Tekkis Smalltooth wrote:
This is, without a doubt, the best thing I've read all day.
He can't spell combat with brand or arcane mark. He's using a 2h weapon.
Grease, Color Spray, Chill Touch, Shocking Grasp, Enlarge Person, Reduce Person, Shield, True Strike and Vanish are all good.
As for swarms, you can still deliver a shocking grasp to a swarm with your weapon with spellstrike, which in my book is preferable, but whatever floats your boat.
Once you get to second level spells, Glitterdust and Frigid Touch will give you excellent bang for your buck.
Get some pearls of power, and use your arcane pool judiciously to reclaim your spells when those run out. Good luck, Magi are tons of fun to play.
Honestly, I'd just go with an Erinyes (CR8 with that Entangle ability that lets you break out the grapple rules, maybe reskin the ropes as steel nets or something) or maybe a Lilin from Tome of Horrors (CR5 also on the d20pfsrd.) Swap one of their At will SLA's for alter self so they can be incognito, and go to town!
Wow RD, thanks for linking that! I take back all the bad things I never said about you.
I just want to add that the deity of the church where the mass murder by immolation took place should definitely be sending divine agents after your PC's to administer justice, retribution, punishment or whatever is appropriate based on its portfolio. If this was a church of Pharasma I would completely strip your cleric off all channeling, spells and domain abilities.
This does sound like a very interesting concept, and I'd really like to play an alchemist if we're opening up past the CRB. If not, I might try a ranged weapon fighter. I have not GM'd a PbP yet, but this sounds like a good way to start. Quick question, are we opposed to allowing the current GM to continue playing his character while he runs the game? Seems a lot simpler to me, as long as people can keep GM knowledge and characters knowledge separate.
Hey, this sounds like a fun game. I've been wanting to try out a crypt breaker alchemist, so let's see what I can put together. As for your questions,
I didn't start until AD&D, but didn't the blue box have the dungeon geomorphs? Those were pretty cool, although the dungeon dressing tables and random harlot tables are still my favorite old school features.
My favorite color is green.
Peyton in a heartbeat, even though he beat my beloved bears in the superbowl.
That's a SNL skit I think.
Jubal makes a good point. Why can't the entire party carry some fragment of the historical figure's soul? Maybe they each find an item that allows them access to it and additional powers? Something scalable and cool but also transferable in case of pc death. Just my $.02.
The perception skill would like to have a word with you. Realistically, it's an interesting theory, but I don't think it's in line with the game mechanics.
Can you point me to where that is spelled out in the rules? I'm don't want to be difficult, i just want to be able to see how it works using the RAW.
That seems like the common sense response, but if the spell has both descriptors, then do all of the damage dice still get the +1? Because the ability refers to the descriptor and not the damage type, it is unclear to me. Also, I can't seem to find any rules about changing spell descriptors except in some of the summoning spells, where it is explicitly addressed. By not addressing it here, I'm not sure that the common sense interpretation is the correct one.
Draconic Bloodline wrote:
Bloodline Arcana: Whenever you cast a spell with an energy descriptor that matches your draconic bloodline's energy type, that spell deals +1 point of damage per die rolled.
Elemental Spell (Metamagic) You can manipulate the elemental nature of your spells. Benefit: Choose one energy type: acid, cold, electricity, or fire. You may replace a spell's normal damage with that energy type or split the spell's damage, so that half is of that energy type and half is of its normal type. An elemental spell uses up a spell slot one level higher than the spell's actual level. Special: You can gain this feat multiple times. Each time you must choose a different energy type.
So, I was planning out advancement for a sorcerer of mine when I ran across this feat. The way I read it, elemental spell does not change the spell descriptor, only the damage type. So, with red dragon bloodline, a burning hands spell converted to cold damage would still receive the +1 damage per dice, but a cone of cold converted to fire damage would not. I'm sure that I've forgotten something and that this shouldn't actually work this way, but I can't for the life of me figure out why. Anyone care to enlighten me?
Hey dudes, just poking my head up. Still alive, still baby wrangling. The little guy is four and a half months old now, and my thoughts return (as always) to gaming. I'm rolling around the idea of a campaign where several asteroids got near Golarion, with at least one major impact, and one becoming a second moon. Massive tidal waves, volcanic eruptions and the impact itself have changed the face of the planet, burying civilizations and cities, destroying coastlines, raising water levels, etc.
I probably won't start up for another few months, but I just wanted to see if people were interested, and say hi. I also might just run adventures out of Tales on the Old Margraeve.
I got it. Then again, I read a lot of the classics in college.