With an oracle and a paladin I would recommend a Wizard and a Ranger.
For the wizard I have two suggestions:
I would also recommend making a holy wizard, with either the Mystery Cultist or Magaambyan Arcanist Prestige classes. I would not take the rift warded, you loose alot and all your powers on contingent on you being on your plane.
For the Ranger, he won't be as high ac but with favored enemies humans and Demons he will be very very strong. Could be archer or second front line. I would say stick with the core ranger.
KainPen is incorrect.
Well here is what he is right on, you can only craft 1 magic item per day (except low level scrolls and potions). He is also correct in the adventure crafting rules.
Here is the thing he is incorrect in the accelerated crafting rules. Lets look at an item creation feat:
This does indeed say 1000gp per day. This is also reflected in the magic chapter:
But then we have this rule:
This says that he can do 1,000 gp in four hours but does not change the fact that he can work up to 8 hours per day.
So here is the question:
Does the "All" elementalist spells listed in the APG Spell list act as opposed school spells for schools that are not from the four core elements?
A little explanation:
1. These spells are school spells for all elementalists and can be taken in the extra slot by any of them. They are not opposed spells for any elementalists.
2. These spells act as Opposed schools for the metal and void schools and are not school spells for wood.
3. These spells are not opposed spells or favored spells for any school unless they are used as a type (aka resist elements fire is a fire school spell) and thus only act as an opposed school or favored school if used in the right manner. (such as a fire school specialist casting resist energy fire as a school spell but taking to slots to cast resist energy water)
Any opinions/answers are welcome, but I am hoping to hit up the FAQ so please click as well.
I am not really looking to do summoning. It really takes to much time and I don't want to go that way. I may use it sometimes but not enough to make it worth the feat investments. Though I may take summon good monster because it is awesome.
The Magaambyan Arcanist is awesome, and I will add it to my list of possibilities.
I don't think I am going to go false priest or sorcerer, just not what I am looking for.
Finally I love the diviner but we already have a Seer Time Oracle so I don't what to step on toes.
Thanks for all the help. If you have any other neet ideas for a holy wizard or wizard ideas in general (or for WotR specifically) I am all ears. I may post a build or two here this weekend to see what everyone thinks.
As to sorcerer, with their spells being a level behind already would loosing a caster level be hugely detrimental? If not than I am open, though I might need even more help with that as I have never even seen one played.
Divine source is a great idea. But I have a question about it: "If you're a cleric or you venerate a deity, you may change your spell domains to those you grant others." Does this mean I don't have to choose the good domain first?
Edit: nevermind on the question, it means I can changes the domains I use, which in this case would be none.
My thought is to be a follower of Solaryon, Irez or Korada. A wizard who uses magic to protect. That is why I was leaning towards the counterspell school. But the Void wizard seems very powerful as well and somewhat inline with the idea (spiritualism, faith, etc.).
I have never played a full spell caster and while I understand the basics (been board stalking for years) I don't necessarily know how one should look.
So is waiting until level 10 to take the Prestige class worth it to get the prohibited school discovery or should I go into it at level 8?
I do like the 1 minute slot fill though, will add that to the list.
I am starting a Wrath of the Righteous game in a few weeks and I want to make a Holy Wizard.
I have seen so many wizards who rely on their own strength and believe only in their power, I want to make one who relies on the power of something more then himself. One who, like a paladin, may use his own strength and body to fight but has the power of his god behind him.
This idea appeared to me after I read the Mystery Cultist. So I would really like to use it. That can be found here: http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/i-m/mystery-cu ltist
I know it is non-optimal but I love the flavor. I was leaning towards the counter spell school but any other recommendations would be awesome.
Any ideas, recommendations, or pointers?
Ok, So I was looking at playing a riftwarden for an upcoming Wrath of the Righteous game. But then I noticed an issue and I wanted to find out if I was interpreting it right, and maybe, just maybe, see if it was what was intended for the prestige class.
The Problem comes from the Planar Channel and the 4 abilities that use it.
"Planar Channel (Su): At 2nd level, a Riftwarden can channel baneful energies against creatures with the extraplanar subtype, regardless of alignment or plane of origin, as the cleric’s channel energy ability. The Riftwarden deals damage as a cleric of a level equal to her highest caster level. This energy can only harm, not heal. This ability cannot be used with feats, magic items, or other effects that modify channel energy. A Riftwarden can use this ability a number of times per day equal to 3 + her bonus for the relevant ability of the spellcasting class she selected."
This, and the powers that follow are great, a useful and targeted power. However:
This is what is wrong, if a rift warden, who "travel throughout the
Whats worse is the power is not effected by selective channel or anything else that might keep him from killing his allies. To make matters worse with planar purge he could send his allies home, wounded in the middle of a fight and greater counter port recall wouldn't work if the creature was on their home plane.
So am I understanding this all correctly and is it how the class was intended to work?
Ok so I have been having this conversation with my GM and he wants some forum opinions so allow me to present the arguments.
Side 1: Dispel Magic can counter spell like abilities.
2.This idea is supported in 3.5 in the rules of the game blog. Even though the 3.5 spell says it can't.
3. Dispel magic as a spell like ability works the same way, otherwise it can't duplicate the spell.
Side 2: Dispel Magic cannot counter spell like abilities.
2. Paizo has not said otherwise or an anyway duplicated the blog that WotC put out.
OK, putting aside Use Magic device for a second because if you are right then it works and if you aren't then it doesn't matter, lets look at a few things.
First under scrolls:
This is the hinge matter, the claim I am understanding is that this means that anything besides caster level is set by the user of the scroll.
But Under Magic Items we have:
This statement theoretically conflicts with the first. Which is right? well:
Here is were spell effects are defined. This may be clarified under the spell description but note that DCs are not part of the effect of the spell. If the scroll effects are the same as the spell then anything listed here will happen in the same way.
So the section being quoted then has nothing to do with DCs but only spell effects, subjects and areas.
Ok, I am honestly trying to figure out what specific you are looking at that says the DC for a scroll is based on the activator of the scroll. I can't find anything that says that. The best I can find is:
"Emulate an Ability Score: To cast a spell from a scroll, you need a high score in the appropriate ability (Intelligence for wizard spells, Wisdom for divine spells, or Charisma for sorcerer or bard spells). Your effective ability score (appropriate to the class you're emulating when you try to cast the spell from the scroll) is your Use Magic Device check result minus 15. If you already have a high enough score in the appropriate ability, you don't need to make this check."
All this says is you can activate a scroll even if you don't have a high enough wisdom (cleric) to do so normally. It doesn't say anything about the Spell DC.
Great points on the Boggards. I suppose I am just a little biased because I have an AOE wrecking ball in my group for Rise of the Runelords. But that's ok you are still right.
I used a lot of your thoughts when the group fought a single BBEG last night. Didn't add enemies but used a new understanding of action economy to make him a threat that lasted. Thanks!
Looking forward to your thoughts about non-standard parties. :)
Just a thought on your summoning issue. Protection from X is a great spell to use against the wizard's summons. Depending on the levels you are playing at Greater dispel magic and control Summoned Creature are both very nice as well.
Doesn't matter what your score is. Just what level the spell is.
This is great, I would love to see a few things:
Building an encounter that is good against a group of 5 or 6 as compared to 4. Such as a paragraph at the end of the dragon encounter assuming 5 players.
Adjusting the game to higher stats, such as a 25 point system or rolled stats.
Finally I note that you have 21 boggards but wouldn't this open up the encounter to a quick end through fireball or similar area of effect?
Without weapon finesse a rapier is still a great weapon. Build your strength up and take power attack. You can two hand it when you need to as well. Here are my suggestions for feats:
1: Combat Casting, 3: Power Attack, 5: Weapon Focus (Rapier), 7: Step Up, 9: Combat Reflexes, 11: Following Step, 13: Extended Bane, 15: Step Up & Strike, 17: Furious Focus
I only went to 17 because I am assuming you are playing skull and shackles and it only goes up to about 16.
3: Lookout, 6: Precise Strike, 9: Outflank, 12: Coordinated Charge, 15: Paired Opportunists.
I have a friend who uses that combo in PFS. It seems to work rather well overall and amazing against spell casters (or spell-like casters). Here are a few thoughts to help you be more terrifying:
Bulls Eye shot: take the move action your not using to aim and get a +4 to hit.
Kirin Style/Strike If you have a decent int then get a headband and take this Feat. Heavy investment but adding double your Int to all those readied attacks can do great things.
Devastating Strike: at take this at level 9, it will ramp up your vital strike damage. Adds +2 damage for every Vital Strike feat you have.
Finally infest in improved crit and the Crit feats when you can. Hitting a crit on your crossbow, with all the extra damage you add (weapon spec, weapon training, etc) will help you keep up with other players.
I have played in a group that did pathfinder in a narrative style. and I am about to start another one (also reign of winter) Here are some things to consider:
A narrative game of pathfinder requires the full cooperation and trust of everyone. Sit down with your group and see how much control they are willing to let go of.
Keep maps to a minimum, use un-gridded or mini maps to show where they are, only use a grid in necessary. On that same note, assume positioning is what people want it to be, if some one says "I move to flank" let them flank. Same for area of effect, if the wizard says "I blow fireball so that it gets these guys and not my guys," let it work. Maybe say you'll miss one or two or whatever.
Maximize the rule of cool, tell them they can do things as long as they describe it well, award bonuses for such. Kind of like skill check bonuses for role play.
Use skills as little as possible. Let people know that you are doing so. If the fighter gives an elegant speech that should inspire the masses, don't make him screw it up because he rolled a 5.
Limit book access, the less books you use, the less rules you have to worry about.
While I respect the opinion that this is an official ruling, its not. They have two places for official rulings: FAQ and Errata.
The problem is that the rules are set. This is not a situation on an unclear rule being clarified but a clear and cut rule being ignored so things are "fair" (to quote SKR). The final thing SKR said was that he would investigate changing the rule but that rule has not yet been changed.
As to if a PFS Gm has to allow it: "You may not simply ignore rules clarifications made by the campaign leadership, including the campaign coordinator and campaign developer..." SKR is neither the Campaign Coordinator or the Campaign Developer as far as I know. If I am wrong on that though let me know so that I can adjust which rulings I need to follow.
Assuming we are talking about book two, the best course of action is probably to have the mayor pay the party to dispose of them.
I had the mayor pay the party to have them destroyed by the local temple. It worked very well.
If it is future items (like in book 4 and 5) and you have members of a good church then use that temple to pay the adventurers to dispose of them.
Mathwei ap Niall wrote:
The blog update says nothing about this issue. The blog update is a reminder that you can switch out animal companions for domains in the NPC codex.
The posts below are just that, posts. Nothing he says implies that he is changing the rules and when he is asked about he says it is being investigated.
Just like the conflicting rulings that appeared in the Flurry of blows debacle it is best to wait until they make an official ruling, using one of the methods of official ruling that they have set up, before implementing it.
Mathwei ap Niall wrote:
It is important to note that this is not a FAQ or errata and explicitly goes against the rules as presented out in the core rule book. It is an opinion about what SKR believes is "fair".
While I often listen to his clarifications and rulings, in this situation it is best that GM ignore it until a true FAQ or errata is published about it.
I played a stalwart defender when it was still new. Here are a few pieces of advice.
As a stalwart defender you don't need a shield, you need a reach weapon. If you want a shield anyways I recommend taking levels in the Phalanx Fighter. If you don't, go two handed fighter.
Here is the thing. You will have an awesome AC. It will be so good that no one will want to try to bother unless you are laying their allies out.
You mobility will also be terrible so when you can't stack up enemies on a choke point you will want to be able to reach them and keep them from going around.
A reach weapon and spiked armor are the best ways to do this. This will also help you with you ally defense feats (because you need to reach them too).
I used a paladin for this when I first played it. Worked very well and was alot of fun.
@ Lincoln Hills:
I completely agree. In discussing home rules and such it is a completely different idea.
I am running a game and it hasn't come up, but if it did I would probably rule differently. Something along the lines of the shot goes off and then the bow is disarmed (shot would probably get a negative to hit). but that's just me.
Enjoy the game however is the most fun for you, your GM and your other players.
When dealing with the rules of pathfinder you have to draw a line between mechanics and theatrics."The action occurs just before the action that triggers it."
If you, as the whip wield ready to disarm the archer if he shoots his bow then the archer shoots his bow, your readied action goes off right before the action to shoot the bow. Yes it is a small time dilatation but that is how it works mechanically.
"Assuming he is still capable of doing so, he continues his actions once you complete your readied action."
The archer, no longer being capable of doing the action he was going to do cannot continue it (he won't mime shooting at you). But he also hasn't spent any actions (except maybe a free one to draw an arrow) so he still has all his actions left.
It is not as visually compelling as him aiming his sight right as you yank the bow from his hands but it is how the rules work.
I said he couldn't keep moving for exactly that reason. He has already finished his move action.
And no the character hasn't lost his action. The readied action has made his action impossible but it technically happened before he took his action. Thus he can do something else. the CRB only says you have to continue the action if you are "still capable of doing so."
Nothing says you loose you action and the specifically defined order of events would mean you don't.
According to the CRB the attack is continued only if it is possible to do so. If it is not than you can change your actions.
Readied actions happen before the event that triggered them. So The player stepping back actually happens before the bad guy attacks.
I would say that you could not continue moving because you have already used the move action but could otherwise decide what action to take with his standard action.
On a charge, I would say he could continue charging (assuming the player stepped back in a straight line from the charge).
The wizard situation isn't applicable. The wizard still gets to attempt the spell. Yes we has a high chance of failure (or total) chance of failure but he can still attempt it so he has to.
In this kind of situation the action is impossible. As the rules say he will carry it out "he is still capable of doing so." Since he isn't he can do something else.
The rules give an exception for if the action is no longer possible.
Interestingly I just looked up the readied action rules for someone else's questions. I think this is the relevant rule:
"Assuming he is still capable of doing so, he continues his actions once you complete your readied action."
My interpretation of this, as it does not say exactly is that if they can't do what they were going to do then they can do something else. They do not loose the action.
So the archer could pick up with bow and shoot still.
"Assuming he is still capable of doing so, he continues his actions once you complete your readied action. "
Yes Both are legal. But as the readied action invalidated the action the BADGUY was going to take he can do something else. For instance use another move to follow the player or quickdraw a bow and shoot him.
With the 5-foot-step, same thing but the badguy could also five foot step to follow him (assuming he hasn't moved).
important note about the off hand with a duelist:
"When making a precise strike, a duelist cannot attack with a weapon in her other hand or use a shield."
As this is a major aspect of damage for your character it is worth noting. Also check with your GM, he may role that a bite falls into the same category as a weapon in your other hand.
Edit: also Urban Barbarian rocks for this idea. I have a duelist with no duelist levels. Just UB and Unarmed fighter. He is a wrecking ball.
If you run alot of APs then I agree with Rynjin mostly. The only exception being the first book on the list below.
If not, then go in the following order:
There is also the Game Masters Guide but I use it so infrequently I don't recommend it until you have everything else.
Then there are the hundreds of little specialty books out there. If you buy these I recommend getting them in PDF to save some money, they are great but not used enough to need print additions.
"The bonuses and penalties from your bardic performance continue for 2 rounds after you cease performing. Any other requirement, such as range or specific conditions, must still be met for the effect to continue. If you begin a new bardic performance during this time, the effects of the previous performance immediately cease."
Also until level 11 when a bard can start a performance as a swift action the feat doesn't really triple rounds. If you just perform every three rounds then you will be loosing out on other actions. Often it is best to keep singing until you get near the end of the battle.
I'm assuming human is going to be the race of choice for this just because of the extra feat allowing Spell Focus and Varisian Tattoo both at level 1. The only disappointing thing is that my favorite level 1 damage spell isn't evocation school, it's conjuration. Oh well, I'll just have to learn to love burning hands.
Yes, learn to love burning hands but never forget about freezing hands, acid hands, or lightning hands :)
Also make sure conjuration is not an opposed school. Sometimes you need spells without SR.
We have a Wizard in our home game who may be the highest DPR in the party. But if the opponent has SR or spell immunity (golem) then he crawls into his bag of holding and hides. He chose conjuration as an opposed school.