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Hooded Man

Serisan's page

Pathfinder Society Member. 1,456 posts. 1 review. No lists. No wishlists. 4 Pathfinder Society characters.


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Here's the single most important part of playing a caster: Perram's Spellbook.

Playing a prepared caster? Print all the cards for spells you've learned, then pick enough of them each day to fill your slots as necessary. If you plan to use the same spell more than once per day, print 2 of that spell.

Playing a spontaneous caster? Just print off your spells known and keep a tally of spell slots used per day.

Your bookkeeping has just decreased by about 80%. I will put in a plug for Perram's Spellbook any day of the week and twice on Sunday. Play what you want and worry less.

Regarding Mystic Theurge, your dump stats are everything you don't need as a casting stat, pretty much. Because of the faster spell progression, you're going to want to be Cleric or Druid + Wizard or Witch. Unfortunately, that means 2 casting stats, both of which need to be respectably high. If you're new to casters, this is the one thing I would recommend against playing because the spell lists are SOOOOOOOOOOOOOO HUUUUUUUUUUUUUUUGE and it gets intimidating fast, particularly with the Divine lists being always known on Cleric/Druid.

ETV on this sentence from the email for PFS players:

JB wrote:
and you'll need to incorporate any changes established by the design team or campaign staff during the playtest as well as once the final versions of the class are released in August 2014.

I can see judges saying the following or similar:

"Do you have print offs of all of the updates? I seem to recall (feature X) being adjusted recently. If not, you will not be able to play your playtest character at this table."

Frankly, I wouldn't blame them. It's truly a mixed blessing to have PFS open for playtest material.

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Sara Marie wrote:

robot chris: the bear was probably on it's way to fred meyer or something

sara marie: gary just made terrible jokes about how I spotted bear next to the bear creek school

crystal: Gary makes a lot of bad jokes. Just *slides on shades* bear with him


Tarantula wrote:
Serisan wrote:

Solution: The door is really just a mechanism for causing some other opening or scene change to occur. Example: Putting the key in the "door" causes a spiral staircase going down to open from a previously flat floor elsewhere in the room. Breaking the door does nothing to allow passage anywhere.

Alternative solution: The real door is a secret one behind a bookcase.

So if they cast knock.... what happens?
Knock wrote:


School transmutation; Level sorcerer/wizard 2

Casting Time 1 standard action

Components V

Range medium (100 ft. + 10 ft./level)

Target one door, box, or chest with an area of up to 10 sq. ft./level

Duration instantaneous; see text

Saving Throw none; Spell Resistance no

Knock opens stuck, barred, or locked doors, as well as those subject to hold portal or arcane lock. When you complete the casting of this spell, make a caster level check against the DC of the lock with a +10 bonus. If successful, knock opens up to two means of closure. This spell opens secret doors, as well as locked or trick-opening boxes or chests. It also loosens welds, shackles, or chains (provided they serve to hold something shut). If used to open an arcane locked door, the spell does not remove the arcane lock but simply suspends its functioning for 10 minutes. In all other cases, the door does not relock itself or become stuck again on its own. Knock does not raise barred gates or similar impediments (such as a portcullis), nor does it affect ropes, vines, and the like. The effect is limited by the area. Each casting can undo as many as two means of preventing access.

Looks like a whole lot of nothin', Tarantula. The mechanism looks like a door, but it isn't. Depending on the design of the stairwell idea, it might simply be too large for the spell to work.

Solution: The door is really just a mechanism for causing some other opening or scene change to occur. Example: Putting the key in the "door" causes a spiral staircase going down to open from a previously flat floor elsewhere in the room. Breaking the door does nothing to allow passage anywhere.

Alternative solution: The real door is a secret one behind a bookcase.

I disagree on point 2, BNW. I'd interpret it to follow the crit rule, where you add them together and subtract 1 for each additional, making the total bonus 2x.

To do it, you need Quick Draw at a minimum for the full attack. TWF/ITWF/GTWF and Rapid Shot are all good for an extra attack. Distance Thrower is handy, but not necessary, as is Far Shot (they stack, btw).

If you go for a thrower, Fighter is typically going to be best because you can get so many of the feats so early. I would recommend that over Rogue or Ninja pretty much any day of the week.

@Kazaan - Daggers are also Slashing and the HP/Hardness is based on thickness, not other dimensions. Who would perforate the tent if they're trying to get in quickly?

Ultimate Equipment has, to my knowledge, the most expanded rules on tents. From the PRD:



Type Price Weight
Small 10 gp 20 lbs.
Medium 15 gp 30 lbs.
Large 30 gp 40 lbs.
Pavilion 100 gp 50 lbs.
Tents come in a variety of sizes and accommodate between one and 10 people. A small tent holds one Medium creature and takes 20 minutes to assemble, a medium tent holds two creatures and takes 30 minutes, a large tent holds four creatures and takes 45 minutes, and a pavilion holds 10 creatures and takes 90 minutes (two Small creatures count as a Medium creature, and one Large creature counts as two Medium creatures). Pavilion tents are large enough to accommodate a small fire in the center. Packing up a tent takes half as long as assembling it.

Spiked Codpiece, yo.

I'm kind of a fan of this idea of a meta-Fame/Prestige for the players. If 15 sessions played/GMed opens up a basic race boon (say, Nagaji) and 30 opened up a rare (say, Goblin) with a limit of 1 rare of each type per player, you're not likely to see a flood of boons.

Alternatively, if you wanted to push the current season (NOT A BAD IDEA), you could have slightly lower numbers, but only for S5 scenarios. This encourages people to play into the season plot much more than the fact that there is a plot for the season.

While not a spell, I did use Slumber Hex on another character at a dinner party in which his 7 CHA was coming out in full force.

Wizard (Transmutation - Enhancement subschool) 20 / Barbarian 20

You have the stats for it.

A Tengu Ninja can have 5 unarmed/natural attacks (6 with Ki Pool) at level 2 with SA damage attached. At 3rd level, they get Weapon Finesse to round out the fact that they're probably running a high Dex build, or skip it and get Power Attack or something. If you dip Fighter, which is not a bad idea, you get get some of that sooner, along with a few other perks.

If you instead do Tengu Unarmed Fighter 1 / Master of Many Styles 1, you get the Dragon Style and Ferocity feats by level 2, Unarmed Strike, TWF, and one other feat of your choice. You have 5 attacks and SIGNIFICANT damage from STR. You lose a racial +2 to Str to gain your 3 natural weapons, but you have those from level 1. You don't actually need the Unarmed and TWF feats right away if you don't want them.

The main difference is that the EK wins out over the long run due to a superior spell list and the availability of level 9 spells, which it can obtain by level 19. If you're playing a long game, the Wizard / Fighter / EK is better at the end, but slightly lackluster at the beginning-mid game.

You'd treat it as though you successfully hit with the touch attack. The undead saves as normal.

Were I GMing this situation, I would have warned the player in advance of the first channel with an "are you sure?" before resolving the channel. The repeated part is what merits the alignment change, but the warning has to come prior for PFS.

Ultimately, the GM is the final authority at the table, but she must warn any player whose character is deviating from his chosen alignment. This warning must be clear, and the GM must make sure that the player understands the warning and the actions that initiated the warning.

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Ok, and back with some review and critique action.

Intro and Commandments:
Good. I think these are solid. Only thing I would recommend is changing Shall to Shalt in each. If you're using 'thou,' it would make sense to properly conjugate the verb.

No substantive disagreements.

Cold Snap / Acid Burn / Flame Jet: You missed the critical text of these cantrips:

If the wordspell with this effect word has only a single target, it requires a melee or ranged touch attack to hit and does not allow a saving throw.

The word "it" in the second clause refers to the wordspell, not the effect word. You can pair these with "please don't fail" spells and roll a touch attack instead of allowing the target to save. Not always great, but since this text is missing from the other blasts, it can also be good to tack one on to a blast if you plan to single target it.

Lock Ward: This is the single best Effect Word in the entire system. It is a feat-equivalent with benefits (Brew Potion+, if you will). Cast buff spells on your allies' combat potions. Uncork, trigger spell, drink, trigger potion. Prepare lockets with buffs. Explosive Runes, but sillier. We love WoP for the action economy. Lock Ward does that, plus it gives you something to do with your left-over spell slots. It has unparalleled utility.

Corrosive Bolt: I'm not sure what you have against a spell that, with the Lengthy Metaword, is 20d4 Acid damage split over 4 rounds at 5th level or 40d4 if you get Intensify. No save, no SR, and it can crit. Plays well with blasting bloodlines.

5th level blasting and up: Ice Blast + Frost Fingers is invalid. Both are Cold Words.

No other obvious issues. Your spell selection is solid besides the above.

Friona has an invalid archetype mix (Crossblooded/Wildblooded is invalid).

I think it's a good guide. These are just my recommendations.

Dot. I intend to read and critique tonight.

@Matrix Dragon: You linked the incorrect Effect Word. The correct one is this:


Disappear (Concealing)

School illusion (glamer); Level alchemist 2, bard 2, inquisitor 2, magus 2, sorcerer/wizard 2, summoner 2, witch 2

Duration 1 round/level

Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

Target Restrictions selected

This effect word functions as fade, but with a longer duration.

Boost: The target does not become visible if it attacks or takes an offensive action. Boosting this effect word increases its level by 2.

That makes it a 7th level Wordspell. If the caster has 9th level slots, it could be made even more crazy with Accelerate added on.

@Question: Yes, Lock Ward is only good once you have higher level spell slots. That said, you were looking at taking Experimental Spellcaster once you actually have slots that could make use of it.

@Orfamay Quest: Lock Ward forces the Selected target word. This makes it better than Explosive Rune for targeted killing, but worse for other things. It also specifies that only the person opening the object is the targeted.

False Focus is PFS legal. Many spells have non-trivial material costs besides Animate.

Funny action economy thought: You could lock ward your Alchemist's vials after he preps extracts, or lock ward the vials of store-bought potions if you wanted to. Still the normal "find and drink potion" actions, but you then get a spell, too.

Expanding on my Lock Ward rant because I have more time, here are some Wordspells that utilize this brutal Effect Word.

9th level:
Selected Lock Ward Permanent Paralysis

7th level:
Selected Lock Ward Unfetter
Selected Lock Ward Boost Monstrous Form
Selected Lock Ward Energy Immunity

6th level:
Selected Lock Ward Crush Will

5th level:
Selected Lock Ward Perfect Form
Intensified Selected Lock Ward Lengthy Corrosive Bolt

4th level:
Selected Lock Ward Friendship
Selected Lock Ward Complex Command
Selected Lock Ward Enhance Body
Selected Lock Ward Disappear
Selected Lock Ward Soar
Selected Lock Ward Translate
Selected Lock Ward Fire Blast

This is just a selection of 2 Effect choices. You can move up to 3 Effects pretty easily.

Lock Ward is the single most powerful Effect Word in the entire system. It is your Brew Potion equivalent as a Word instead of a feat, but it also handles the Explosive Runes role. Every spare slot at night can be spent casting buff spells onto lockets or blast spells onto vials.

Ever want your Sorceror to have the Bomb class feature from Alchemist? Yup, got that, but with a higher dice pool and 5-6 discoveries built in.

There is, hands down, no better Word in the system.

Expanding on a few other points made:

LOCK WARD - this mofo is a feat-equivalent Effect Word. You want Brew Potion? How about having up to 7th level Effects attached to a locket?

Much better blasts. Horror Slay comes to mind (flat 350 damage, 9th level spell, can tack on metawords to adjust the save) or Lengthy Intensified Corrosive Bolt (40d4 Acid damage over 4 rounds at level 10, no save, can crit, 3rd level spell with metamagic and metaword). Obviously, you pair the second one with the Orc bloodline and maybe Crossblooded for the bonus damage.

Speaking of Crossblooded, there's no disadvantage to the archetype in WoP. You still get the spell slots on odd levels, which means you can combine Wordspells into them.

Heightened is effectively a free bonus feat.

While you specifically call out custom spells, GMs frequently have mixed feelings on them due to unforeseen consequences or put a punitive amount of time on research. WoP are already written out and in a Paizo official source.

While many staple spells from standard casting are not duplicated in WoP, there are several in WoP that are not seen in standard casting, either. Body Words have a lot of these.

Spells known efficiency: Soar (the Fly equivalent) can be boosted instead of getting Mass Fly as a second spell. Other equivalents exist, as well.

Ranged healing: Healing Words are Selected target, which means you can ranged touch and crit with them. You can't do that standard casting.

This post assumes that the wizards would even allow an army to approach. If you have a diviner or two who figures out what's going on, it only takes a few enchanters/illusionists to mess with any organizers.

Ice Tomb is far superior to Slumber in that it can affect things that are immune to Slumber. There are a lot of things that are immune to Slumber, by the way.

The unfortunate thing, though, is that most of the other Major Hexes simply aren't that good. Most of the SoS major hexes have multiple saves, which translates to less reliability. If it's not an SoS, the likelihood is that it's a more long-term or RP-based hex, which means that it's effective in some situations, but not most, and would therefore be better handled by a spell.

I'm voting for the Shadowdancer.

Also, thank you for specifically posting the text.

Karuth wrote:

And yeah. How many people level up doing normal everyday stuff? NPCs don't get roleplaying experience.

Are you so sure?

GMG wrote:

Queen CR 10

XP 9,600

Human aristocrat 12

Question: Do spell materials keep their purchase value, or do they respond to market forces in real time?

That could be funny.

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Your best bet is, rather than Profession, to be Int-based and have Craft. The level 1 peasant is an Alchemist with Heart of the Fields who consumes a Crafter's Fortune extract before each check for his earnings.

Reasonably, the character can expect to earn 135xp per week as RP experience, per the CRB (RP encounters are APL equivalent encounters and we'll assume that the character has one RP encounter as part of their crafting to sell the goods they've crafted). On Medium progression, he will hit level 2 in 15 weeks. This gives you an additional +1 Craft (Alchemy) from Heart of the Fields (1/2 your CL).

This trend continues up the XP table. Thus, by his 20th birthday, assuming this was his sole source of XP, he is 14th level. At 3rd, 5th, and 7th level, the character gains Prodigy (+2, +4 once 10 ranks are invested), Master Alchemist (+2), and Master Craftsman (+2), respectively. At 10th level, both his Skill Focus and Prodigy feats improve.

At 14th level, the young man has +14 from feats, +14 from ranks, +3 from INT (of course all 3 stat increases went to INT), +3 class skill, +7 Heart of the Fields = +41 Craft (Alchemy) for the purposes of earning cash. If crafting a specific item, this increases to +55 for the Alchemy class feature. This yields 25.5gp average per week.



School abjuration; Level cleric 5, druid 5

Casting Time 1 hour

Components V, S, M (burning incense), F (a set of prayer beads or other prayer device worth at least 500 gp), DF

Range touch

Target living creature touched

Duration instantaneous

Saving Throw none; Spell Resistance yes

This spell removes the burden of misdeeds from the subject. The creature seeking atonement must be truly repentant and desirous of setting right its misdeeds. If the atoning creature committed the evil act unwittingly or under some form of compulsion, atonement operates normally at no cost to you. However, in the case of a creature atoning for deliberate misdeeds, you must intercede with your deity (requiring you to expend 2,500 gp in rare incense and offerings). Atonement may be cast for one of several purposes, depending on the version selected.

You may require additional McGuffin hunting if the party does not include a Cleric or Druid to cast the spell, as well as part of the terms of the intercession.

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Drejk wrote:
Well, you are in America right? You just have to become corporation to be people...

Soylent Green is made of corporations.

Why would it cost a feat? Chakram are Martial, meaning most rogues who want it would do the reasonable thing and level dip into Fighter for the bonus feat, weapon profs, and such.

There's not really enough bonus in straight rogue to justify doing so.

Space Marine - <3 me some Warhammer, FPS/TPS style

Dawn of War 2: Retribution - Ditto, RTS style

Titan Quest - Awesome game with a HUGE support base from the fans, given that Iron Lore went defunct shortly after the expansion. The fans have repeatedly patched the game.

Diablo 2 (haven't re-installed on current machine, but it's an old standby)

Civ V

Cthulu Saves The World

PRD wrote:

Lesser Wound (Wounding)

School necromancy; Level cleric 1, inquisitor 1, witch 1

Duration instantaneous

Saving Throw Will half; Spell Resistance yes

Target Restrictions selected

The target of a wordspell with this effect word takes 1d6 points of damage + 1 point per wordcaster level (maximum +5). Undead are instead healed by this effect and do not receive a saving throw or spell resistance.

Boost: The target of a wordspell with this effect takes 1d8 points of damage + 1 point per wordcaster level (maximum +5).

Both the touch attack (melee or ranged, at your discretion) and the Will save are required.

Yes, Will save, not Fort.

Actual arrays that I have on active PFS characters:

Diplomacy-focused, reach weapon Human paladin: 14 14 10 14 10 16
Reach weapon, combat-focused Angelkin summoner: 18 12 12 12 12 14
Dwarven Sky Druid: 14 14 14 14 16 6

I have an aversion to spending more than 5 points on any stat. The summoner was an exception to my rule.

I'm with Carbon. "Remaining" requires a non-zero number.

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You can also EH into Abyssal. It's the same bonus and Core.

I'd lean towards a Norgorber-esque character with this. Stealth, bluff, etc. As such, a dip into Rogue or Ninja is a good choice in order to get more skill points, a side of sneak attack, etc. Ninja is a good synergy dip if you go 2 or 3, giving you a little oomph on your attacks with SA and the Ki Pool feature, which is tied to your CHA.

Honestly, it depends on the flavor of anti-paladin you're building. Brutal followers of Rovagug and corrupting followers of Calistria are very different, while secretive, murderous followers of Norgorber are very different still. Because of the different personality styles, you can expect to find significantly different builds that will accomplish the goal and, thus, different preferred dips.

Tell us more about the character and we can help fill in the gaps better.

You can Widen as a 2nd level spell slot if you have Magical Lineage and Wayang Spellhunter traits.

I'm with HalfOrc with a Hat of Disguise on a lot of points. I'm playing LotRO right now, which just celebrated 6 years last month and is poised for its next expansion, Helm's Deep. The gameplay is much more deep than WoW ever was (there are no more than 2 ranks of a single skill, but you still get multiple skills at most even levels). That said, when the previous expansion has you fighting Saruman and destroying his ring of power, you'd think you could get a little more respect from NPCs in the next expansion, who exile you from cities, challenge you to races to reclaim property, etc.

On top of that, the current expansion contains virtually no real raid content. Last expansion: a dragon and a massive 12-man instance. This expansion: 3 12-man "raids" where one is 5 trash packs, another is 2 moderately difficult trolls, and the last is something that is almost comparable to the dragon fight of the previous expansion. Everything else is 3-6 man, mostly 3-man, which means that certain classes can solo it.

Rather than saying a limit on years, I would place a limit on content. Once you double the vanilla level cap, you're done. Cut off. No more.

Chris Mortika wrote:

In answer to the OP -- I imagine that a cleric of Norgorber, charged with keeping things secret and hidden, might be a challenging Pathfinder concept.

"I can explore just fine. Cooperate, too. I just can't allow any of you to report."

I like the way you think.

A couple of things to keep in mind:

-They have logo-emblazoned vans and generally are easy to find. Alternatively, just look for Kansas plates.
-They tend to leave if you have a sufficient counter-protest. This happened when they came to protest a school play in Hastings, MN. I was at that counter-protest.

Minneapolis-St. Paul, MN Meetup site

373 members in Minneapolis-St. Paul, MN. Virtually all of the gaming stores use the Meetup site to coordinate tables, scenarios, times, and locations. It's typical for each event to have 3-6 tables running. In short, AWESOME.

I'm going to step away from the Necro/Pharasma thing to bring up a related situation and its resolution.

My last session was City of Strangers part 1. I was playing my Shelyn-worshipping Paladin and another player was playing an Intimidation-focused Fighter/Rogue. The other player's MO was to knock at least one humanoid per combat unconscious, tie them up, intimidate them into giving information, then telling them to recount the encounter to all their friends and letting them go. At one point, said player extracts teeth from the corpse of an enemy combatant to add to a collection she keeps within her jacket. The character is relatively unscrupulous and the player even stated that his goal was to have a viscious character.

This borders on evil at a few places. One could make a case that this borders on torture. I was asked by another player, out of character, if my character was ok with this. I responded in-character thusly:

"So far, Trys has spared the lives of two enemy combatants and convinced them to leave us alone. How many lives have you left in tact today? About the teeth, while macabre, it's vaguely artistic. This makes her the most artistic and merciful Pathfinder I've ever encountered."

This sort of stunned the Sorceror and Monk, both of whom have Good alignments. My character has not been particularly at ease with the wandering murder hobo nature of the Society and has actively used Diplomacy to bypass combat whenever possible. The scenario did not give us such an option at any point (you're ambushed by [x]!), but Trys demonstrated a way to resolve combat without murdering the entire opposition.

I think that a candid, introspective moment for one's character can really lead to some great opportunities when conflicts like this arise and they do not need to be in the direction of PVP or DBAD violations.

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You have to summon onto a surface that can support it. Otherwise, Communal Mount would be as good as Meteor Swarm.

Quest for Glory was an amazing series. Definitely agree on that. 3, 4, and 5 were all very good. 4 and 5 got rid of the "you're too awake to fall asleep" nonsense that I disliked for so long.

King's Quest, while great games, are puzzle games more than anything.

Jade Empire, as mentioned above, is very cool. The Steam version is tricky and you have to do some work to make it function on a more modern machine, however,

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