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Kaerishiel Neirenar

Valmoon's page

Pathfinder Adventure Path Subscriber. FullStarFullStar Pathfinder Society GM. 108 posts (1,130 including aliases). No reviews. 1 list. 3 wishlists. 5 aliases.


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Lantern Lodge

Pathfinder Adventure Path Subscriber
Tangent101 wrote:

If your players want a tough game?

Reign of Winter. And use the environmental rules constantly. Further, rule that the presence of Winter Portals are causing all of Golarion to have wintery weather by the time Book 3 comes about, so any and all fights outdoors are set during snowstorms. If you want to be even more evil, have a Winter Portal exist in the alien world that is Book 4. (Don't bother with winter weather in Book 5. Having it NOT be present will cause the players to go buggy. Having tech used against them (but don't describe it as tech, describe it as alien magic or the like) will have them freak out. ^^

That said, if you only have a couple experienced players? Go with Runelords. Classic game that is quite enjoyable. Double the encounters and sizes of rooms because of the double-sized group.

I suggested that but, they wanted this one more so I'll make it work.

I will do what I can to make the game work well w/o mythic rules then.
I will just have to pay attention to what changes need to be made for the later books.

Lantern Lodge

Pathfinder Adventure Path Subscriber

I'm not overly concerned about there characters becoming broken as only 2/(7or8) of the players have played more then a year.

I personally have never played gesalt or a mythic campaign but, several of the players have expressed interest in this campaign. I have let them knoe this campaign could be very deadly to them but, all of them want to play it anyway.

Thats why I ask.

Lantern Lodge

Pathfinder Adventure Path Subscriber
Zilfrel Findadur wrote:
Mythic is more broken dude. i would go with Gestalt.

How would you expect the group to do if I ran the books as is? (Unaltered)

Lantern Lodge

Pathfinder Adventure Path Subscriber

So giving them gesalt would give them a powerful edge without using the mythic rules?

I'm kinda hoping the run the books as is with just changing the players a bit.
my group is rather new so I'm trying to help them all grow and they have in turn encouraged me to grow in the role part of role-playing.

Lantern Lodge

Pathfinder Adventure Path Subscriber

So my group has expressed desire to run this adventure path.
seeing as how theres a lot of mixed feelings on mythic, i was wondering how easy it would be to let the players use gesalt rules in place of mythic?

If I did this what changes should I make to the monsters?
how does mythic compare to gesalt is one drastically better?

Any help and insight would be loved.

-Valmoon

Lantern Lodge **

Pathfinder Adventure Path Subscriber

There are several threads loke this.
in one of them the organizers of PFS have said yes to lip reading.
I cant find it at the moment but I remember looking into it because, of the Oracle curse deaf.
I hope this helps.

Lantern Lodge

1 person marked this as a favorite.
Pathfinder Adventure Path Subscriber
prd wrote:

Invisible Blade (Su): Whenever a ninja uses the vanishing trick ninja trick, she is treated as if she were under the effects of greater invisibility. The ninja must have the vanishing trick ninja trick before selecting this ninja trick.

INVISIBILITY
The creature or object touched becomes invisible. If the recipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone else, neither you nor your allies can see the subject, unless you can normally see invisible things or you employ magic to do so.

Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries but that extends more than 10 feet from it becomes visible.

Of course, the subject is not magically silenced, and certain other conditions can render the recipient detectable (such as swimming in water or stepping in a puddle). If a check is required, a stationary invisible creature has a +40 bonus on its Stealth checks. This bonus is reduced to +20 if the creature is moving. The spell ends if the subject attacks any creature.

INVISIBILITY, GREATER
This spell functions like invisibility, except that it doesn't end if the subject attacks.

Assassinate (Ex): A ninja with this master trick can kill foes that are unable to defend themselves. To attempt to assassinate a target, the ninja must first study her target for 1 round as a standard action. On the following round, if the ninja makes a sneak attack against the target and the target is denied its Dexterity bonus to AC, the sneak attack has the additional effect of possibly killing the target. This attempt automatically fails if the target recognizes the ninja as an enemy. If the sneak attack is successful and the target of this attack fails a Fortitude save, it dies. The DC of this save is equal to 10 + 1/2 the ninja's level + the ninja's Charisma modifier. If the save is successful, the target still takes the sneak attack damage as normal, but it is immune to that ninja's assassinate ability for 1 day.

Do they see the ninja to recognize the ninja as an enemy? Depends on the perception check and active spells in area.

They may know their is a enemy in the area but, they don't know who or what they are facing to recognize the pc as an enemy "yet". This is because of greater invisibility. The act of attacking doesn't stop greater invisibility from working. So the orcs in this case have to beat the ninjas "passive" stealth. (stealth skill total + 20/40) Once that is done by any one of the orcs then the assassinate skill can't be used. For the orcs have now recognized the enemy.

Lantern Lodge

Pathfinder Adventure Path Subscriber

We be Goblins is EPIC!

Lantern Lodge

Pathfinder Adventure Path Subscriber
Valmoon wrote:
MrSin wrote:
Valmoon wrote:
So just take the gp and move on as "well that is what I get for not being able to show up on time?"
That would be my suggestion. Its simple and gets things done and doesn't overcomplicate things. It also doesn't allow for outside of game things to control the inside. Which is for the best, imo, unless your group really wants to do it that way.
That's what I will do then. I'll ask the gm to chat and clarify what useful information they should have or would have told me in character. (I already need to talk with him about my downtime stuff as is. )So my character can be of more help and forget about the bagging of loot.

Thank you for the advice.

Lantern Lodge

Pathfinder Adventure Path Subscriber
MrSin wrote:
Valmoon wrote:
So just take the gp and move on as "well that is what I get for not being able to show up on time?"
That would be my suggestion. Its simple and gets things done and doesn't overcomplicate things. It also doesn't allow for outside of game things to control the inside. Which is for the best, imo, unless your group really wants to do it that way.

That's what I will do then. I'll ask the gm to chat and clarify what useful information they should have or would have told me in character. (I already need to talk with him about my downtime stuff as is. )So my character can be of more help and forget about the bagging of loot.

Lantern Lodge

Pathfinder Adventure Path Subscriber
Cory Stafford 29 wrote:
You got your share of the loot. It is customary for adventurers to split treasure, rewards, payments, etc. they acquire in their adventures. It is a bit gamist and falls into the metagame, 'out of character" territory, but not completely so. It does make sense to loot the bodies of evil cultists and monster treasure hordes to fund your adventuring.

So its customary to give lot to someone who wasn't there for the fight at all? o.0

Rogue Eidolon wrote:

Hey Valmoon!

Your buddies would know that the sawmill is the meeting place for some sort of shady folks who were associated with the Skinsaw Man's murder spree and the Faceless Stalkers in the townhouse, even if they aren't sure exactly how.

That's what they told me out of character but, in character they just said," because, we need to investigate this place."

MrSin wrote:

Obviously you should react violently, kill both their characters in their sleep out of paranoia, and then loot their corpses and claim they attacked you first! If they wonder what happened, claim you were acting in character as a CN.

Or you know, go along with everything because that's easier. Maybe asked what you missed in character and pretend everything you learned in meta was what they learned.

Sarcasm aside...

So just take the gp and move on as "well that is what I get for not being able to show up on time?"

Lantern Lodge

Pathfinder Adventure Path Subscriber

They gave my character $736GP as "my share in the fight." A fight I wasn't there for. (my character was else were in town. As I was busy in real life getting there. )
No other information was given to me in character as they dragged me to a saw mill.

why give me money for a fight i wasn't there for?

in character could they be hiding something? (they are dragging me to a saw mill to "investigate" but, they haven't told me how its connected or how they know its connected.)

out of character i know they got 200pp and the deads to the home as well as leads to continue the investigation but, that wasn't conveyed in character.

Lantern Lodge

Pathfinder Adventure Path Subscriber

No one has advice to share? I could really use it.

Lantern Lodge

Pathfinder Adventure Path Subscriber

First off my character is an Oracle of life with no set deity to worship.
I have also posted this in the Rise of the Runelords section.

I own the book and started to read the first book before getting invited to the campaign. I told the GM and he was ok with that as long as i stopped reading (I did and only got to the glassworks).

The characters name is Valmoon.

Valmoon's back story:

Growing up Valmoon never knew his true parents however, this didn't bother him as everyone in his home loved and treated him like a sibling or their own child. To this day the circumstances behind his mysterious arrival to the temple of Calistra leave many unanswered questions. These questions lead to Valmoon almost always having his nose in books. Valmoon spent much of his time studying ancient languages like Thassilon and the heavenly and demonic plains languages. It wasn't long into Valmoon's teen years that some of his "gifts" started to appear. First mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises started to go on around Valmoon and then shortly after he would start speaking in languages such as Abyssal and/or Infernal to "people" who were not there. This caused quite an uproar at first until they also discovered his talents for spell casting, it was then that the mishaps, occurrences and, speaking in tongues were understood.

Valmoon is an Oracle and as such Valmoon would spend time traveling from temples of Calistra to temples of Pharasma. It was during one such trip that Valmoon meat Shamira a fellow "priestess of Calistra". At the time she had been greatly injured and it was Valmoon who healed her not knowing what she truly was. It was during this time alone with Valmoon that she discovered the vanishing tattooed symbols on his shoulder blades, that he had spent a great deal of effort to hide from others. When pressed about it Valmoon divulged to her that it wasn't just Pharasma and Calistria's symbols that showed up on his back but, Nocticula and Charon's as well. If it wasn't for that Valmoon may well have found himself dead though he never knew it. Shamira could tell that having Nocticula and Charon's symbols on his back disturbed Valmoon but, over time she convinced him that it was ok. It was also her influence that convinced Valmoon to travel to Sandpoint after hearing of the recent troubles there.

In Sandpoint Valmoon was introduced to two other individuals both from the town. One a very capable female warrior and the other her childhood friend a male "scout" who's is infatuated with "pies" (in window sills). After events happened Valmoon found himself with these two quite a bit.

After the sawmill and the finding of Ven Vinder's daughter Kathrine dead. Valmoon placed a "false life medallion" gotten from Nualia hoping it could help in some way. Gm ruled that it would in fact help her stay "fresh". Valmoon then promised Mr. Ven he would help bring her back if it was within his power. Telling him that he should spend his time loving his currently living daughter the attention she desires and desires. (Valmoon has been "involved" with Shayliss helping her plot to get dad's attention using his room to provide the illusion of her being involved with an "adventurer."

we cleared Foxglove manor and fallowed the leads to Magnimar, Valmoon's home town. We got to the foxglove townhouse and found the "foxgloves" alive and well there to great us.

Here's were the problem is. Real live prevented me from showing up on time last session. The two group members were able to kill two faceless stalkers in the time it took me to get there.

in character I knew about the foxgloves already being dead. As I was the one who "freed" the wife. So the two monsters in the townhouse wasn't a surprise.

The Gm informed me that I had suddenly realized I had something to do else were. So I wasn't there for the fight. No big deal the scout asked for ability point help that I gave him. They then in character gave me $736GP as my share in the fight. no other information was given to me in character as they dragged me to a saw mill.

Would a CN character find this odd enough to investigate?

I feel like my character would based on a backstory with Calistria but, it could be player knowledge creeping in.

As a player they were bragging about getting a "tun" of gold and a house, exc.

They don't know that I just spent $7,992GP on the downtime system. (Lawyers, Bureaucrats, and the like.)

(I'm trying to grow better as a role player and blend/mix that in with my current character building habits. This is my second year playing pathfinder and love it.)
Any advice that can be given would be great.
-Valmoon

Lantern Lodge

Pathfinder Adventure Path Subscriber

First off my character is an Oracle of life with no set deity to worship.

I own the book and started to read the first book before getting invited to the campaign. I told the GM and he was ok with that as long as i stopped reading (I did and only got to the glassworks).

The characters name is Valmoon.

Valmoon's back story:

Growing up Valmoon never knew his true parents however, this didn't bother him as everyone in his home loved and treated him like a sibling or their own child. To this day the circumstances behind his mysterious arrival to the temple of Calistra leave many unanswered questions. These questions lead to Valmoon almost always having his nose in books. Valmoon spent much of his time studying ancient languages like Thassilon and the heavenly and demonic plains languages. It wasn't long into Valmoon's teen years that some of his "gifts" started to appear. First mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises started to go on around Valmoon and then shortly after he would start speaking in languages such as Abyssal and/or Infernal to "people" who were not there. This caused quite an uproar at first until they also discovered his talents for spell casting, it was then that the mishaps, occurrences and, speaking in tongues were understood.

Valmoon is an Oracle and as such Valmoon would spend time traveling from temples of Calistra to temples of Pharasma. It was during one such trip that Valmoon meat Shamira a fellow "priestess of Calistra". At the time she had been greatly injured and it was Valmoon who healed her not knowing what she truly was. It was during this time alone with Valmoon that she discovered the vanishing tattooed symbols on his shoulder blades, that he had spent a great deal of effort to hide from others. When pressed about it Valmoon divulged to her that it wasn't just Pharasma and Calistria's symbols that showed up on his back but, Nocticula and Charon's as well. If it wasn't for that Valmoon may well have found himself dead though he never knew it. Shamira could tell that having Nocticula and Charon's symbols on his back disturbed Valmoon but, over time she convinced him that it was ok. It was also her influence that convinced Valmoon to travel to Sandpoint after hearing of the recent troubles there.

In Sandpoint Valmoon was introduced to two other individuals both from the town. One a very capable female warrior and the other her childhood friend a male "scout" who's is infatuated with "pies" (in window sills). After events happened Valmoon found himself with these two quite a bit.

After the sawmill and the finding of Ven Vinder's daughter Kathrine dead. Valmoon placed a "false life medallion" gotten from Nualia hoping it could help in some way. Gm ruled that it would in fact help her stay "fresh". Valmoon then promised Mr. Ven he would help bring her back if it was within his power. Telling him that he should spend his time loving his currently living daughter the attention she desires and desires. (Valmoon has been "involved" with Shayliss helping her plot to get dad's attention using his room to provide the illusion of her being involved with an "adventurer."

we cleared Foxglove manor and fallowed the leads to Magnimar, Valmoon's home town. We got to the foxglove townhouse and found the "foxgloves" alive and well there to great us.

Here's were the problem is. Real live prevented me from showing up on time last session. The two group members were able to kill two faceless stalkers in the time it took me to get there.

in character I knew about the foxgloves already being dead. As I was the one who "freed" the wife. So the two monsters in the townhouse wasn't a surprise.

The Gm informed me that I had suddenly realized I had something to do else were. So I wasn't there for the fight. No big deal the scout asked for ability point help that I gave him. They then in character gave me $736GP as my share in the fight. no other information was given to me in character as they dragged me to a saw mill.

Would a CN character find this odd enough to investigate?

I feel like my character would based on a backstory with Calistria but, it could be player knowledge creeping in.

As a player they were bragging about getting a "tun" of gold and a house, exc.

They don't know that I just spent $7,992GP on the downtime system. (Lawyers, Bureaucrats, and the like.)

(I'm trying to grow better as a role player and blend/mix that in with my current character building habits. This is my second year playing pathfinder and love it.)
Any advice that can be given would be great.
-Valmoon

Lantern Lodge

Pathfinder Adventure Path Subscriber
Mikhail wrote:
Douglas Muir 406 wrote:
...stuff...

This post was made with 100% pure awesome!

Thank you, I'll give them hell ]:->
Well, not Hell per se, but we both know what I mean :)

As the saying goes, "hell hath no fury like a woman's wrath"

o wait...

Lantern Lodge

Pathfinder Adventure Path Subscriber
Lili wrote:
I've been having problems finding a group i'm not what what i should do. finding a group.

I use a website called meetup.com

And looked for gaming groups in my area.

Lantern Lodge

Is Rickety Hake going to just let us walk away?

Lantern Lodge

Pathfinder Adventure Path Subscriber
Claxon wrote:
Valmoon wrote:

Attacks of opportunity can be nasty.

How do you figure you have a 80ft first range increment?

I will start with that and expand as I understand more. ^.^

You know what sir, your very right and I didn't notice this before.

Muskets don't have a range of 80ft, a rifle does. And there is no double barrel rifle. A double barrel musket has a range of 10ft. Unless there is something I am missing.

Even with distance that's only 20.

Yeap and that means to me as a GM close the gap. A mob with step up will make you fire while in melee to keep that touch attack and if said mob is around your level each shot will give you a nasty return attack.

Lantern Lodge

Pathfinder Adventure Path Subscriber

Attacks of opportunity can be nasty.
How do you figure you have a 80ft first range increment?

I will start with that and expand as I understand more. ^.^

Lantern Lodge

Pathfinder Adventure Path Subscriber
ThatOneKid wrote:
Dabbler wrote:
ThatOneKid wrote:

So I've been playing for awhile, and when I'm playing with my friends in a campaign, I've encountered two specific problems:

1) The dice do NOT like me when I'm attacking, and
2) my compadres tend to kill everything before I even have a chance to miss. I'm usually left about half-dead without even hitting the darn thing.
Just out of curiosity, what are you playing now?

I just figured out how to do this reply thing:3

We're playing Slumbering Tsar Saga. That huge campaign from Frog God Games.

I think he means what Character class are you playing fighter? monk? gunslinger?

Lantern Lodge

Pathfinder Adventure Path Subscriber

Gunslingers are great fun.
I played one in Pathfinder society and had a lot of fun doing so.
Pros:
You do a lot of damage at 5th level and up.
your first range increment is against touch.
you can build all the main gear you need without an extra feat. (gunsmithing)

Cons:
You have to keep track of all your funds and shots used.
There is a large fallowing of anti guns in fantasy.
A gunslinger if not used nicely can easily take the fun away from the group.

Over all if your groups ok with it, I would say look into builds and try it out.

Lantern Lodge

Pathfinder Adventure Path Subscriber
Seriphim84 wrote:

I am hoping to find something more uncontrolled/unplanned than the alchemist (at least from the characters perspective. I like the flavor of the mutagens but its to planned.

"Oh no! my companion in lying in a heap on the ground!"
*spontanious transformation*
"YOU SHALL ALL SUFFER!"

Is kinda along the lines of what I was thinking.
As a note, he doesn't need to be able to do this at first level, though it would be cool, level 5-7 is acceptable.

Thanks for the input so far!

Depending on what you face a lot of Oracles (of life) can do this.

PRD wrote:


Energy Body (Su): As a standard action, you can transform your body into pure life energy, resembling a golden-white fire elemental. In this form, you gain the elemental subtype and give off a warm, welcoming light that increases the light level within 10 feet by one step, up to normal light. Any undead creature striking you with its body or a handheld weapon deals normal damage, but at the same time the attacker takes 1d6 points of positive energy damage + 1 point per oracle level. Creatures wielding melee weapons with reach are not subject to this damage if they attack you. If you grapple or attack an undead creature using unarmed strikes or natural weapons, you may deal this damage in place of the normal damage for the attack. Once per round, if you pass through a living allied creature's square or the ally passes through your square, it heals 1d6 hit points + 1 per oracle level. You may use this ability to heal yourself as a move action. You choose whether or not to heal a creature when it passes through your space. You may return to your normal form as a free action. You may remain in energy body form for a number of rounds per day equal to your oracle level.

Lantern Lodge

Pathfinder Adventure Path Subscriber

Hello,
First I would like to point out you are comparing three different groups of things.

The groups you are comparing are Race, Class and, Feats.

Looking at the book the Tieflings, the "evil" version of Aasimar, don't get a Demon Wings feat. So why should an Aasimar get a angelic version?

As you stated your Aasimar's wings never go away! There are no minimum cast times or maximum cast times. Meaning you can fly whenever you want without worrying about how many minutes you have used them today.

The witch and Oracle ability to fly per the hex spell or Revelations maxes out at 20 min. Adding to this using their ability forces them to use AT LEST 1 min of the spell per casting that is a minimum of 20 casts.

Combat isn't the only time you may find yourself using your wings. Climbing? - why bother? you can fly up that cliff at no negative impact to you.

That Oracle or witch they have to burn 1 minute of their hex / revelation to do the same thing. That is 1 less minute they will not have for later on.

So I feel that the feat is very balanced.

Lantern Lodge

Pathfinder Adventure Path Subscriber
Byrdology wrote:
Valmoon wrote:
I'm in that kind of situation as well. I like numbers but, the rest of the group is more roleplay based. Long run to me it's fine because, I just like hearing the story. So being asked to town down my power is no big deal. When it comes to handing out items / gold I pass up on items i may need for others to get them with the understanding that they give me a little extra gold. This lets them get good items to match my numbers but, also lets me get gold for when we get to towns. works out well.
Have you considered optimizing your survivability or ability to maximize the potential of your team mates. RP wise it would translate into a paternal/maternal like way of reacting to your party and those who threaten them.

For the character in question optimizing his survivability started up after level 5. As the Gm found ways to push my character into melee as a ranged character. I didn't think of it that way, Thank You. I will have to start playing/acting that up when RP is going on.

Lantern Lodge

Pathfinder Adventure Path Subscriber

I'm in that kind of situation as well. I like numbers but, the rest of the group is more roleplay based. Long run to me it's fine because, I just like hearing the story. So being asked to town down my power is no big deal. When it comes to handing out items / gold I pass up on items i may need for others to get them with the understanding that they give me a little extra gold. This lets them get good items to match my numbers but, also lets me get gold for when we get to towns. works out well.

Lantern Lodge

Pathfinder Adventure Path Subscriber

um.

Pathfinder Campaign Setting: Book of the Damned—Volume 3: Horsemen of the Apocalypse (PFRPG)

I own all three and they are well worth the money.

Apollyon Horseman of Pestilende
Charon Horseman of Death
Szuriel Horseman of War
Trelmarixian Horseman of Famine

Are the four listed and have several pages dedicated to them.

Pathfinder wiki has a very small amount of info on them but, should help present you with ideas. For example who there worshipers are.

Lantern Lodge

Pathfinder Adventure Path Subscriber

I never did post what the chest piece was...

Chest piece of faith = 5DR/evil

Lantern Lodge

Pathfinder Adventure Path Subscriber
james maissen wrote:
Aelryinth wrote:

The rule about using the mu or cleric list is errata. Certainly not PFS, which has no crafting.

It's done to prevent rules abuse and leveraging of spell lists against one another. Always use the MU/C pricing if lists conflict.

==Aelryinth

I'm not seeing it, which errata is it in and could you just give a link or copy paste?

-James

Yes please post a link.

It's the best way to support what your saying.

(MU/C?)

Lantern Lodge

Pathfinder Adventure Path Subscriber
prd wrote:


A wand is a thin baton that contains a single spell of 4th level or lower. A wand has 50 charges when created—each charge allows the use of the wand's spell one time. A wand that runs out of charges is just a stick. The price of a wand is equal to the level of the spell × the creator's caster level × 750 gp. If the wand has a material component cost, it is added to the base price and cost to create once for each charge (50 × material component cost). Table: Wands gives sample prices for wands created at the lowest possible caster level for each spellcasting class. Note that some spells appear at different levels for different casters. The level of such spells depends on the caster crafting the wand.

link to wand creation rules.

So it does come into play.

However, I would still talk it over with your GM.

Lantern Lodge

Pathfinder Adventure Path Subscriber
Choon wrote:


I wasn't able to find the Shirt of Faith, but the Seducer's bane gauntlets looked fun. Can I tell my DM I failed when I didn't to maintain the illusion? :P

I'll work on getting another build iteration up tomorrow, but no promises as its a busy day.

I will have to get back to you on the shirt. I didn't look up were ts from. as I didn't when I built it. So I can't directly look it up until I get access to that pc again.

PRD wrote:


Revelations:
Enhanced Cures (Su): Whenever you cast a cure spell, the maximum number of hit points healed is based on your oracle level, not the limit based on the spell. For example, an 11th-level oracle of life with this revelation may cast cure light wounds to heal 1d8+11 hit points instead of the normal 1d8+5 maximum.

Also,

PRD wrote:


The creator must have prepared the spell to be stored (or must know the spell, in the case of a sorcerer or bard) and must provide any focuses the spell requires. Fifty of each needed material component are required (one for each charge). Material components are consumed when work begins, but focuses are not. A focus used in creating a wand can be reused. The act of working on the wand triggers the prepared spell, making it unavailable for casting during each day devoted to the wand's creation. (That is, that spell slot is expended from the caster's currently prepared spells, just as if it had been cast.)

Crafting a wand requires 1 day per each 1,000 gp of the base price.

Item Creation Feat Required: Craft Wand.

Skill Used in Creation: Spellcraft, Craft (jewelry), Craft (sculptures), or Profession (woodcutter).

So because He is the creator and his cure spells are effected by Enhanced Cures, I would say the wand is also effected. (Only because he crafted it). Perhaps make sure your gm feels the same way after a polite talk would be best.

The only thing I found against what I said is that the spells are normally cast at lowest form but, again he is the creator and there for can set spell level to his liking.

Lantern Lodge

Pathfinder Adventure Path Subscriber
Choon wrote:

James: I hadn't thought about an intelligent item. I'll have to look into that.

As for ring cost: would I just tack 50% of the cost of the required level ring onto my existing one? That could mean several useful revelations all in one slot.

Valmoon: Thanks for the build! It has many similarities to the current iteration which must be a good thing. You have some items I've never heard of. I'll be sure to look those up.
Also, I've seen Still Spell come up a couple times. It just struck me that the ability to ignore Somatic components mIght be useful.
I also ignored life link because it's just 5 damage. Will it make that much difference at level 21?

Well a Somatic component is something you hold in your hand some undead can paralyze you. So you can't exactly grab or use components if you can't get at them correct? Still spell removes that issue.

Honestly no probably not but, if they get hit and drop below 0 but, are not dead dead. Then you auto stabilize them without moving, on your turn with that ability as they received healing.

Also self made wands are amazing, because you made them the normal + cap doesn't exist for healing spells. so even your cure light wounds heals for a minimum of 21 points of damage!

Lantern Lodge

Pathfinder Adventure Path Subscriber

First I would like to say I have never gotten to 20 let alone 20+ but, If I did this would be my 20 level character.
Please feel free to change it around as you see fit but, this should do GREAT against undead not to mention keep the team alive.

I believe I only spent 305820 GP.

Magic item list:

Ring of Protection +5
Seducer's Bane
Headband of alluring Charisma +6
Neckless of Natural Armor +5
clock of resistance +5
shirt of Faith
Belt of incredible Dexterity
Boot's of Levitation
Celestial Armor (Mithral)
Shield, Heavy Steal (Mithral)

skills:

Heal = max
Knowledge(Religion) = max
Knowledge(Plains) = max
Spellcraft = max
That leaves 2 skill points per level.

Traits:
Reactionary +2 init
Magical Knack - I left as you posted it. (perhaps a trait to reduce spell level slot used for cure spells would be better?)

Curses (Duel):
Deaf(progresses)
Haunted

Revelations:

Safe Curing
Channel (Positive)
Energy Body
Enhanced Cures
Life Link
Spirit boost
Lifesense
Misfortune

Feats:

Extra Channel
Piercing Spell
Reach Spell
Selective Channeling
Still Spell
Toughness
Versatile Channeler
(3 left over)

The build results:

Str: 14 Dex: 22 Con: 16 Int: 14 Wis: 16 Cha: 33

HP: 180 (max first level, average(4) the rest, +1 per level (except 4 that were +1/2's to revelation effect))
AC: 34 = 6 armor + 2 shield + 6 Dex + 5 natural armor + 5 deflection + 10 misc
Touch: 21
Flat Footed: 28
init +8

BAB: 15
Speed: 20ft

spell fail: 10%
energy resistance + 5 (acid, cold, electricity, evil)
+ 5 saves against enchantments
dark vision 60ft

fort: 14 = 6 + 3 + 5
Ref: 17 = 6 + 6 + 5
Will: 20 = 12 + 3 + 5

CMB: 17 = 15 + 2
CMD: 38 = 15 + 8 + 15

as for weapons a wand (perhaps you created!) of cure X wounds should be your weapon as well as your spells.

The basics of this build make you a healing beam of awesome. The basic idea is to make it so you do not require movement, speech, or a divine focus to cast spells. (At lest until this point as Oracles don't require a divine focus.) With Safe Curing, Channel (Positive) Energy, Energy Body, Enhanced Cures and, life link as revelations you will be healing massive amounts of damage. Safe curing makes any cure spell you cast NOT provoke and Enhanced Cures makes that cure _____ wounds heal for the dice + Your Oracle level! You will find that helpful as your teammates take damage (with life link attached to them) you'll be taking 5 damage for them a round until they are only missing 4 hit points. Then when you cast channel positive energy to heal, the over all amount of damage healed is a lot greater. Then lastly energy body this is just pure win for hurting any undead. If you haven't read it I'll post it its that good.

PRD wrote:
Energy Body (Su): As a standard action, you can transform your body into pure life energy, resembling a golden-white fire elemental. In this form, you gain the elemental subtype and give off a warm, welcoming light that increases the light level within 10 feet by one step, up to normal light. Any undead creature striking you with its body or a handheld weapon deals normal damage, but at the same time the attacker takes 1d6 points of positive energy damage + 1 point per oracle level. Creatures wielding melee weapons with reach are not subject to this damage if they attack you. If you grapple or attack an undead creature using unarmed strikes or natural weapons, you may deal this damage in place of the normal damage for the attack. Once per round, if you pass through a living allied creature's square or the ally passes through your square, it heals 1d6 hit points + 1 per oracle level. You may use this ability to heal yourself as a move action. You choose whether or not to heal a creature when it passes through your space. You may return to your normal form as a free action. You may remain in energy body form for a number of rounds per day equal to your oracle level.

If you have any questions regarding the build please let me know and I will do my best to answer them. As a final note the level 7 Oracle I had was able to heal over 300 points of damage in one day of combat when I played him.

Lantern Lodge

Pathfinder Adventure Path Subscriber

I have played an oracle before they can be quite fun.
A few questions for you though.
wealth for the character to start with?
Any objection slight changes in the build?
Whats the other group members building?
hp rolled or max?

With a little more information I don't mind posting a build I would use in a undead heavy campaign.

Lantern Lodge **

Pathfinder Adventure Path Subscriber

I'll put it in my calendar.
Its been a while from the last time i was able to play/

Any thoughts to running Adventure paths as well?

Lantern Lodge **

Pathfinder Adventure Path Subscriber

Gabrial what store was/is running the elgin game if I can ask?
I'm in the area also looking to play.

Lantern Lodge

I'm here just been a tad busy with the seasons events.

Lantern Lodge

Yea sorry life just keeps poping into the way XD.
Sending a pm

Lantern Lodge

I'm here just re working my original idea.

Lantern Lodge

Pathfinder Adventure Path Subscriber
andersen wrote:

deadly aim does work with guns.

you might want to stay gunslinger to at least 13th level where you no longer misfire. if you are twf using double barrel pistol misfires will probably be more common then you'd like

Thats true or he could enchant the weapons with:

RELIABLE GREATER enchantment. Lowers the mis fire chance (can be found in the firearms section. )

Lantern Lodge

Pathfinder Adventure Path Subscriber

Azelyn and chaoseffect are incorrect.

prd wrote:


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.

So with the above in mind take Deadly Aim then rapid shot.

Lantern Lodge

Valmoon wrote:
will be posting my character and background by Friday.

got very bogged down I know what I want the character to play like though so building it tomorrow shouldn't be hard. :)

Lantern Lodge

I'll have at lest my stats up by monday.

Lantern Lodge

Pathfinder Adventure Path Subscriber

Hello Nemesis Az

Have you looked into the ninja class?
Its much like the rogue class but, with some unique twists.

Your main stats could be Dex/str and cha.

I could/will post a build I used a little later on. So you can see if you like the build.

level 6 ninja / level 3 shadowdancer

Lantern Lodge

will be posting my character and background by Friday.

Lantern Lodge

GM DarkLightHitomi wrote:

@Valmoon

The dragons are a mysterious lot. They live usually alone or as mates, but they do socialize and identify with each other in a loose clan structure (generally corresponding to the color types) However each color type doesn't always get the same energy type, this usually happens with mixes however. Also good and evil has nothing to do with color, but the metallics are generally less harsh but more subtle then the chromatics, and the other colors are generally unique. The metallics are more common however.

No one knows what the world they came from was but some wonder if they came from somewhere else at all and the dragons don't comment on their history, and few of them bother to study or even try to keep some form of history. They tend to focus more on the now. They do use slaves, but how they are treated varies and the dragons use them to keep ranches of food animals. Dragons don't stop growing and as they get bigger they need more food. If they don't die in a conflict with another dragons they usually die from starvation as they eventually can't get enough food to sustain themselves. Their attempts to do so have ravaged many a village however.

The slaves of dragons are usually dragonborn, and some scholars wonder if the dragons created them for that purpose, however dragonborn can be found out in the world and for all their rarity, they seem evenly spread out across the known world.

Ok i can work out a good background based on that.

Lantern Lodge

Sounds good I look forward to gaming with the group :)

Lantern Lodge

I think str and dex fit the best. so +2 str, +2 dex.

I haven't thought that far ahead for a backstory quite yet as, I'm not sure what kind of lore dragons have to begin with in your setting.

An Idea for a back story is forming but, before I think to much I should probably find out what kind of lore you have for dragons.

Lantern Lodge

Krumthi wrote:

---------------------------------------------

my Information:
PLEASE PM ME IF ANY QUESTIONS ABOUT MY GAME OR CHAR CONCEPTS
rpgramen - RotRL (No Information yet)
Valmoon - CARRION CROWN (Char Concept approved by GM)
Krumthi - Badger Clan Trails (GM)
Tiessa LOF (Char Concept,Thinking)
DarkLightHitomi Maginexus (Char Concept not approved or submitted yet)
---------------------------------------------

no activity here eh?

Lantern Lodge

half-dragon

TYPE
Dragon (10 RP)
Dragons have the darkvision 60 feet racial trait.
Dragons have the low-light vision racial trait.
Dragons are immune to magical sleep effects and paralysis effects.
Dragons breathe, eat, and sleep.
SIZE
Medium 0 rp
BASE SPEED
Normal 0 RP
ABILITY SCORE MODIFIERS
Flexible 2 RP
LANGUAGES
Standard 0 RP
RACIAL TRAITS
Defense Racial Traits
immune to magical sleep effects and paralysis effects.
Feat and Skill Racial Traits
Flight (4 RP): Prerequisites: None; Benefit: Members of this race have a fly speed of 30 feet with clumsy maneuverability. Special: This trait can be taken more than once.
(8 RP 50 ft and average maneuverability (+0 fly))
Senses Racial Traits
darkvision 60 feet
low-light vision

total 20 rp

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