Wow... can't believe I missed that. I swear I remember using the word search function on the page. Of course that was the other website. In any case, thank you.
Edit: Nope just checked. I somehow completely missed it.
Sorry for necroing a thread like this, but this seems to be the thread to ask this question. Where does it say that wordcasting is a standard action? I was looking for it, but couldn't seem to find it. I ask because my DM may require proof or just treat servitor 3 like the normal summon monster 3 spell.
(I'm part way through a wizard and if the DM allows it, will pick up the experimental spell caster feat for servitor 3 and boost.)
Once again, sorry for the necro.
Big worded ones -
The Irrepressible Suzerain (I.e. Unstoppable Master)
The Redoubtable Combatant (I.e. Formidable Fighter)
Normal but silly ones -
Man of 1,000 Fingers (meant to say techniques)
The Quick Tortoise
The Nailed Hammer
Normal over the top -
Master of All Masters
Emperor of Fists
King of Kicks
The Human Tidal Wave
Anyways, just a bunch of randomness. Haha. Maybe one of these sparked an idea.
There are intelligent fighters. Just because you wield a sword doesn't mean you do so stupidly. If they are truly creative then they could just ditch the "fighters are morons" idea and purposefully make a front line warrior that is quite intelligent.
Also, if magic is life and you were willing of course, there are magical classes that do well as front line fighters. Magus, Hyde Alchemist, Synth Summoners, hell normal and master summoners can pop front liners onto the field like weeds.
I would agree with the others however. They have their characters set, so I suppose just run the game and see if a front line melee is needed. If one dies and you allow re-rolling characters, hopefully they will get wise.
Well, it's not a question really that a crocodile or a leopard are superior really, just that a few elementals may be your answer to specific threats. Earth elementals can get through some walls, which could be a good preemptive strike on an enemy. Air elementals are useful for holding up flying creatures and such. However, you are correct that superior summons only helps so much. It'd just adding one body, but that guarantees you at the very least 2 summons of the summon monster 2.
It's up to you really though, if you don't feel it's worth it then by all means work towards the metamagic school focus or something else if you wish. There are certainly a number of good metamagic feats to choose from.
As for bonded items, I'm personally partial to the ring, because it's a lot harder to disarm than most other item choices, you can wear it and hide it with gloves if you wish (and the DM allows) and you can wield another item while still using the ring. The flavor of using a wand is really nice though and wands certainly can come in handy.
By the way, sorry for skimming, my eyes sort of skipped to the feats and spells. That being the case, then I'd say the feat setup isn't all that bad. As you probably noticed I'm iffy on the acadamae graduate. It does something very useful, but at a decent cost. Sure fatigued isn't all that bad for wizards, but exhausted is really nasty. Meaning acadamae graduate sort of turns into a once a day ability that will most likely make you fatigued.
In any case, I'll shut up now. Good luck.
I do like superior summons with summon monster 3, but that's just because of the small elementals available. Having a few earth elementals or air elementals could come in handy, but not necessarily mandatory.
Note that you'll only have 2 feats total at lv. 5. Also, the bonus feat only allows certain feats. (I.e. Metamagic, Spell Mastery or Magical Item Creation).
As for Acadamae graduate, if I remember correctly it requires a 15 + level fort roll? If that's correct, that will be quite the tough roll to try to make even with a plus from a trait and a decent Con.
I'd stick with the +2 initiative trait. For control and summoning, initiative is really useful. (Thus the greensting scorpion.)
So if going Elf I may suggest:
1. Improved Initiative
From there it's up to you. I'm not convinced you need Spell Focus: Evocation at all really, but I guess it does help for those reflex saves. Superior Summons could be really good and might make a good lv. 7 as could spell specialization.
If you go human or half-elf, then just move stuff down. Improved Initiative and Spell Focus: Conjuration at 1, Augment Summoning at 3 and Superior Summoning with a metamagic at 5.
Anyways, that's just some suggestions. Others may have some useful insight as well.
Elves are probably the better wizards, but I still went with human as my wizard and thus far I've enjoyed it. The extra feat and extra spells past 3rd level are really useful to me. The more spells I have to choose from, the more options I have to get us out of trouble if needed.
As far as feats go, you won't see the better summon spells until summon monster 3 (i.e. 5th level) so in my opinion you'd definitely be better of going with improved initiative as your first level feat, then at 3rd maybe spell focus conjuration, 5th you get an extra feat so I'd suggest augment summon and whatever you're allowed to get with the bonus.
I've been playing arcane bond item and it's been very useful for me. Of course it depends on your DM. My DM prefers not to outright attack my spellbook or items and instead focuses on dangers from the outside. If your DM is the opposite then familiar would be best I would think. As for which familiar, greensting scorpion is really good and will stay useful if you don't want improved familiar.
Don't shy away from extra spell slots, especially at lower levels. The arcane bond isn't JUST an extra spell. It's a spell from your book, unprepared. So, you didn't study burning hands, but your DM threw a swarm at you? You can still do it anyways. Familiars are great bonuses though.
Just my opinion of course, so do as you feel is best.
Some very helpful suggestions thank you.
My DM gave the ok for the leadership feat, however he said he wanted to make 3-5 different cohorts with just a couple specifications and have my character "choose" them in game. I'm fine with that, he makes decent characters and it adds to the story a bit. I would think they'd have some sort of skill with what I intend to be doing as a leader (spymaster).
I may just get a hat of disguise so I don't have to take the spell itself and even then, only use it when I need it.
Of course you are correct in both interrogation and counterespionage. Quite a few spells to try to get alongside the ones I intend to get. Guess I'll be keeping shop owners on the lookout for spellbooks and scrolls.
As far as older 3.0 and 3.5 materials, the DM won't allow them outright, but he may allow me to use the wizard's research ability to make them in pathfinder.
Out of what you mentioned thus far, I only have charm person and see invisibility. I will most definitely be picking up contingency come that spell level.
Thanks for all the suggestions. The only magic items I have found thus far (lots of them) that could be really useful are the gloves of reconnaissance and those only last 10 rounds a day.
Anymore suggestions would be great. The more the merrier.
Alright, so it look like my battlefield control / utility + some evocation wood wizard will be our parties spymaster in the kingmaker campaign. He's currently lv. 4 nearing lv. 5 and I would expect him to be 5th by the time he actually has the role of spymaster. He also has craft wondrous items and will have craft magical arms and armor.
So, this leads me to my question. Up until this point I haven't taken many reconnaissance or spying type spells nor magical item for said purposes, save for invisibility. Seeing as I like to play my parts fully, and extra info and infiltration doesn't sound like a bad thing, I'm curious: What spells and magic items would you use to be a decent or even great wizard spymaster?
I may not take the spells right away, but I may pick them not long after I get the spells I truly wish to take. Currently I'm thinking a lot of divination, clairvoyance, scrying as well as disguise self. Not sure what else would be efficient though.
Any help would again be appreciated. Thanks.
Alright I have a couple spell questions that I'm a touch confused about.
1. - Protection from evil / etc.
Does the summoned creature itself have to be evil to be protected from it? Or is it just the person that summoned the creature that has to be evil to be protected from their summoned creature?
2. - Summon Monster(s)
Say I have summon monster 3. Is it required of me to have summon monster 2 to use summon monster 3s option of summoning multiple (1d3) creatures of summon monster 2?
Hope the questions were clear enough. Any help would be much appreciated.
Perhaps you could eventually pool party gold and buy some adamantine lining or some other strong metal lining for the wagon. At least it may make it sturdier.
Maybe your DM would allow certain types of weaponry to be mounted to the wagon. Like a large heavy crossbow on the sides of the wagons. Could turn it into a tank if you so wished I would think.
Amateur Gunslinger would also be a good feat for getting good with your gun. You get a grit point and 1 choice of a first level deed available to a gunslinger (I.e. Quick Clear).
Although, I'd have to say, if you really want to use the gun a lot, then going with at least one level of gunslinger would definitely be worth it.
THE STAG LORD'S FORT::
Alright, so we finally decided to go after the stag lord after dropping by Olegs for some supplies. I get the idea (that probably every one gets) to poison the green liquor we got before and try to get the stag lord to drink it. DM has the 2 people with survival role, they succeed their checks so he rolls. From what he told me after last session, he rolled a nat 20, so he decided to pick 3 different poisons from the list with decent DC saves. Out of about 5 or 6 he rolls for randomness and gives us 3 choices that our fellow party members found. So, we come across a a field of hemlock, some adders with venom and something else. We naturally go with the hemlock.
DM has the one that found the hemlock roll for how much he could grab and he got 5 doses worth... so we put all of it inside the liquor. DM rules that, that increases the DC to about 26 or so because of so many doses, oh also, hemlock requires 2 saves. Sweet.
Here's where I play my part, I call for the faeries we had made friends with. I had loaded up with more berries at Olegs for payment just for this. DM rolls, the faeries hear me and see what's up. I ask them to plant the liquor inside the stag lords room secretively and tell me when he drinks it. They agree, I pay half of the berries and stag lord drinks it. Pay the rest and we decide to swarm the fort because light was coming up.
I run up to the fort and peek through the slits of the fence and see Akiros and 2 bandits readying for intruders. Our ranger had gotten a nice hippogriff (DM allowed) and is flying above the battlefield shooting arrows at Auchs. Fighter hops over while archers shoot at our sorcerer from a watchtower. I cast stone call and hurt Akiros and kill the bandits beside him. Fighter fell from the wall prone due to sucky rolls and then gets sneak attacked by Dovan.
Ranger jumps from the hippogriff in front of Dovan to help defend the fighter. I once again stone call but this time on the bandits in the tower and auchs. I kill the bandits in the tower and auchs is roughed up. Other wizard pops in with a flaming sphere and directs it to Dovan. Dovan burns the first time but is still alive. Akiros runs in and hits the ranger hard. Fighter gets up and tries to trip Dovan, but it didn't help. Dovan runs. Auchs nears our ranger for some hurt time. I grease Akiros's sword and it falls out of his hands. Other wizard runs and directs the sphere to Dovan. Dovan fails his save again and dies a horrible death. Fighter shoots Auchs in the face and he dies. We get Akiros to give up, and after some talk to join us.
We then walk by a still cages owl bear up to the stag lords room to find that he died of the poison we had planted. We do some looting and decide to focus on crazy guy in basement. After some shenanigans with magic to see if he was aggressive, finding he is, we go down. He summons a swarm and had already summoned an ant, also he's phasing through the earth. So, I hit the ant with a burning hands and five foot step my way outside of the swarm, but ant is still alive. Sorcerer uses burning hands as well this time catching the swarm and the ant. Wolverine routinely pops out and attacks, but has concealment. I decide to switch to magic missile and it worked wonders. Swarm dies from another flaming sphere, ant dies from previous burning hands and we knock out the druid. He's still alive but now bound and wearing a metal chain shirt to hamper him. We plan to kill the undead and figure out the owlbear next session.
Sorcerer has been focusing on enchantment. The other wizard has been somewhat erratic as he's brand new to the game (and chose one of the more complex classes). He has some blasts, some control, some protection, but has done alright thus far.
I think I'm going to go with haste, my school spell wind wall and my human favored bonus summon monster 2. I'll still get to summon, I get haste which at the very least my archer will love and wind wall helps us against archers and small things.
Next level I may go either dispel, fireball or summon monster 3, but I have plenty of time to figure that out.
I will be approaching level 5 as a wood wizard soon and 1 of the first 3 in the title are what I'm considering taking come said 5th level.
I realize that each of the spells are very good, thus my problem. Since I can only choose one of them (for now), I've decided to come to the wonderful and experienced players and DMs of the paizo forums to ask once again for help in choosing which to take and why. Also, if you feel there is a 3rd level spell that trumps the first three, feel free to share what it is and why you think it's better.
Note: I'm primarily a control and support, but still have some blasts handy to help finish off opponents and thin minions.
What I'm currently thinking:
Fair enough. Although I wasn't thinking shady guy, I was thinking more Cropper from Malazan book of the fallen.
I may wait to see what the other wizard wants to do and be a team player if he has his heart set on the magister. If he doesn't really care, then I'll probably go magister even though the unrest without a spymaster will probably hurt.
I wonder if it could intentionally protect or hide itself. I doubt it as that would require magic and actually doing magic doesn't seem like something a spell book without hands or a mouth could do (as noted above).
I suppose you could hold it up to examine documents in foreign languages? It has read languages after all. A feat seems a bit pricy for a book that tells you what other written things say.
Alright so, I'm playing a wizard in our kingmaker campaign and we're about done with the first book and getting ready to head into the second. I've been looking over the roles and I'm trying to figure out which one would be best between the Magister and the Spymaster.
Here is some quick background on my character for flavoring. Obviously he's a wizard so magical knowledge and learning would be big for him. But on the team he is one of the main information gatherers. Giving the faeries the jobs of scouting the stag lords fort (it worked) and other things. Also, we have another wizard on our team. I'm leaning towards magister, but it seems the spymaster has more beneficial mechanics.
Any suggestions on which to go for and why?
I got the 3rd party publisher book that has new wizard discoveries in it a while back, but even if one were to make one in pathfinder I'm interested in the benefits of such an item.
Say (like the 3pp discovery) that the book has telepathy, empathy, read languages and read magic as special abilities and that it has a caster level and ego equal to your class level. What could one actually do with an intelligent spellbook such as this besides talk to it when one is lonely? It has a caster level but does that actually mean it could actually learn spells?
Traits can be quite daunting, I do recall there being a guide for the traits though.
As far as what could be good for a druid, reactionary or any other that gives a plus to initiative is usually good for most casters.
A druid's lowest save is reflex, so perhaps a trait that shores up that weakness some more could be of help.
If there's a skill you really want, then you could use a trait to make it a class skill.
There are some odd ones that give some great things. I really like defensive strategist. Wisdom of the flesh could be great with a druid's high wisdom score.
Since you're spell oriented you could pick your favorite spell and go magical knack with it.
As for holy symbols, I'm not entirely sure. I hadn't thought druids needed holy symbols, but I could be remembering incorrectly or perhaps its a flavor thing. Either way, for a holy symbol, perhaps a skull of a common desert animal? A preserved scorpion of some sort perhaps. Maybe a wooden ring or leather necklace of some sort.
Anyways, hope this helps a little.
Here is a link to the traits guide. HERE
Well, assuming a sylph and adding in their bonuses, I'd personally probably go with:
You still get a con bonus, 6 skills to choose from and a relatively high casting stat. Looking back at it, for a caster Sylphs would probably be better than an Oread. Oreads tend to be more melee focused from what their stat bonuses suggest.
As for domains I might go for Air or one of it's subdomain. Note however, I'm not an optimizer, so take the stat and domain suggestions with that in mind.
Most likely. You'll still get your animal companion, but the -2 druid level to wild shape will hurt the more fighting focused build. That being said, if you would prefer a fighting "spirit of the beast" style build, then perhaps a normal druid would be more preferable. You can still make water and you get endure elements as a spell anyways, so that would work as well.
Caster druids can be pretty powerful though and it would seem either would work with your team.
Desert Druid would also get my vote. Being able to use create water at will seems like it'd be very helpful in a desert setting. By level 4 a desert druid won't have to worry much about the climate or lack of food and water (even though they can make as much water as they need).
For the desert druid I think thematically either a sylph or an oread would fit. They're surrounded by wind and earth after all. Whichever of those would be most beneficial I'd probably take.
Well, since summoning is a master summoner's thing, I may also suggest Extra Summons.
However, I do like Shindalm's suggestion, cosmopolitan is good, especially for such a high charisma class as the summoner.
Improved Initiative could also be a major help. The sooner you get bodies on the field, the better for you and your team I would think.
"Normally that look would strike my very soul, but on her, it just looks so cute!"
Glitterdust always left me with a question. Wouldn't the blinding part, blind your party as well?
Well then, guess one of the picks is easy. Craft Magical Arms & Armor it is then. That just leaves me to decide between fast study and improved initiative.
I already have a +4 to initiative already, so I'm sort of leaning towards fast study. However, I do realize that initiative is very important to most any wizard.
Thanks for the advice thus far.
Ok, next level is 5th level for me and I have a tough decision.
We're playing in kingmaker and I'm a wizard. Here's what I was thinking.
Either I go with:
- Fast Study & Improved Initiative (I haven't gotten it yet)
- Fast Study & Craft Magical Arms and Armor (Need this eventually to pick up craft construct which I want)
- Improved Initiative & Craft Magical Arms and Armor
My party fighter and some other characters in our party have said they'd definitely appreciate me taking craft magical arms and armor, I think it would help the party in general, they're willing to give me 10% more for my troubles and it gives me the last prereq for craft constructs which I'd like to get (I already have craft wondrous).
Initiative is well, initiative. I do play a primarily field control wizard so it's even more useful. Hadn't taken it yet, because other feats fit my "flavor" a bit more at the time.
Fast Study, as I see it at least, is a discovery that really improves a wizards versatility in the field. Granted one can't always use it, but it's amazingly helpful when you can.
NOTE: I have solid plans for level 7th Leadership (DM allowed) and level 9 Opposition Research. So, I won't be able to get one of these feats until 10th.
Any advice would be greatly appreciated.
I realize that poison is usually not all that effective and all, and I feel I have a general understanding of normal poison crafting.
I'm curious though, are there rules for inventing ones own unique and special poisons? Like official rules?
I know pathfinder is sort of backwards compatible and that 3.5 had a book specifically about poisons and poison inventing, I was just curious if pathfinder had any official rules on said subject.
If not, do you think they'll ever make rules for poison inventing?
Ok, this is really just for fun, but I'm just curious. What spell has surprised you as being one of your favorites and why?
Keep Watch. My DM ruled that I'd be allowed to make scrolls while under this spell, so my character just does his part on watch and then does some work. It also helps in keeping prepared for nightly raids or if you have someone in your party you don't particularly trust (i.e. thieves).
So, what is a spell that has surprised you and is now or has been for some time, one of your favorites?
Well, obviously as you stated there are the spell focus feats for necromancy, plus pumping whatever your primary stat is. Assuming you're going with the bestow curse spells, pick the best spell possible to you and use it with spell perfection. It requires metamagic feats which is fine. Ones I would suggest for the curse spells are persistent, reach and maybe echoing or even heighten (although heighten is so-so).
Other than that I'm unsure.
Just curious really. I usually play casters but might play a martial class or two in the future. I figured this would help my building skills and help improve my characters.
I realize that fighters, barbarians and other full BAB classes have a better to hit than some others. But what about Hyde Alchemists or Synth Summoners? What should they aim for?
For melee characters, what in your opinion is a solid "to hit" number per level or at least every odd level? (i.e. 1, 3, 5, 7, etc...)
Just curious. Maybe this could help other players as well.
I agree, I think I'll probably add on vivisectionist on to this. That should add some nice damage. I will definitely look into goblin as well.
Between toughness, iron will and the 3rd level feat which would you take out for the focused study trait? Not necessarily sold on it yet, but it could definitely work.
Thanks for the input thus far.
So, lately I've been loading up on backup characters, for a kingmaker session I'm playing in, mostly due to boredom.
The beastmorph alchemist caught my eye and I decided to try my hand. Character will probably be coming in at around lv.3 if current character dies soon so that's what I built him as.
I have read the Amy Alchy thread and while it is truly impressive, I wasn't sure if I wanted to go vivisectionist due to losing bombs. Although, I do realize I won't have many feats to do bombs well, so I'm still open to them. I'm also unsure of multiclassing in monk, but again I'm open to it.
Here's what I have thus far.
Human Beastmorph Alchemist lv. 3:
Combat Stats –
There it be, any suggestions on improvements would be greatly appreciated. I'm contemplating switching weapon focus (claws) out for power attack so that I could hit a bit more reliably. I didn't dump cha because this is Kingmaker and lots of social things happening. Although, now looking over it, I didn't pick up any social skills, so I might either get those skills or dump Cha just a bit.
What the title asks basically. Say level 3. You can either summon one level 2 or multiple level 1s. Thing is, from what I'm seeing beyond being meat shields or distractions, level 1 and even level 2 summons aren't all that great even with augment summoning.
I realize that mid levels and up they can be pretty amazing, it's just it's very rare that I get to the middle and upper levels and I was wondering if they can be good at the early levels where I would probably end up playing them.
So, how about it? At early levels is the master summoner good enough? Or would it be best to stick with a two-handed fighter, a synth summoner or maybe a cavalier thing (or etc..)?