know he did not ask, cuz he probably already knows , but
what buffs and protection does this War wizard need ?
I assume the army horde is non magic, but what if they have some magic what are his best anti caster defenses?
Is there a two wand weilding feat similar to two weapon fighting
and if so what are the drawbacks
my idea is that I use wands to buff team mates and firing them off quicker would be a big help
Wands are not so powerful in later game
but duel rod or duel staff could be broken though
if it exists please let this newb know the reference material so I can ask my GM if I can use it
Handy haversack and pearl of power
Ok here are my choices
with my intelligence and school slot I get to know 5 and prepare 3 a day
at lvl 6 I get to know 3 more and prepare 1 more
I forgot to mention my forbidden schools are divination evocation
I figure evoc is all about the damage but I figure with my augmented summoning feat plus conjure school bonus means monster will out damage any single evoc spell over the 8 rounds they last while providing some crowd control since they mustd
deal with the beasty in their face
I hated to pick divination but ya gotta choose something, grrrrrrr
so in addition to SM 3
haste
dispel magic
stinking cloud
sleet storm as both of these are great crowd control/ panic buttons
and both conjour for the bonus duration
does my spell focus conjour make them more effective too?
now at lvl 6 I get 3 moreyou all gave me great ideas
I am thinking fly, phantom steed, and invisibity sphere
and as I earn more gold I will buy scrolls of each of those cool utility spells
Thanks again for all the awesome advice
I have used your advice on my lvl 1 and 2 spell choices and I keep suprising my GM ( a > 25 year d and d vetern
he keeps say wow , you are a newb and yet you knew to have that spell ready for that problem
I guess he should start using this message board
I will post again next month and ask for help with lvl 4 spells
I AM a new player finally up
to 5 th lvl
wizard and I would appreciate some help picking lvl 3 spells
I am a conjourer with augment summon feat
so summon monster 3 was a no brainer
as was haste and dispel magic
my group is big 4-6 show up most of the time
our tank is a half Orc ranger and we have a
monk rogue cleric and a bard
since the ranger is not the ideal tank class we all try to buff him alot
with enlarge person and bull strength false life etc
the bard and I team up for crowd control spells
what other lvl three spells get alot of mileage or are just too good to pass up
thanks
ProfessorCirno wrote: Typically you don't take your followers with you into the dungeon or adventure, since 1) it makes things so much more complicated and difficult, 2) they're just level 1, they really can't help you all that much, and 3) they're just level 1 so they drop like flies.
The cohort is indeed very powerful, but the followers? They're fluff. Leadership works best in a game where the DM gives you a base of operations so that your followers can stay and work there. Or follow you in places that aren't filled with danger as an entourage.
it still sounds worth it as long as when I return to the hideout after a sucessful dungeon raid that I can still scream " Minions! Where is my lemonade!"
it does sound like makes things fun for my GM and he can charm any player in the group
although not as easy as a member who is 2 levels below the rest of the group
I could mitigate that damage by having him only know buffing and roleplaying spells and I have all the good damage and control spells
Minions, where are my slippers!?!?
I am nearing lvl 7 on my wizard and I saw a feat called leadership
I have enough charisma and other leadership points to have a cohort ( NPC) who is 2 levels below me and a few followers
I assume I can make a npc apprentice wizard who is my sidekick and basically he doubles my spell casting output and nearly doubles my know spells
inwould have him pick different forbidden schools so we would have a wider range of spells to choose from and have him pick a few different feats for more flexibility
this sounds too good to be true
then you add a few level 1 npcs who could be buffing characters who try to stay out of combat a bard and cleric let's say they buff me and the boy wonder and the rest of the team while we go playing mini god and son on the bad guys
this sounds too good to be true
please correct me if I am wrong
or what the drawbacks are
I assume my GM will be trying like crazy to them off so that I lose leadership. Points
Thanks All
we have a large group of 6 player, but not all make it every week
ranger monk rogue bard cleric and me the wizard
I have chosen the conjuror school and have spell focus conjur and augment summon already ( yeah riding dogs rule! And eagle are handy too)
I did buy a Mage armor wand and a magic missle wand plus I earned a handy haversack as loot last week and bought some bracers of armor
craft wand spell males them cheaper but I plan to take crafty womderous items instead, because it allows me to make a wider variety of higher lvl stuff for me and teamates later on, but I am getting off topic here
any good wand ideas for my pseudodragon idea
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I am new to rpg and I am playing a Wizard
I am currently lvl4 and have enough gold to buy some wands
could some one please give me some tips for wands to buy
best bang for the buck, etc
at lvl seven I plan to get improve familiar and get a pseudodragon and use magic device so he can use some wands too, so some advice along those lines would be greatly appreciated
thank you
Please tell me more about up grade on the familiar
can they wear a wear wonderous items that hep the wizard and the group?
Thank you for the great advice
my group has 2 meat sheilds a rogue and a cleric
plus a halfling bard whose idea of role playing reality is to run and hide during every fight
very funny actually
so I am going to focus on conjur and battlefield control and some rebuffing
I will let the cleric craft and save crafting feats for staves
I am new to RPG and pathfinder so I am learning the basics
like a typical newb I chose a wizard instead of something easier but I love it so far
I am at lvl 3 and need help with picking feat
my DM told me to plan on reaching lvl15 by the end
my plan so far is this
1 scribe scroll spell; focus conjur, tough
3 improve init
5 augment summon conj, craft wand
7 extend spell
9 craft womderous item
10 quicken spell
11 empower spell
13 spell penetration
15 greater spell pen
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