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And also not mentioned anywhere but theres a possibility that the phylactery of Tar Baphon is hidden in Xin-Grafar.
Also yes you can do a lot from Use Magic Device but you would need to trick a level 20 necromancer level 10 mythic lich unique spellcaster. If your characters are as high level as that and actually explain what they are doing and how they would do it I would allow it.
Im about to start City of Golden Death. I have 6 players and they are fairly optimized (Barbarian, Witch, Figther, Gunslinger, Ninja, Priest), so much that I feel the modules are not offering a nice challenge to them.
If they are comfortable and want to continue, Im thinking about transitioning the adventure path into a Golarionazed Age of Worms directly into the Champions Belt, I already planted some seeds for them to follow into this events.
Can you offer advice to make the City of Golden Death more challenging? I already redesigned Iramine to be a pretty difficult Magus. But the other Heralds and acolytes just seem plain vanilla to me.
So if you can give suggestions they would be greatly appreciatted.
I find Carrion Crown one AP that would not be very suitable for Mythic rules due to its gothic horror meets monster of the week theme, although there are some turning points in which you can ascend.
1) The Sanctuary of Desna
2) The exploration of the Mi-Go caverns
3) Exposing yourself to the Raven's Head a artifact of legend
Also TarBaphon is mythic himself. I havent finished the last module, but I'm a bit scared if we are to face even a diminished TarBaphon :S
From what I have seen:
Paladins rule, Clerics shine, Inquisitors can be awesome Wizards for Utility are super grandiose.
And others well they all have a opportunities, except perhaps Enchantment Spellcaster.
The campaign is undead and resistance energy heavy. Always be prepared to whip something up for incorporeals.
Yeah, as I said above I think all the comments fall in the "no fall" camp and I now agree with that.
It's not that I hate paladins, I think the question was important because as a GM I'm supposed to arbitrate and wanted to get feedback or risk doing something overtly arbitrary and ultimately not justified.
I'm guessing this kind of questions come up a lot here?
How? rejecting it and then blaming him for everything wrong in my life and then following it to the north pole and not killing it?
For Scorching Ray:
Intensified +1 (nothing)
Gnome Pyro (Archetype) - didnt find it, is it core?
- At level 12th: 3 rays
Empowered and Maximized act separated.
Hope that helps!
Whips are not entirely for damage output, you can trip without provoking and do a lot of other maneuvers with them and also full attack.
Some minor Carrion Crown spoilers ahead. Please beware.
So, current Carrion Crown adventure path is being too much fun with one character that has been giving comic relief to the party. During module 3 Broken Moon. This player had a Urban Druid and as we entered a hunting lodge we faced three boars in the process of being hunted by plot central party.
So the druid, says, oh no my wild animal friends. I will help you. And casts Fog Cloud in the Boar's area.
And then <<Jackass background music>> something like this should have happened:
But what really happened was Incident 1:
DM says: are you fully aware of what you are doing?
And then by some miracle and the intervention of our powerful dwarf figther we rescued him in negative hitpoints and just about to die.
ZOMG so dumb.
Incident 2: Animal Rescuing!
After several attempts of diplomacy and handle animal the caged animals just one wolf is indifferent to him and he then proceeds to start freeing them. And he almost dies thorn to pieces by the dire bear.
DM: You find a three with the bodies of several werewolves in hibrid form hanging in his branches.
10 rounds of combat later, we managed to pull him out of the three because it was a freaking Hangman's Three and swallowed him whole.
Oh so so so funny. Oh and he still wanted to save the three...
Depends on your Spellcasing Style:
For an enchanter Still, Silent, Heighten, Persistant, Threnodic are good choices, Spell Focus & Greater Spell Focus
For a elemental/blasty type: Elemental, Focused, Dazing, Empower, Selective, Maximize, Rime, Intensified Spell
For Save or Suck: Heighten, Persistant, Focus and Greater Focus
For Controller type: Rime,
For the Magus: Intensified & Empower, (and get close range arcana for that 10d6 Snowball and Empowered/Maximized/Quickened with posibility to crit Ennervation can you say 8 levels in a crit BOOYAH!)
For Everyday uses:
Preferred Spells: For Caster Level variable dependant spells, you cast often. Stack a +6 for a particular spell with
Spell Perfection: For almost everyone, as it doubles practically everything you ride on Caster Level and DC. Get 3 other Metamagic Feats to plan for Spell Perfection at 15th level.
That's the beauty of your different mages, you can build something quite diverse everytime you take the class.
I think Virtue Magic would be mechanically the same as Sin Magic, it would just be used into a different purpuse
Instead of transmuting lead into gold it would turn garbage into food and spoiled water into purified one to drink to feed the needy etc,etc.
I started trying to do that but instead I went for a Magaambyan Arcanist wich is a goodytwoshoes super cool Prestige Class
I played a Dirge Bard in Carrion Crown and they are awesome. The undead affecting enchantment spells are sweet and helpful.
Also you can combine that archetype with Sound Stryker and dish out good damage (weird words counds a bludgeoning).
Also nicely placed diplomacy checks are going to help you lots in certain encounters and knowledge religion and arcana are sweet to have all over the modules.
Paladin will help but he has to be really, really "open minded".
With the Archaeologist available I dont know why anyone would consider playing a rogue. Archaeologists are the awesomesauce!
I'm building a Magaambyan Arcanist but I'm having trouble finding good combos with the Good Descriptor spells and feats for a Magaambyan Arcanist Conjuror Specialist, anyone have builds or recommendations on what to pick and how to synergyse?
The only good use for the Good Descriptors seem to be Holy Word for a nice abuse of Spell Perfection (grin: Varisian Tatoo, Spell Specialization) in higher levels,
My suggestions for druid spells are the following.
Anyone has done a build for the Magaambyan Arcanist?
Hey guys thanks for the replyes,
Due to MAD I think I need to roll my stats to consider the best path to follow either str or dex.
As magi shine when using a wide crit scimitar is always agood choice.
As mentioned before I dont mind losing spell recall as mystic theurges rarely are without spellcasting options.
Right now I'm looking for strategies to raise my to hit and my AC.
I think the cleric spells help and also adding Greater Heroism from the witch Via Samsaran Mystic Past Life is a win/win (I'm adding Ill Omen, Enervation and Greater Heroism, dunno anything else that stands out that is arcane witch not present in the cleric spell list)
I'm pondering at this idea for a while. And I want your opinion on how to optimize this concept. We are starting a Planescape campaign and the GM proposed us 240,000 gps wealth level no crafting feats.
Professor Q wrote:
I think you are suggesting Empyreal Sorcerer + Cloistered Cleric (for additional domain powers) which is still kinda red... Y would much prefer Pathfinder Savant.
If you want to use a continuos use item, you need to use the 2000 modifier.
Then you have to multiply the cost by 2 because of the 1 min/per level duration.
If you want it to be a slotless item you have to multiply by two again. Like using a Ioun Stone.
So the price would be
1 Spell Level x 1 Caster level x 2000 Continuous use x 2 Duration x 2 Slotless = 8000 gps.
Hope that helps!
I guess that could be the case, as the Magus and Paladin specifically state that the weapon bonuses stack. It should apply the same to the SpellSlinger.