Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
About Paizo Messageboards News Paizo Blog Help/FAQ

Secane's page

FullStarFullStar Pathfinder Society GM. 1,920 posts (1,942 including aliases). No reviews. 1 list. 1 wishlist. 14 Pathfinder Society characters. 1 alias.


1 to 50 of 1,920 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Lantern Lodge

Ok. Does anyone has any advice on making this character ideal work effectively?

Lantern Lodge

Hummm... Well that is something new that I learned today.

Lantern Lodge

You might to check the core faq on whether size increases (via magic or actual size increase) stacks. I remember seeing an FAQ entry where it says it does not, so do check it out.

If you want to rage cycle, there is a shoulder slot item that allows you to do that. I have forgotten the name, but it basically makes you take 1d6 damage (unpreventable with DR,etc) whenever you become fatigued and you don't end up with the fatigue.

Lantern Lodge

I just looked up the Ecclesitheurge Cleric. How is that archetype good for firearms?
Just asking, cos I don't see anything that makes it a better firearm user, it looks more like a better caster cleric.

Lantern Lodge

the Diviner wrote:

Now to the fun stuff.
This build uses the feat Noble scion to get cha instead of Dex to initiative and then buffs charisma based check. Combined with Diviner and a couple of items you get up to +100 under the right conditions. Oh and you automatically roll 20 on the check.

+20 from Glory domain gained through familiar(Emisarry archetype)
+10 Wis(Amulet of the Spirits(heavens))

Even if you use Cha in place of Dex for initiative, initiative itself is not a skill or ability score check.

Meaning even if a skill or items says something like "can add her Wisdom modifier to her Charisma modifier on all Charisma checks and Charisma-based skill checks"

You can't actually use the above skill or item to add Cha to initiative. As initiative is neither a "Charisma check" nor a "Charisma-based skill check".

Lantern Lodge

I'm trying to make a new PFS character and I'm thinking of making a Gunslinger Warpriest, that uses a Musket.
Basically a priest with a firearm build.

However, no matter how I try, I can't seem to get the two classes to work well together.

My original plan was to take a 1 level dip into Musket Master and go the rest of the way as a Warpriest.
That way I can still have access to the Warpriest's level 10 blessing at character lv 11 and make the most of the various buffs a warpriest gets as you level up.
PFS characters "retire" at lv 12

Upon further reading I realized that two-handed firearms need a full round action to reload. Even with the Musket Master's rapid reload and the use of alchemical cartridges, I would still need a move action to reload.

This means taking at least 3 levels of Musket Master to reload at the same speed as a 1 handed firearm.

With Warpriest being such a level dependent class, I'm not sure how to balance these two classes to make the character ideal of a priest using a firearm work.
Am I looking at this build the wrong way?

Can anyone help with this build.

*I already played a paladin, hence I wish to avoid making a Range Paladin build.

Lantern Lodge

When using the air blessing's Zephyr's Gift with a Firearm, does this means you can make ranged touch attacks regardless of distance?

Warpriest wrote:

Air Blessing

Source Advanced Class Guide pg. 63
Deities: Gozreh, Shelyn.

Zephyr's Gift (minor): At 1st level, you can touch any one ranged weapon and enhance it with the quality of air. For 1 minute, any attacks made with the weapon take no penalties due to range. In addition, making a ranged attack with this weapon doesn’t provoke an attack of opportunity.

Firearms wrote:
Early Firearms: When firing an early firearm, the attack resolves against the target’s touch AC when the target is within the first range increment of the weapon, but this type of attack is not considered a touch attack for the purposes of feats and abilities such as Deadly Aim. At higher range increments, the attack resolves normally, including taking the normal cumulative –2 penalty for each full range increment. Unlike other projectile weapons, early firearms have a maximum range of five range increments.

Lantern Lodge

FAQed. Dotting.

Lantern Lodge

Thanks for all the inputs.

I'm planning to rule that since magic does not work in the above situations, the armor in question does not change size at all for the duration of the dispel magic or antimagic field.

My reasoning is that the "resizing" is a magical effect and since magic is not working at all in both situations, the armor effectively cannot "resize back" to the original size, since it would need magic to do so.

Do you think this would be a fair ruling?

Lantern Lodge

LazarX wrote:
The Fitting property has been made obsolete by the observation that magic armor (not weapons) will resize to the wearer.

Is this in the core book? I can't seem to find it. LazerX, do you know here is this found? FAQ or which specific book?

I know that magic clothing or jewelry, like neck, body, chest or ring slot, etc items do resize, but nothing on magical armor.

Lantern Lodge

What happens when you cast Dispel Magic on an Armor with the Fitting property?
*OR wear say armor into a anti-magic field?

Giant Hunter's Handbook wrote:


Source Giant Hunter's Handbook pg. 33
Aura faint transmutation CL 5th
Slot none; Price +2,000 gp; Weight —
A fitting shield or suit of armor instantly shrinks or grows to suit the size of any creature that picks it up unless it is currently worn by another creature. It reverts to its original size 1 round after it leaves that creature’s possession.
Requirements Craft Magic Arms and Armor, resize item; Price 1,000 gp
Dispel Magic wrote:
If the object that you target is a magic item, you make a dispel check against the item's caster level (DC = 11 + the item's caster level). If you succeed, all the item's magical properties are suppressed for 1d4 rounds, after which the item recovers its magical properties. A suppressed item becomes nonmagical for the duration of the effect. An interdimensional opening (such as a bag of holding) is temporarily closed. A magic item's physical properties are unchanged: A suppressed magic sword is still a sword (a masterwork sword, in fact). Artifacts and deities are unaffected by mortal magic such as this.
Antimagic Field wrote:
Likewise, it prevents the functioning of any magic items or spells within its confines.

Does the Fitting Armor reverts to its original size?

Example, Small Fitting Armor worn on a medium sized character. Character enters a antimagic field.
Does the character goes pop? As the armor shrinks back to small size?

Asking as a GM.

Lantern Lodge **

Does anyone have a list of which scenarios are given out by the following VCs?
(Or have them appear in an important role.)

Adril Hestram
Drandle Dreng
Ling Yayao
Sheila Heidmarch

I remembered someone posted a list where the scenario's name and VC is listed.

Something like this format:

The Citadel of Flame - Dennel Hamshanks

But I can't seem to find it again... :(

Lantern Lodge **

I'm trying to find a list of the scenarios including which venture captain is the one that give out that mission in the scenario's story.

I remembered seeing it once before... but I can't seem to google it out.

Does anyone know?

Lantern Lodge **

Thanks for the quick answers BigNorseWolf!

BigNorseWolf wrote:
No. If i feel energetic i;ll try to find the board post

Please feel energetic and help me find that board post!

Help me BigNorseWolf! Your mine only hope!

Lantern Lodge **


I also swapped him from the Grand Lodge to the Scarab Sages during the season 6 free change of factions, but I never played him at all for the past 3 seasons. The swap was just noted on his character sheet.

Is there anything I should know about the free faction change?
Would I have needed to actually play a game with him during season 6 to make use of the free retrain?

None of my other characters took the free faction change, so I'm not sure what do I get to keep and what would I have to remove.
Example, faction traits and vanities from the Grand Lodge, would I need to remove them? Or do I get to keep them?

Lantern Lodge **

I'm updating my pre-inventory sheet lv 6 alchemist and giving him a proper inventory sheet. He is made like like 3 - 4 years ago.
However, as he was my VERY FIRST PFS character... I didn't have a very good record keeping of the items he has on him and the amount that was used.
The alchemical items like acid and alchemical fire were written all over the place, deducted randomly, etc.

Could I just play like 500gp "fine" for possible miscounting of the purchase/use of such items?
The 150 starting gp was also not properly accounted for... :(

Other more expensive items like magic armor and items are properly noted down.

Edit: I also swapped him from the Grand Lodge to the Scarab Sages during the season 6 free change of factions, but I never played him at all for the past 3 seasons. The swap was just noted on his character sheet.

Is there anything I should know about the free faction change?
Would I have needed to actually play a game with him during season 6 to make use of the free retrain?

None of my other characters took the free faction change, so I'm not sure what do I get to keep and what would I have to remove.
Example, faction traits and vanities from the Grand Lodge, would I need to remove them? Or do I get to keep them?

My google search failed me...

Lantern Lodge

Does this applies to Pathfinder society?

Lantern Lodge

LazarX wrote:
gnoams wrote:

So I played a pfs scenario recently with some clay golems in it.

** spoiler omitted **
I did some forum searching and all I could find was people agreeing that the ability is poorly worded. I'm wondering what the intent is, and how you would run it versus:
1 (ex) regeneration/fast healing.
2 (su) regeneration/fast healing.

1.2. it's still magical healing, so neither will work.

Extraordinary Abilities (Ex)

Extraordinary abilities are non-magical. They are, however, not something that just anyone can do or even learn to do without extensive training. Effects or areas that suppress or negate magic have no effect on extraordinary abilities.

It could be argued that a (Ex) healing despite being non-magical, would still be considered natural healing, therefore cursed wound would still stop (Ex) healing from functioning, since cursed wound's damage "doesn't heal naturally and resists magical healing".

Lantern Lodge

If your the GM, you could always come up with something homebrewed.

After all most monsters have abilities that are not part of any class or feat. And there are modules where the story gives certain NPCs or even the players certain effects that is not covered by any rules, templates or class abilities.

So why not just build up a slayer and give him a homebrewed Slayer Talent that allows him to throw out bleed damage with every attack or something similar to that effect?

Lantern Lodge

Thanks! Time to let my players know.

Lantern Lodge

When a party finds loot items like jewellery, precious stones or other non magical, non adventuring gear items with a listed worth, are these items sold at the full worth price? Or at half the worth price?

Asking cos the core book seems to say magical items and gear at half price and trade goods at full.
Asking as a GM.

Lantern Lodge

Hummm... Replacing or swapping to a new class may be a problem.

The party I'm GMing for has a

I got 5 spellcasters in the party. It would be hard to retrain them all...

If any of you could have a look at the d20srd's spell point page link on my first post, what do you think of the vitality variant?
It makes a character fatigue if they use more then half their spell points.
I was thinking that this make sense for the full casters and the Bard, but won't it be tough for the paladin? Who has a much smaller spell pool?

Any further advice is welcomed

Lantern Lodge

What do you think of the d20srd's 3.5 version of spell points. That system does have an exponential spell cost.

I'm thinking of adding extra cost for spell spamming and make use of part of the vitality variant, where using 1/2 your spell points will make you fatigued and if you only have 1/4 left, you will be exhausted.
Would that be enough of a penalty?

Also why a new class? Won't it make sense more to apply this system to the existing classes?

Lantern Lodge

Anyone used spell points before?

Lantern Lodge

My current homebrew has my players' characters originating from a world where mana-based magic is the norm.

We are currently using default pathfinder and its Vacian style magic system, but I'm thinking of switching over to a spell point based system to reflect the characters' origins. In which I will be using something similar to d20srd's spell point system, with modifications to make it more balanced and updated from its 3.5 roots.

Question(?) - Is the spell point system viable, balanced and fun to use for a homebrew?

I have no experience with the spell point system and I'm unsure if it has any bugs or problems. Does anyone have any experience with running or playing a game using spell points? Any advice on how to use or run it properly?

*For setting and ease of gameplay reasons, most enemies encountered would still use the vacian/default magic system.

Lantern Lodge

The warlord would be around lv 7-11. The Party is lv 6 now and they may encounter him when they are about lv 7-8.

I did thought of just upping his cha, given that unless there is a specific class feature that uses it, a boosted cha would almost not affect any combat.
I'm not sure however if it would be a good ideal to create npcs with over over the top ability scores... or if I should stick with a point buy.

Thanks for all the advice and options, going to look through them and make this character work. Thanks!

Lantern Lodge

I'm trying to flesh out some NPCs for my homebrew and I'm a little stumped on how to make some of the martial NPCs charismatic.

To be more specific, I'm trying to make a Barbarian Warlord type character, but I find it hard to up his cha, without making him a weaker combatant, or become a bloodrager.

It's like muscles = less cha... :S

And Swashbuckler or some dex/cha combo is not suitable for this character's backstory. Nor is forcing a rod of splendor onto this character's gear.

The overall ideal for part of the campaign is to have the party find a way to overcome the Barbarian Warlord's army, by replacing him, turn his army against him or some other course of action.
Hence the need for a charismatic marital character.

Lantern Lodge

DominusMegadeus wrote:
Secane wrote:
I may just take a plunge into the cheese pool that is Occult Adventures and make a psychic character instead for this character.
Do you even have a basis for this, or is the book just new and psionic-sounding enough that you assume it's cheesy?

My local min-maxer players said the OA is pretty crazy in terms of what the new physic classes can do. Given they are the ones that usually make characters that breeze through most encounters, I have to take their word with quite some weight.

Lantern Lodge

Armiger's Panoply seems really nice. But it may not work with wildshape.
Reason being that the bracers is part of the magical item and Armiger's Panoply is an activated magic item. So once you wildshape and the bracers merged into your ploymorphed form, you can't activate it any more.

Wand of Swift Girding on the other hand is not a druid spell, so you will have to depend on an ally to cast it on you.


Lantern Lodge

Bandw2 wrote:
just get barding :P

Hadn't really thought of that.

Would have a hard time deciding tho... There are 3 different sizes for a Eagle Shaman.

Lantern Lodge

1 person marked this as a favorite.
Dave Justus wrote:
Azten wrote:
Oh, good, yet more proof Wild is no longer +3 worthy.

I don't see this changing much for the vast majority of characters that are interested in wild armor. Usually a druid isn't a dex monster, and shaping into a big nasty means they aren't piling on more dex than normal anyway. The only thing they really take a hit on is the speed penalty, and that is really pretty minor.

I guess I think if wild was ok before, it is pretty much ok still.

I'm playing an Eagle Shaman in PFS, and this FAQ is pretty significant.

Since most of my wildshaping would be a flying eagle or Roc, I needed a good dex score to make the most of the fly skill.
I was working under the understanding that Wild armor being an expensive +3 armor special property would not have a penalty to my Max dex and armor check penalty.

Now this FAQ just grounded my character... The irony is I would be expecting to cast Fly on my eagle or Roc wildshape just to have a good fly skill.
(My druid has the fly spell via domain spell.)

I have to note that in a homebrew, where spells like ironwood can be make perm, it won't be that big of a deal to druids, as they don't have to pick up Wild armor to have a good AC score.

Lantern Lodge **

1 person marked this as a favorite.

Is it possible to play lv 7 pregens (and applying the credit to the same character) so many times that a character goes from lv 7 to ABOVE lv 12 when the character finally hits lv 7 and applies all the credit earned?

Lantern Lodge

Pathfinder Design Team wrote:
Yes, max Dex also applies, along with the others.

Could max Dex be added to the official FAQ? Just to help clarify the FAQ further?

Lantern Lodge

Thanks Cheapy. Would have easily miss that reply by the PDT.

Hope PDT could add the max Dex rule into the FAQ as well? Just to help clarify things further.

I have to agree with you. With this FAQ, Wild armor really don't fit the cost of a +3 armor. It has become way too overpriced for the benefits it gives.

Lantern Lodge

With the recent Wild armor's FAQ, Wild armor will affect a wildshaped druid's armor check penalty, movement speed reduction, and arcane spell failure chance.

Does this means that Max Dex Bonus is not affected? And a wild shaped druid wearing a set of wild armor, can still add his dex bonus to his AC, with no limit on the amount of bonus?

Lantern Lodge

1 person marked this as a favorite.

With the new errata, the Occultist archetype is really too weak to work properly.

I feel thew new errata is overkill on the Cha requirements. It seems a heavy handed approach to making the Arcanist more "sorcerer", whereas pre-errata, the arcanist was decidedly more wizard in feel.
It just doesn't scale properly into the higher levels. :(

The sad thing is that it really affects the Occultist archetype badly, whereas in the past, you need to give up your spells to fuel the summon monster ability, now you can't even do that without giving up your strongest spells, which scales badly.

I may just take a plunge into the cheese pool that is Occult Adventures and make a psychic character instead for this character.

Lantern Lodge

Razmir is a lv 19 wizard, who is stuck at lv 19 and therefore unable to learn the Immortality (Ex) arcane discovery.

1)Making him tougher, but keeping him as a lv 19 wizard with MR 8-10 Archmage and some powerful minions/summons thrown in, would make it challenge for Lv 20 PCs
2)If your party has a lv 20 wizard that picked up the Immortality (Ex) arcane discovery, that could be a very good reason why Razmir REALLY wants your party dead or under this control, specifically the wizard.

Also, extra information on your party (classes,alignments,roles,etc) would help with coming up with ideals.

Lantern Lodge

Arcane Addict wrote:

I really like the Occultist Archetype. Its powerful, flavorful, adds a little something a regular Arcanist wouldn't be able to do and it doesn't cost you too much stuff. I prefer it over the regular version, really. The only downside is it delays your Exploits which in turn delays access to the Extra Exploit feat.

I do really like Quick Study. The Arcanist has a limited number of prepared spells forcing a choice between utility and combat spells. With Quick Study you don't have to worry about that choice. It just expands your versatility and adaptability a great deal, far beyond leaving slots open ever would.
Consume Magic Items fulfills a similar function, really, provided you have the items and willingness to sacrifice them. I like to get Scribe Scroll to fuel it. It allows you to really use all of your exploits instead of merely relying on your SM SLA.

Instead of the Familiar Exploit you might want to consider the Bloodline Development Exploit choosing the Arcane Bloodline. It also grants a familiar. It won't gain abilities as you level beyond the first, but it'll still gain everything else, and you can still get the Improved Familiar feat. The choice is reasonable because it allows you to use some of the other abilities the bloodline provides if desired, Metamagic Adept specifically, for a mere single point from your reservoir.

Instead of Dimensional Slide you might want to consider School Understanding choosing Conjuration (Teleportation) instead. They offer different kinds of utility, so I often end up with both.

Personally, I rarely take feats to enhance my summoned monsters. I prefer using them for their abilities rather than their physical combat value, allowing me to spend my feats on other stuff, like Extra Exploit. I also think there's already plenty of utility in the regular SM line that I don't feel the need to expand the list with feats either.

Won't using Bloodline Development Exploit (Arcane) limit you to a familiar that is permanently stuck at lv 1?

Lantern Lodge

Cool. I guess I will focus on getting Consume Magic Items, Quick Study, Potent Magic and Familiar. Its going to be tough tho... the Occultist already eats up 2 of my exploits.

Likely in this order...
1) Familiar
2) Potent Magic
3) Quick Study
4) Consume Magic Items

What do you think?

Lantern Lodge


Thanks again for the link! Its very useful!


Is the familiar really worth it? Won't it be affected by any area of effect damage spells that come your way?

Lantern Lodge

James Jacobs wrote:
Secane wrote:

I guess I'm just annoyed that the first thing some members of the party (which lacks a trap disabler) does when faced with a unknown or potentially dangerous situation is to call on the only NPC in the party to face it. More so as they had made a point to help the Paladin with his redemption quest before.

THERE'S your problem.

If you have no player characters in your group who can handle traps, you really shouldn't be putting traps in your adventures. Or if you do... you should make them more into puzzles the PCs can solve. Of COURSE the players are going to get frustrated if you keep hitting them with traps when they don't have the capabilities to deal with them other than simply triggering them.

My suggestion would be to replace those traps with monsters or hazard type situations they need to bypass via skill checks or other methods other than Disable Device.

Thanks for the advice. I'm going to plan ahead better for such encounters in the future. In retrospect I could have made this encounter into a puzzle solving one as you suggested.

I have to point out that this is the very first magical trap the party faced since the start of this campaign. There are very few traps overall in the campaign. The party is equipped to summon monsters and I have hinted to the party's wizard multiple times to pick up Aram Zey's Focus if he is concerned about traps.
The party have access to pretty much any official paizo resource they have.

Sorry if I gave the impression that I'm hitting the party repeatedly with traps or unsolvable encounters.
I just wanted some GMing advice to avoid this situation repeating itself in the future.

Lantern Lodge

James Jacobs wrote:
Secane wrote:
Hi James, how do you prevent players from abusing NPC cohorts/followers...

I don't prevent it. If the player characters abuse NPC cohorts and followers, those NPCs abandon the PCs (at best) or rise up against them with their own NPC allies (at worst).

One way to help fight against this is by putting the "character" in the non-player character. If the NPC is just a set of stats, the players have no real investment, but once that NPC has a personality and a history and goals and quirks and all that, the NPC becomes an actual character in the group. Remember that by definition, if it's a non-player character, it's the GM who runs the character. Do your best to personalize recurring NPCs, particularly cohorts and close allies. Make the players come to like them and respect them and value their companionship, and they'll be much less inclined to treat them as nothing but bags of numbers and hit points.

At the very least, make sure the NPC has a name. I assume he/she/it does in this case, but referring to it as the "Bard's Paladin NPC cohort" may be a symptom of the problem. You need to invest these characters with personalities and make them actual characters. Even if that only means roleplaying them when another PC says something callous like "You! Paladin! Get in there and trigger...

Thanks for the advice. The Paladin does have a name and has a set personality for him. In fact the party actually helped him to atone and become a paladin again.

I'm avoiding using character names, just in case my players were to stumble across this post. I don't want to potentially give out spoilers.

In the above situation, I did roleplay the paladin as saying he is unsure how to handle magical traps. The party decided to revisted the trap later and ventured further into the tomb first, before triggering the tomb's defenders when they entered the next area.

I guess I'm just annoyed that the first thing some members of the party (which lacks a trap disabler) does when faced with a unknown or potentially dangerous situation is to call on the only NPC in the party to face it. More so as they had made a point to help the Paladin with his redemption quest before.

I'm going to take your words to mind and roleplay the relationship the paladin has with the party. Try to get the party to respect the paladin as a fellow party member and not "the NPC paladin".
Thank you.

Lantern Lodge

Hi James, how do you prevent players from abusing their NPC cohorts/followers?

In the recent game I'm gming, the party suspect there is a trap in the middle of the room with a magical item laying on top of the trap. They immediately suggest that the Bard's Paladin NPC cohort go pick up the item.
I warned the party over abusing NPCs and they eventually (after a fight with the tomb's guardians) managed to retrieve the magical item.

How would you have handled this?
Is there a better way to prevent NPC abuse, without having to bluntly warn off players from doing so?

I'm hoping for some GMing advice on this, as I never gmed a game with NPC cohorts/followers before. (Other than animal companions or eidolons, which are usually far more under the control of their players.)

Lantern Lodge

Thanks for all the info.

Is there any other ways to increase the number of pool points other than sucking power from items?

Also, if I'm a good alignment Occultist, I can still summon evil monsters right? I'm asking, cos I'm a little worried about spells like protection from good. I have seen it locking out a wizard-summoner's pets from attacking a target before.

Could you repost the link? It seems to be broken. I can't get the link to work.

Lantern Lodge

Cyd the Arcmagi wrote:
the Gunslinger/Inquisitor is a good choice as well, if you take the Travel Domain, higher levels you can teleport in to sniping spots

Humm... I'm noticing a lot of suggestion to go Inquisitor in place of warpriest, is there a reason/s that the Inquisitor is better than the warpriest for this build?

Arachnofiend wrote:
Whatever else you do, you're going to want at least 5 levels of Gunslinger. You really need dex-to-damage with your gun for it to function as a weapon.

Is dex to damage really that important? Asking, cos I was hoping to make use the warpriest's ability to swift action self buff Divine Favor to make up for attack and damge.

And that needs caster levels to work.

Claxon wrote:

Is the Black Powder Inquisition PFS legal for Inquisitors? If so, do that. Maybe with 5 levels of Gunslinger.

Actually, if you take levels in Gunslinger you don't need the Black Powder Inquisition. But yeah, I'd definitely go Inquisitor for the divine part.

JiCi wrote:

How about using the Variant Multiclassing rule with the Gunslinger?

Be a Warpriest, Paladin, Inquisitor or Cleric using that set of rules as a Gunslinger.

Unfortunately, both Black Powder Inquisition and Variant Multiclassing are not PFS legal. :(

Lantern Lodge **

Thanks Paz! I guess I will just have to wait it out longer then. The Giantslayer Adventure Path is not even completely published out yet right?

Lantern Lodge

Thats good to know. Just read more into the class and the section on converting spells into pool. I don't know why I kept thinking you can only do that at the start of the day or can only use items to fill up your pool.

Other than summoning, are there any other roles I should look out for?
I know arcanists can't prepare as wide a selection of spells as a wizard, so what other role should I focus on? I'm leaning towards just buffing, but should I focus on damaging spells too?

Lantern Lodge

Hence me asking about the above combo of gunslinger + warpriest.

There is a player playing a gunslinger + paladin in my local games, but my ideal for my character don't feel like a LG character. Warpriest gives me more options.

Lantern Lodge **

I'm thinking of getting the Monster Summoner's Handbook cos I may be playing an Occultist character next month and I have heard that the handbook is a must have for summoning characters.

Is the Monster Summoner's Handbook in the process of being sanctioned for PFS?

Or should I skip this handbook for now?

Lantern Lodge

Ryzoken wrote:

I've a PFS Occultist Arcanist up to level 8 and he's a beast!

I took Consume Magic Items, but it's rare I find stuff I can consume and when I do, it's tough to sell the party on it. Still, a few scrolls of 2nd level spells end up being a good thing to have on hand.

Then again, I haven't really run out of arcane pool.

You'll suffer early on, summoning celestial (or fiendish!) eagles to harry foes and make mages and archers unhappy, but once you hit 3rd and can summon small earth elementals, you really come into your own. At level 9 or so, your options become incredibly vast, with a slew of SLAs at your fingertips thanks to your summoned monster minions.

I am making my character for PFS. Do you recommend the summon neutral or summon good monsters feats?

I'm currently going for the standard spell focus (conj), augment summoning, superior summons feats, but what other feats should I go for?

Also are the summon affinity rings, worth getting?

Finally, even with the summons, an arcanist is still a 9-level caster. Should I focus on doing something else, other then summoning? Evocation for damage? Buffing?

1 to 50 of 1,920 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

©2002–2015 Paizo Inc.®. Need help? Email or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.