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It is a little sketchy although seeker gives you disable device as a class skill. If you grab the student of philosophy trait you also become an excellent group face.
If you want to make use of scrolls then I would pay attention to three key rules:
1. Don't use anything which allows a save. Scrolls are treated as if cast with the minimum required stat making their DC often very low. This is also true for Wands. For example, a scroll of baleful polymorph will only have a DC of 17, unlikely to affect much you face at your level.
2. Avoid scrolls of spells which allow spell resistance. Unless you spend a lot more money scrolls come at the lowest possible caster level and are therefore likely to fail to affect resistant targets.
3. Linked to 2 avoid any spells whose effects highly depend on caster level unless you are paying for a higher level version. Examples include Dispel Magic, Neutralise Poison and Barkskin.
Otherwise scrolls are excellent for a wide range of utility, defensive and niche spells.
Wands of summon monster I are excellent for detecting most traps.
A wand of mount is better if you just want something to set off traps. Poor poor Dobbin.
You don't have a full arcane caster, I would consider a seeker sage sorcerer.
Franz Lunzer wrote:
Given the editing quality of some of the late Season 5 scenarios I don't think we are in any danger of that happening.
Full round action spells go off on your turn, they just take your standard and move action to cast. 1 round cast spells go off at the start of your next turn. They are very different things.
Swamsuits description calls itself clothing, are you suggesting it isn't?
Wrong John Silver wrote:
Why? Early entry doesn't do much more than bring Mystic Theurge and Eldritch Knight into the heady realms of maybe perhaps taking levels in whereas before they were very much traps for the unwary.
Hey, it can be a great spell to use on any of those "helpless lost and sad children" who pop up from time to time in scenarios.
"Now dearie, just close you eyes, this wont hurt a bit, it will just be a flash of light and then you will be fine...."
Kyle Baird wrote:
Sure but that is going to take far more than tinkering around the edges. Unchained *might* help but not much short of a new edition which throws off the 3.x backwards compatibility mantra is going to really achieve it.
I find Burning Arc, like most direct damage, deeply underwhelming. The damage simply doesn't keep up with enemy health unless you engage in a heavy degree of optimisation.
Now if you want an excellent and little known level 2 spell then have a look at Burst of Radiance. Long range area effect blindness targeting reflex, commonly a poor save. It also has a minor damage component which will let you detect evil enemies!
I probably wouldn't ban any class. Some options in an individual class may be slightly overpowering, but the classes themselves are fine. Some are stronger than others, but none is broken as a class alone in my opinion. The option I would take out first would probably be Persistent Spell from personal experience. Dazing Spell might be more powerful, but comes online late in the game. Even early, Persistent enchantments are super powerful. It doesn't matter how much hp/ac/defensive abilities something has, if you have a viable save or suck, they have a very high chance of dying.
Personally I rate persistent spell as basically the best metamagic feat in the game nowadays, especially for PFS where quicken will see little use. There are so many different save or suck spells which target each save that it really isn't difficult to make the right choice and take that 30% chance to save down to 9%. It is just incredibly potent when applied to anything from colour spray, glitterdust or suggestion (all will) to create pit or aqueous orb (reflex) to ear piercing scream or blindness (fort).
Hmm, if I wanted to ban something then the Staff of the Master Necromancer would probably be up there. It probably doesn't come on line until the late game, a little earlier if you use Arcane Bond, but the ability to freely add persistent/dazing/quicken spell to your highest level spells is incredibly powerful. It is better than any metamagic rod you might pick up at the price it has.
In a home game it isn't so much an issue as you bit the recharge issue. In a PFS game though it starts each scenario at maximum charges giving you full use of it in every adventure.
...So does that mean I don't have to drag in my copy of the APG (and furthermore, cash in for UC/UM) to use its contents in my first Society game this Saturday. Because if so that changes everything for my Inquisitor
You must own the source and be able to provide a legal copy to the GM on request. That means either:
1. Bringing the actual physical book
Note that a photocopy of pages from the physical book is no good as that does not establish ownership. Also if printing from your PDF make sure the printing doesn't actually blank your email address watermark.
Family members can share the use of books if they wish.
Kyle Baird wrote:
OK, I was being a little bit hyperbolic but really, the removal of multi classing mostly impacts on non full spellcasters as spellcasters have the greatest incentive to stay in class. Given the disparity between, say, a well played straight druid and a well played fighter/rogue/barbarian I am not seeing the benefit in removing multiclassing.
Frankly, I think the spell should be banned in PFS because it breaks the "no evil" rule. But I know it would cause much anguish and gnashing of teeth.
Do you really see it getting much use in PFS? Lesser Planar Binding isn't available until level 9 and only gets you a 6HD minion so pretty much something fairly minor like a Hound Archon or Bearded Devil. Normal Planar binding doesn't really come on line until level 11. Yes it can get you a succubus for a +2 to a stat but that is hardly game breaking. I would be more worried about someone toting along a Glabrezu. A CR13 minion is going to brutalise a lot of 7-11 content especially with at will reverse gravity or confusion.
However, what are the chances of actually successfully binding such a creature at level 11? It has a fairly weak will save of +11 but even assuming a 30 Int that is probably no more than DC27. You aren't guaranteed to ensnare it and how many of your level 6 spell slots is the average level 11 wizard going to devote to it.
This of course also assumes that you even have time to draw the circle and carry out the necessary preparations. Lots of scenarios begin with Drandle Dreng dragging you out of bed at 3am and having you teleported half way across the world into an almost inevitable ambush.
It doesn't come close to an actual hat of disguise. It is giving you a set of clothing, that's it. 200gp seems like a perfectly reasonable price for it, whether it allows swarmsuit or not (and I tend to view it as doing so).
Not in PFS which is what the original question was about.
Andrew Christian wrote:
NPCs decidedly do not follow all the same rules as PFS PCs.
NPC's may use different rules to PC's at the point of creation and may have access to material which PC's do not have but once they hit the table they use the same rules for play as everyone else unless something in their stat block calls it out as being different.
Solid fog is a problem because Naroth can't see any targets. He can use it to create summons, but can he target squares within the fog that he can't see? And if they're not summoned outside the fog, then the summons can't see the PCs to target them (or are they meant to be stationary until they can?). I didn't know acid arrow could be used to disrupt a spellcaster like that, though it makes sense now that I think about it. The tactics should have been specific - it just says to cast it "at a PC", so I thought the intent was damage, not disruption (another reviewer said something similar). In my game, the fog got blown away by the spellcaster, so this would've been another big difference if he'd failed to cast it.
Line of Sight is only required for individually targeted spells. Other spells, such as rays, summons or area spells, can be placed either by seeing the location/target or by defining it (eg 50' ahead of me). The relevant text is:
As for Acid Arrow it can be used to force concentration checks but the DC to concentrate while subject to ongoing damage is 10+haf damage+spell level which is going to be pitifully low. Best case scenario for him assuming a fairly unoptimsed level 7 PC casting a level 4 spell means a DC18 check against someone probably rolling at least +12.
Andrew Christian wrote:
But dipping a level of crossblooded sorcerer (orc/dragon) so you do +2 damage per damage die with your Wizard spells
Finally, a way to actually get vaguely encounter relevant direct damage spells as opposed to the anaemic rubbish they are without it. Also you missed the Goblin Fire Drum for +3/dice. The move from 2e to 3e murdered direct damage as an effective form of magic as HP scale far faster than damage dice do.
or dipping a level of Cleric of Gozreh so you can get the Growth subdomain so you can enlarge 7 rounds per day with your otherwise reasonable Dragon Disciple...
Or they could just cast Enlarge Person, its only level 1 and lasts 1minute/level. Dipping and losing yet another caster level seems like a terrible idea.
Kyle Baird wrote:
I'd remove multiclassing.
Why do you hate martial characters?
Straight up no PrC wizard, cleric, druid, oracle, sorcerer or witch represent some of the most potent PC's around, even more so in PFS where you can be pretty certain of the number of combat encounters you are going to have in any one session.
Except that the item very specifically says that it creates a set of clothing. The fact that you require disguise self to make the item is neither here nor there. The item specifically says:
The wearer of these sleeves can, when she slips them on, choose to transform her current garments into any other non-magical set of clothing.
Change it for your game if you wish but it is a houserule.
Planar Bind a succubus for a +2 profane bonus. It is PFS legal but you will have to redo it for every scenario and you may well not have the time at the beginning to do it. It also requires a level 6 spell so is only reliably available at level 11.
It all depends on whether or not you treat the reference to clothing in the Sleeves description as literally only meaning items on the clothing list of equipment lists.
The swarmsuit specifically calls itself clothing. The fact that you wear it over other clothes doesn't seem to be relevant. You wear a jacket over other clothes, you wear trousers over your underwear unless you are Superman.
Taking 10 on a skill is not possible in dangerous situations (unless the character has Skill Focus, of course). So no taking 10 while disarming a trap, or trying to sneak past guards. (I do allow, however, a character to take 10 if they don't know they're in danger, which mainly just makes it a bit easier for me to have NPCs make Perception and Sense Motive checks.)
This is not what the take 10 rules say.
You want to make someone go away for ever? Killing them permanently is difficult. There is however another way.
Step 1: Capture your target using whatever method you prefer. I like baleful polymorphing my enemies into squirrels but your preferences may well vary.
Step 2: Cast Mind Blank on your enemy. They can no longer be located by any form of magical scrying or divination known to mortal magic, including Wish. The spell lasts 24 hours, make sure to keep it in place until you are done. Don't lose your squirrel, it could be difficult to find again!
Step 3: Head to some out of the way place no-one is likely to come by and which is geologically stable. Some random bit of the elemental plane of earth or an outer plane is never a bad idea.
Step 4: Imprison your foe with the Imprisonment spell. They are now trapped in temporal stasis far beneath the earth. The Mind Blank will remain in place while they are imprisoned as they are in temporal stasis. No-one can find them with magic and the likelihood of someone randomly casting Freedom at exactly the right out of the way spot on an infinite sized alternate plane of existence is infinitesimal.
Interesting thread. Here we have the classic seeker sage sorcerer, an Int based primary caster with the ability to disable magical traps.
So, how does he achieve the various classic rogue tasks:
Finally note that all of his skill numbers are liable to be 2 points higher as he will have Heroism running.
Male Human (Varisian) Sorcerer (Seeker, Wildblooded)
N Medium humanoid (human)
Init +9; Senses darkvision 60 ft.; Perception +23
AC 20, touch 13, flat-footed 18 (+4 armor, +2 shield, +2 Dex, +1 natural, +1 deflection)
hp 72 (10d6+30)
Fort +10, Ref +9, Will +11
Sorcerer (Seeker, Wildblooded) Spells Known (CL 10th; concentration +22):
5th (4/day)—summon monster v
4th (7/day)—arcane eye, charm monster (DC 22), dimension door, elemental body i, emergency force sphere
3rd (8/day)—aqueous orb[APG] (DC 21), dispel magic, heroism, nondetection, paragon surge[ARG], suggestion (DC 21)
2nd (8/day)—command undead (DC 20), create pit[APG] (DC 20), darkvision, glitterdust (DC 20), invisibility, mirror image, misdirection, pilfering hand[UC], resist energy
1st (8/day)—air bubble[UC], ant haul[APG] (DC 11), burning hands (DC 19), charm person (DC 19), comprehend languages, detect secret doors, disguise self, endure elements, feather fall, floating disk, grease, hydraulic push[APG], identify, liberating command[UC], mage armour, magic missile, memory lapse[APG] (DC 19), obscuring mist, protection from evil, shield, silent image (DC 19), snowball (DC 19), touch of the sea[APG] (DC 19), unseen servant
0 (at will)—arcane mark, detect magic, detect poison, ghost sound (DC 18), mage hand, message, open/close (DC 18), resistance, spark[APG] (DC 18)
Base Atk +5; CMB +3; CMD 16
Feats Craft Wondrous Item, Eschew Materials, Improved Initiative, Persistent Spell, Racial Heritage (Half Elf), Silent Spell, Skill Focus (Perception), Skill Focus (Stealth)
Traits reactionary, student of philosophy
Skills Appraise +12, Bluff +11/21 to deceive, Diplomacy +10/20 to convince, Disable Device +26, Disguise +8, Escape Artist +20, Fly +6, Knowledge (arcana) +23 (+27 bloodline spells), Knowledge (dungeoneering) +9, Knowledge (engineering) +9, Knowledge (geography) +9, Knowledge (history) +9, Knowledge (local) +21, Knowledge (nature) +9, Knowledge (nobility) +9, Knowledge (planes) +9, Knowledge (religion) +9, Linguistics +9, Perception +23/28 for traps, Sleight of Hand +17, Spellcraft +14 (+18 bloodline spells), Stealth +25, Use Magic Device +2
Languages Abyssal, Aquan, Auran, Celestial, Common, Giant, Ignan, Infernal, Terran, Thassilonian, Varisian
Special Qualities arcane bolt, mutated bloodlines (sage), seeker lore, trapfinding +5
Gear +1 mithral buckler, belt of mighty constitution +2, cloak of resistance +3, eyes of the eagle, gloves of larceny, handy haversack, headband of vast intelligence +4, cracked dusty rose prism ioun stone, [i]cracked pale green prism ioun stone (saves), stalker's mask, vest of escape, wayfinder, masterwork tools (perception, stealth, escape artist, diplomacy), +1 ring of protection, +1 amulet of natural armour
Pages of Spell Knowledge: air bubble, ant haul, comprehend languages, darkvision, detect secret doors, endure elements, feather fall, floating disk, hydraulic push, liberating command, mage armour, magic missile, obscuring mist, pilfering hand, protection from evil, shield, touch of the sea, unseen servant
It is a +3 equivalent enchant which means 16k+ for +4 equivalent armour so you wont see it much before about level 10. By that time the druid is wildshaping 4/day for 10 hours per use which pretty much means you can guarantee them being wildshaped whenever they want.
I am not sure what you mean by form limitations?
It still isnt worth it even for half cost.
Also if you dont have it already Craft Wondrous Item will provide you with a far bigger discount as the majority of useful gear for you is crafted by it.
Experiment 626 wrote:
They're not considered weak in combat - just the opposite. They don't have many options outside of it. Adding a couple of skill points/level would help a lot.
Not quite. I would say that they are generally fine at dealing HP damage providing they are capable of making a full attack.
Unfrotunaely the ability to make full attacks becomes harder to achieve as you go up in levels and face more opponents who fly or teleport or what have you. The fighter also have some fairly glaring defensive weaknesses which can easily result in them spending most of an encounter doing nothing.
At level 7 you are definately better off sticking to Mage Armour. The bracers are horribly overpriced, 16k is a lot to get the same benefit you have from a level 1 spell.
The Haramaki idea is OK but again you are spending nearly 10k to duplicate the effect of a level 1 spell. For the same price you could pick up a +1 ring of protection, amulet of natural armour and jingasa/dusty rose ioun stone for +3AC on top of mage armour.
If you are interested in investing in AC then look at getting a mithral bucklet. It has 0ACP and no arcane spell failure meaning you can wear it without problems.
Hmm, for a cleric I would have a bunch of condition removal spells on scrolls but be careful to only take those which have little caster level dependant effects:
I would keep the following handy buff/utility spells on some scrolls:
I would avoid the following as scrolls as much as possible:
Any spell which allows the target a save
If you want spells to use offensively then scrolls of Summon Monster which are at least of your highest level of available spell are a decent option.
The difficulty with making these decisions based on the stat is that it completely ignores the impact of skill ranks. A charisma 7 cleric with a single rank is diplomacy is rolling at +2 and has more than offset the penalty from their base stat. As they invest more ranks in the skill the impact of their stat becomes negligible.
Any min/maxer worth their license (yes we have licenses, totally /blatant lies) will tell you that even with early entry Mystic Theurge is only "ok". The only PRCs really worth considering in Pathfinder are Evangelist and Exalted. And even then, 1/19 and straight 20 builds are better in a lot of cases. Well... unless you can tack on Eclectic/Esotetic Training... then yes Mystic Theurge is pretty crazy.
I have been looking at the bloatmage recently and it has potential for the wizard. You lose 2 bonus feats but gain up to 3d12 extra levels of spells per day. Not a terrible trade off.
With early entry you also get to steal sorcerer bloodline powers at level 11.
Walter Sheppard wrote:
For our home games what we found really helped was taking half an hour or so to have a proper natter about not gaming related stuff and getting it all out of the way before we moved to the table. That helped get everyone far more focused on what was happening in the game.
On one hand, neat! I've already brewed up a Kitsune fighter aimed at the full nine-tailed experience. Still haven't found anything interesting to do with Nagaji or Wayang, but, hey, I didn't even know the whole nine-tailed feat even existed until now. A net win, in my book.
There are some interesting Wayang Oracle options given their FCB ability to add Wizard illusionist spells to their spells known. Now we just need the spell known Faqrratta to actually account for it and make sure it still actually works.
Maybe but the Martial Manoeuvres ability in the last playtest was pretty awful. If it wasn't limited to an handful of daily uses and wasn't shackled to combat feats only it might add something. Has it been expanded since the end of the playtest?
They don't qualify for sacred summons as they lack the aura feature. It actually ends up as not a huge deal as sacred summons looks good but ends up being a bit disappointing. The list of creatures actually affected by the feat is vanishingly small and they are often very much not your best picks.
Personally I think there are two areas they could do with a buff in. Inside combat they, like all of the martials, are too stuck with the full attack routine. Anything which prevents them from making their full attack basically renders them pointless.
Outside of combat they need something to give them a lot more versatility. More skill points, tricks they can access at higher skill ranks, something really that actually lets them accomplish things within the context of the mechanics.
Master of the Dark Triad wrote:
Paragon Surge has had a major errata and is now significantly less cheesy and more liable to be accepted. Now once you pick a feat you are locked into that feat choice for the rest of the day together with any secondary choices, such as the extra spells from expanded arcana. They have also erratted gaining extra spells from off your list so that the Improved Eldritch Heritage trick no longer works. Of course they broke a bunch of other stuff doing so and we may therefore see more changes there.
I don't see anyone suggesting doing so. I took AndItMustMask's comment to mean that the PrC's were now potentially viable options individualy, not that they should be somehow mixed together.
Personally I think the best early entry is probably the Garuda Blooded Aasimar Cleric 2/Empyreal Sorcerer 1. The See Invisibility SLA deals with the arcane side while Trickery or the Fate Inquisition can give you the divine requirement. All of your casting works off Wisdom so you can also take some of the best offensive arcane magic.
Sure but then this comparison still favours magical characters over martial ones. Clerics and Druids gain access to useful spells like Speak with Dead, Commune, Commune with Nature or even stuff like Speak with Animals/Plants/Stone. Arcane casters bring the whole panoply of enchantment, divination and conjuration magic to bear.
Martial characters are limited mostly to what they can achieve either through mundane skill use or what they can go by convincing the GM something should just work and there is your problem. Magical characters also get to convince the GM of stuff that should just work without needing a roll and often get far more skill points than martial characters. They can also circumvent all sorts of skill checks through the use of spells.
If you are in for the long haul political, espionage, intrigue style scenario then the last thing you want is a character who, on level up, gains +1 to hit things with a pointy thing and 2 skill points.
Oracles are, like clerics, fairly feat starved as it is. I wouldn't want to waste one getting access to extra spells known when I could just go ahead and gain it through my race.
Yep, and what Batman accomplishes he manages through author fiat, something which martial classes rather lack access to.
Aasimar are irritatingly the best oracles due to their fcb.
Not really. Halves elves are significantly better due to the extra spells known FCB and access to Paragon Surge, even post nerf.