Hello Mr. Jacobs,
I was wondering how you would approach this.
Concerning variant multiclassing, do the variant abilities scale with character level or class level?
Thank you very much for your input; as always your rulings increase the quality of my game.
Long running game with 3 players, meeting weekly (Friday or Saturday usually, sometimes early Sunday if we're all free). Open to a new player or two to round out the table.
Playing Pathfinder, heavy story focus.
Anybody with any kind of experience is welcome! =)
Thanks for your help, Sharaya. I was able to click a button in my sidecart that authorized my payment on the items immediately. =)
Last question;
Since order shipping was originally supposed to begin today, will subscribers potentially be able to get their pdfs? Or should I buckle down and resign to waiting a few more days?
In it are all of my August subscriptions, but I do not recall moving anything to my sidecart.
Does this mean that my August subscriptions will not be shipped until the following month's subscriptions?
I would like to make sure that all of the items in my sidecart will ship ASAP (Especially the Advanced Class Guide!!!!) What do I have to do to make that happen?
Didn't you get the memo? People aren't allow to have fun in their own way. If your way deviates from the standard of a fanbase, clearly it is badwrongfun and you are a dirty munchkin for wanting to play something you like. Because playing something you like will surely interfere with another person, and that person can't have you having fun with something that they like, right?
Don't worry, it's not too late to save you. You can still be reeducated and get better, with time, effort, and plenty of support.
It's gotten to the point where I cringe in anticipation of the hate wars everytime I see a thread like this.
There will always be ways to 'break' gameplay.
They exist now, their existence multiplied like bunnies with the release of Mythic, and they will never go away or be entirely fixed.
If epic rules are released, that's great. We should support the Paizo staff in that decision.
If epic rules are not released, that's great. We should support the Paizo staff in that decision.
Whether or not other people wish to use epic rules is nobody's business but theirs. The game is meant to be enjoyed. If they are enjoying themselves, what does it matter?
When Paizo released the Beginner's Box as part of their subscription, I simply temporarily suspended my subscription because I didn't want it, I had no use for it. But I can see that it is an invaluable resource to those who DO want it.
If such a thing as epic rules are released, I hope the opposition can gracefully do the same without kicking up such a fuss as to bring into question the decisions of Paizo, a collection of people who have given us all nothing but enjoyment and continued support.
We're all just having fun in our own way. And that's a pretty great thing.
Hello!
Several months past, I had to cancel my Paizo subscriptions, but am able to renew them now.
I added the following to my cart:
Pathfinder Roleplaying Game subcription starting with the Advanced Class Guide
Pathfinder Campaign Setting subcription starting with the Technology Guide
Pathfinder Player Companion subscription starting with People of the River
After entering all of my information in checkout, I click "Place Your Order" under the "Confirm Your Order" tab, and it takes me to a screen asking me to verify the code on the back of the card I am using.
I did so, and it took me back to my shopping cart with no errors or explanation.
I tried to checkout several times with the same result, then changed my payment to a Discover, rather than Visa. The same screen popped up, asking me to verify the code on my Visa, even though the payment method chosen was Discover.
I cleared my browser cache, deleted my cookies, logged out and in, closed and reopened my browser, restarted my computer... nothing seems to work.
I haven't seen an update regarding problems checking out since July 2nd, but this has been a problem for me for almost 5 days.
Is there anything else I can try?
Thanks for your time!
I only remember getting in contact with one guy, who I referred to a friend of mine still in the city after we left.
It was kind of a sudden, "SURPRISE YOU'RE MOVING!" from work, so I didn't keep up on the threads afterwards.
If I missed you one way or another, I'm sorry for that!
I posted this on the other thread as well. I was a previous resident of Regina, moved out of town shortly after posting (unexpectedly!) and just returned.
Hi all,
We are a three person group looking for players. Pathfinder rules.
A bit of an overview:
This is a long running game in a world personally and fully developed by our DM. We love playing it. For well over a decade, players have joined and drifted away as we have moved across the provinces, and the world has grown into something amazing.
We are a role-play focused group of late 20s/early 30s. We love interacting in and with the world. The mysteries of the world extend beyond the game, and we often sit around and discuss previous sessions, brainstorm, or speculate about things!
Combat - we love combat as much as we love roleplaying, and we build our characters to the best of our abilities, and want to be strong so that we can make an impact on our world. We do not bend the rules, or munchkin, but we do min/max. If that isn't your cup of tea, you probably wouldn't be happy here!
No experience is necessary to join, just a passion for playing! We do not have a set date for playing at this time (since there are just the three of us currently, we just sorta pick up when we can), but we would all be happy to set a schedule.
If this sounds interesting, or if you'd like more info, please drop me a message or reply on these forums :)
Hi all,
We are a three person group looking for players. Pathfinder rules.
A bit of an overview:
This is a long running game in a world personally and fully developed by our DM. We love playing it. For well over a decade, players have joined and drifted away as we have moved across the provinces, and the world has grown into something amazing.
We are a role-play focused group of late 20s/early 30s. We love interacting in and with the world. The mysteries of the world extend beyond the game, and we often sit around and discuss previous sessions, brainstorm, or speculate about things!
Combat - we love combat as much as we love roleplaying, and we build our characters to the best of our abilities, and want to be strong so that we can make an impact on our world. We do not bend the rules, or munchkin, but we do min/max. If that isn't your cup of tea, you probably wouldn't be happy here!
No experience is necessary to join, just a passion for playing! We do not have a set date for playing at this time (since there are just the three of us currently, we just sorta pick up when we can), but we would all be happy to set a schedule.
If this sounds interesting, or if you'd like more info, please drop me a message or reply on these forums :)
Thank you Orthos. :)
The animal in the center is a lil' draconic creature specific to my DM's world called a Shenryu, the more-or-less mascot of the eastern civilized world! I adore them and wanted to incorporate them somehow!
Been looking for an answer in an official capacity ALL NIGHT and feel like my head is going to burst via some horrifying cleric implosion scene.
Do sneak attack dice from multiple classes stack? For example... Does a Rogue 1, Magus 6, Master Spy 1 have 2d6 sneak attack, or do the sneak attack LEVELS stack, therefor granting 1d6 sneak attack as per a rogue of 2nd level?
I have always assumed that you cannot take Vivisectionist Alchemist 1, Rogue 1 and gain 2d6 Sneak attack. Is that true?
Thanks in advance for your dedication to this thread! You've saved hundreds of us!
Somebody seriously needs to stat up a Fiendish Dire Wereduck...easter egg boss???
My summoner player is also the DM of a looooong running game, and I remember a story he told me once:
He had a large, like 10+ sized group at the time, and he's describing the scenery as they are traveling.
DM: The trees lining the packed dirt roadside slowly pull back as you crest the hill, at the bottom of which, a wooden bridge spans the length of a lazily flowing river that winds its way through the valley.
The party stopped and began discussing tactics for crossing said bridge, as no bridge can EVER just be a bridge...especially a bridge with a description! So the DM sat and inwardly laughed as his players blew a GIGANTIC load of defensive spells and cautiously approached in battle formation, making Spot checks the entire way...
Of course it was just a bridge.
But to this day whenever we encounter something, we ask ourselves, "Is this actually a magically warded and hideously trapped door....or is it just a bridge?"
DISCLAIMER***** Some Carrion Crown: HoH spoilers! *******
Spoiler:
My players arrive in town at the beginning of the first module. Things run smoothly, the funeral wraps up, and the NPC (Kendra) invites them to her home to await the reading of the will.
All agree and begin to leave...except for one particularly skeptical and observant player - the summoner.
Using a 'pay my last respects, can I have a moment alone' line to ditch the group, he stands solo in the cemetery and asks if anyone is around.
Instinctively, I know what he's up to, and according to the module, it was something he wasn't supposed to suspect until later...I didn't want to involve the Church of Pharasma at the time, as I wanted their presence to be dramatic and building, rather than acolytes stalking around the graveyard in the rain. However, someone HAD to be there to dissuade/observe him.
"Yes," I reply, drawing the word out. "Two grave tenders have just begun to shovel dirt onto the coffin."
The perfectly charismatic player repeats himself to them, wipes a "tear" from his eye, and leaves me no choice but...
"Of course, we're right sorry for your loss. The Professor was a good man. C'mon, Flint (first name I could think of on the spot)," the older man says to the younger. "Let's go tend to the verge behind the Selsey plot (first last name I could think of on the spot)."
The player makes a Perception check to see if anyone else is observing him...and my freckle-faced farm boy creation with no Stealth to speak of is watching the well dressed stranger from behind the crypt he and his older comrade had just moved on to.
"What kind of man can't leave another man alone with his grief?!" The summoner yells, pointing at Flint. "I asked you once, more kindly than is my nature, but I will NOT ask you a second time!"
The player intimidates the ever-loving corn out of poor farmer Flint, who had instantly become a suspect in the player's eyes. Flint, a terrified fifteen year old freckle-faced kid, drops his rake and sprints away in fear... which of course makes him even more guilty.
The player... (please don't, please don't, please don- Oh ***) ... gives chase, and thus begins the 'graveyard chase scene' less than twenty minutes into the first module.
"He's a thickheaded lad, but he means no harm!" The older grave tender calls, but I can already see another player jotting down notes. ("Did he says Selsey plot?" That player asks. "Something's up with the Selsey plot.")
Eventually, the player catches up with a winded and wide-eyed Flint, who I've been working so hard at making seem completely nonthreatening and incompetent, using phrases such as: gap-toothed farmhand, and flailing adolescent. It was too late, however. Flint had two strikes: Spying and fleeing. I can hardly blame anyone, I'm thinking as the Summoner instructs his Eidolon to grapple Flint, and then drags him up the side of a mausoleum.
"TELL ME HOW YOU WERE INVOLVED IN THE PROFESSOR'S DEATH!" The Summoner roars.
"I-I don't know! I didn't do nothin'! I'm just workin' here to make some extra coin, I swear!" Flint screams, hanging upside down in the eidolon's grip, and over the edge of the mausoleum.
"Really? Because I think my eidolon is beginning to lose her grip..."
"NOOOOOOO!" Flint wails, now crying.
How did we come to this, I wonder, laughing out loud now and allowing the ruse to play out.
Eventually, the Summoner releases poor Flint, checks the grave, returns to the party, and the story gets back on track... but I swear, it was the most unexpected and hilarious derailment I've ever experienced.
So forum brethren...
What was your funniest/craziest/most out-of-the-blue game derailment?
Thanks for the helpful info!
I'd never even heard of Lulu but I'm going to give it a go ASAP. As for now, I've been running the game from a PDF file on a laptop and I find it a bit difficult. This will make it a billion times easier!
I apologize if the answer to my question is already listed somewhere, but I dug for twenty minutes and couldn't seem to pull it up!
Has Paizo discontinued the Haunting of Harrowstone book? I've been really excited to run this AP, but I like having the material in front of me.
Even Ebay is totally void of this book, and the few that exist on Amazon are in the 50-100 dollar range!
Is this on purpose? Does anyone know why?
Thanks in advance!
(And I would appreciate those of you who have run the full AP listing your best piece of advice!)
@ Artoo:
Have you an official ruling to support vital strike + spellstrike? I have seen many arguments, but no facts. I personally believe that the only way this would work is it you cast the touch spell (standard action), held the charge, and waited for your next turn to vital strike, thereby bypassing the 'two' standard actions needed in one round to do this.
OF COURSE, you could always cast a swift action Shocking Grasp...I don't see why that wouldn't work.
See context: "...whenever a magus casts a spell with a range of "touch" from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon as part of casting this spell...
It is not the spell cast that is free. That is still a standard action. The attack is a free action.
Also, a conductive weapon would allow you to spellstrike a shocking grasp (or other spell) AND discharge your pool strike by spending two uses of it, hence why I referred to it as a 'trick' and not the status quo. But just in case... let me go reread spellstrike as you suggested. Nope, hasn't changed. ;)
Just a few suggestions from a neighborhood friendly magus.
I would not take the vital strike feats, as you cannot use them in conjunction with spellstrike, which is its own separate action. You cannot use it with spell combat, because that is its own full round action.
I would not pick up enduring blade, because in my experience, even if it lasts 14 minutes per augmentation (at level 14), usually at least 14 minutes seem to go by in between encounters. Draining the resources of a party is a good way for GM's to make encounters memorable, in my experience, and I believe they do so with good reason.
One of my favorite magus tricks is to take the Pool Strike feats, but only if you are able to add the magic weapon property Conductive to your sword. This will give you incredible bang-for-your-buck if used in conjunction with a spell combat/spell strike. I've not seen an official ruling on whether you can enchant a black blade, and I'd rather not spark the discussion.
If you are going for a dex-based build, why not give Dervish Dance a peep and use a scimitar? You're already halfway there, since you have Weapon Finesse, and you will then be adding Dex to damage. Plus, I believe a dueling sword is a 19-20 threat range, whereas a scimitar would net you an 18-20 range... crit is king, since you have the unique ability to spell-crit with your weapon's crit range.
I have seen the merit of playing both Dex based and Strength based Magus builds, and I much prefer the Strength based... here is why!
- As a Kensai Magus, you are adding your Int to your AC and later, to your initiative. You will almost always go first, and getting hit... well. Let's talk about...
-Spell Shield. This is the first arcana I picked up as a magus and I still use it like crazy. Since you will not be able to use a shield, this is money.
-Improved Unarmed Strike/Crane Style/Crane Wing (UC). These feats were made for magi, duelists, and monks! If that one wayward shot gets through, you have an instant deflection. If you want to build a truly unstoppable destructive force, consider Deflect Arrows at some point!
-Ghost Blade and Bane Blade are awesome choices.
-If you are considering a dip, Barbarian would net you a rage (which I would later use in conjunction with Transformation) that will increase your strength even further. I dipped into Alchemist with my magus, and I adore it... but of course you can modify your mutagen to whichever stat you please.
-Consider: Arcane Accuracy (UM10) and Accurate Strike (UC54) arcanas. Your BAB is working against you here, and an opponent's AC is like another form of spell resistance you have to bypass when using Spellstrike. I rely on them both heavily in varying circumstances, and they are both excellent to have.
-Prescient Attack is pretty good. Here is why: eventually, you will add your Int mod to damage when an opponent is flat-footed. If you ever obtain sneak attack, this becomes even nicer. I would not go with Prescient Defense, especially if you are dex based, since your reflex saves will be good.
If you are planning on staying Kensai Magus forever, and just love the melee aspect the archetype brings, consider looking into the Critical feats. You qualify for these using your Kensai level as a BAB, and they can be quite fun.
Arcanas and Feats are a precious commodity! Find what you love about the class and build yourself around it.
You can be damage, support, or even 'tank.' Each job has its merits, but you won't be happy until your find the one you enjoy most.
A few years back I was faced with a very similar situation... becoming interested in D&D as a new player when my boyfriend had been playing for nearly 15 years at that point.
Now, four years later, he has always been my DM/GM and I have been part of a 4-player group, a 3-player group, and a 2 player group.
Let me elaborate a little bit to better answer your questions from my perspective!
I was very nervous about roleplaying at first as well, but it was a self-consciousness that I got over rather quickly as I became more and more absorbed in the story. We played together in 3.5 and now in Pathfinder, and I find that roleplaying is my favorite part of the game!
Currently, our 'group' consists of myself and one other player. To even out our potential imbalance, we both have taken Leadership. We have been doing absolutely fine, and have leveled to level 14 using the slow experience path over the past 2.5 years. At times, when the other player is unavailable, we play one on one and often I find these are my favorite missions!
Your husband is an experienced player, and will likely understand the need to tailor encounters so you can have fun and be successful.
You are off to a great start. You won't always be playing alone, but while you are, enjoy the spotlight you've been given and immerse yourself in what will likely become a favorite hobby!
As for your hubby, I'm certain he's going to enjoy your time together as well. One on One games give a possibility for depth that someone who is a long-time roleplayer can certainly appreciate.
With his experience with tabletop games, it sounds like he commands an understanding of the rules that will allow him to easily guide you through the sometimes-difficult learning process; and with his experience as a player, he likely understands how to adjust encounters to keep them fun AND winnable.
I know I mostly answered your non-technical questions (I myself have never been a GM in Pathfinder), but I felt the need to reach out to someone who finds herself in a situation similar to mine a few years back.
Keep going, push yourself to roleplay even when you feel a lil' silly, and I promise you will quickly begin to lose your inhibitions and become fully immersed! :)
My DM recently caused some havoc by having his flying & invisible caster use Project Image. With said caster was a well-built sword & board fighter with shield bash feats and the intimidate line, keeping us shaken to lower our saving throws. If you wanna make it harder, throw a witch into your devious little trio and knock their saves even lower. Supernatural abilities are not subject to counterspell.
The worst part for us was, when we FINALLY were able to make our saves to disbelieve, we realized that nobody had see invisibility. Trueseeing was not available to my Magus (6th level). And I couldn't pinpoint him to Glitterdust because there was no tell to his Project Image use.
The party had access to Litany of Sight... no dice because of a 30' range. It was maddening, and one of the funnest and most memorable fights we've ever done.
Ignoring all of the details, from an absolute unbiased player view...
If I were the player in this situation, I would have been angry AT MYSELF after the game for thinking there would be no in-game repercussions for my actions.
My current DM told me of a player who, before my time in his game, insisted he roll up an immortal character who had full-body tattoos that rendered him completely impervious to damage. The long-time players looked on in horror at his unwillingness to compromise. Last time I checked, this wasn't Superman vs. Dr. Manhattan. The player is NOT always right!
What is the fun in playing in a world like that, where every move/choice the PCs make is a good one? There are choices and consequences, and these are the things that make good roleplaying situations.
Is this the way the party face normally reacts to situations? If not, maybe he should be blaming himself for playing his character poorly. (Please note, this is NOT an attack post. I, and probably many others, am guilty of playing a character, and then looking back at a choice and saying, "Damn, I played that entirely wrong.")
I understand that at least some of you will disagree with me, but I prefer playing in a world where there are -sometimes- severe repercussions for my actions.
My advice is: Don't think of these situations as someone cheating you. Don't get miffed. Have fun with it. Incorporate it into later roleplay. Let your character mature or gain some newfound respect for the martial prowess of the locals. Take something away from it! My current character's favorite line (and she has been whooped a few times) is: When you lose, don't lose the lesson.
For those who cannot look it up, here is a copy from Plot and Poison (if that is indeed the feat you were referring to).
Absorb Familiar (General)
You absorb your familiar into your body, giving you greater power.
Prerequisite: Must have a familiar.
Benefit: Your familiar becomes a part of you, totally subsumed into your being. Any numerical special benefit your familiar grants you (such as the +2 bonus on Move Silently checks from a cat familiar) is doubled. These benefits become permanent extraordinary abilities. You lose access to all the familiar's other abilities, and you may never again take a familiar. If your familiar does not grant you a numerical bonus, this feat grants no benefits.
This feat may be chosen as a wizard bonus feat.
You know, rather than quoting AN ENTIRE WALL OF TEXT just to add +1, you could just, oh I don't know, maybe, just hit that little + symbol there in the upper right hand corner, put there for that very thing?
Didn't notice the symbol in the upper corner.
I apologize if being forced to take the extra 0.0005 seconds to scroll your page down that extra inch was an ordeal that you had to struggle through. :(
Thank you for your polite criticism though. Obviously, I wouldn't want to anger anybody with my foolishness.
I like to try to take a good look at both sides of an arguement, and in fairness, if you are unhappy or not having fun with your game then maybe it is in the best interests if both you and your DM to go your separate ways and not risk poisoning your friendship with such obviously hostility and hard feelings.
When it comes to the first situation, however...
You walked into a room, mowed down every obstacle in your way, and then picked a fight with a guy that your DM obviously (he even said so) didn't want you to fight.
If I were to play a game, bust down a door and go all "Leeeeeroooooy...!" on what is meant to be an RP situation involving the BBEG and get so aggressive that he lays me low I would be facepalming at my own recklessness. Some of us play the game for the story and not just the monster bashing and dice rolling.
Some of my favorite villains from the Baldur's Gate series were involved in the very same "shenanigans" that you're describing. (To speak to a game that at least a few of us could relate to).
Watching Jon Irenicus battle the Cowled Wizards at the start of the game when he could obviously grind me into a sticky paste left me with a sense of awe and appreciation at such an awesome villain. Fighting him in Spellhold alongside a large group of other powerful wizards when he would likely topple me let me get a taste of blood and yearn to be strong enough to beat him as I watched him teleport away... and all of that culminated into one of the most epic and satisfying boss encounters that I could think of when it finally came time to pit my strength against his at the end!
I didn't immediately cry foul and bemoan how I was the victim, that the makers of this epic story arc were just flaunting their "awesome NPC" in my face in effort to show how cool they were.
You got trounced by a feinting rogue. It sucks. But it happens. Yes, he could have maybe misunderstood the rules and accidentally given the NPC an extra move action in his first round. Maybe he was level 3 and had a flaming weapon? (A bit high for his gp limit, I know).
Would you have had more fun just facerolling everything in sight with your uber AC?
I have a character in my game who plays a Kensai Magus who stacked the ever living hell out of her AC. Most of the time it works to her advantage (so does yours if you are toppling some encounters prior to the bosses like you said you were). But every so often you and your team are going to face something that directly challenges your strong points.
She has come up against two run ins with a Darkness Domain Cleric who encased them in darkness and flatfooted her God-AC and with a sentient flesh golem who constantly utilized Shatter Defenses in order to keep her primary defense nearly invalid and would have pummeled her into a fine paste if not for the aid of the group cleric.
We had a blast. They narrowly won the encounter and those two encounters are still spoken of today as some of the group favorites for forcing them on their toes and making victory seem so razor thin. Even more-so when they won the odds and snatched triumph from the jaws of defeat!
You talk like your GM played the part of the tyrant in making you battle the blind monk and his brutish companion.
You won man! Whoo hoo! Take your victory and dance around the cave for a little bit and revel in your accomplishments!
You stormed the dungeon, laid waste to the enemies who stood in front of you as they quailed at your awesomeness and then took the fight to a duo that pushed you and your party to its limit. So what if the last fight was a challenge? Isn't that one of the reasons that we play?
He could have been wearing a Blind Man's Fold and had blindsight instead of trueseeing? Did his inability to see hamper your strategy in any way or could this character maybe have been inspired to be 'Illidan-esque' and provide you with a memorable villain?
I've found that people can be so quick to throw a DM under the bus for their style of DMing and automatically condemn them as "bad" and for someone to immediately confront them and make them conform their game to their standards... or just pick up and walk off if they don't get what they want because it seems to be a DM's job to make the game fun for the players.
But ultimately it's a game where everybody is meant to have fun. Believe it or not, the DM should be enjoying telling 'their' story and playing 'their' game too.
Maybe your DM is on a DMPC high and is throwing you guys around in order to flex his own deific muscle and relish at how awesome his characters are. I wasn't there for your game and I can't tell myself.
Or, and I may be just taking a shot in the dark here given that your your post is called "I am a sore loser"... you might be looking into the reasons behind the things that are being done and automatically thinking that they are meant to slight you and your group.
At the end of the day... your character has more triumphs than losses. You're still alive and paired up with at least one team member who has helped you overcome some challenging encounters while your party members drooled and did nothing.
And you have a a storyline with established villains that have built that sense of vengeance and rivalry with.
"The spell can affect a slam attack, fist, bite, or other natural weapon."
This seems to imply the singular, as in "A" ...fist. As it is read, Magic Fang appears to only improve one fist when being applied to unarmed strikes.
I'd imagine the same to be true when enchanting, for example, a cat's claws. Each claw (if two claw attacks exist) would have to be enchanted separately.
Cold Ice Strike. Hi swift action cone of cold spell, shot in the dark but, you wanna do somethin' sometime?
(Small point of order, and not to rain on the adoration of swift action spells cause it still rocks for that, but I think it was changed to a line of cold, no longer a cone.)
As you say, but I was mostly referring to the damage dice scaling.
Arcana Theft ... a more balanced 'yoink!' from the old Reaving Dispel days.
Thundering Drums ... awesome flavor, sonic, d8s, easy to intensify and start slamming 10d8 sonic aoe + prone condition around.
Primal Scream ... another massively cool flavor ability, and so unique/useful.
Ki Shout ... more sonic damage capping at 20d6 with the bonus of a stun.
Dance of 100/1000 Cuts ... SO COOL (why do bard's get such cool spells!?) ... I use 100 cuts on my Samsaran Magus (spell combat) and gave my familiar a wand of Moment of Greatness... hello double bonus!
Bard's Escape ... already mentioned above, but so great for entering AND leaving combat... like a Final Fantasy Flee!
Hostile Juxtaposition ... nothing to make a player laugh maniacally like swapping with the enemy just before a crit/fireball/enervate/whatever.
Liberating Command ... nobody that CAN have this should be without it! Grapple the wizard? I don't think so!
Fire Snake ... I don't see it used very often, but wow is it amazing. All of the effective of fireball with none of the friendly-fire pain.
Detonate ... So many uses... consider a magus with Spellstrike Gloves (Ultimate Equipment) channeling this bad boy through the gloves and choosing the element based on the fight...nasty!
Oh and I almost forgot....
Cold Ice Strike. Hi swift action cone of cold spell, shot in the dark but, you wanna do somethin' sometime?
Our own scheduling has turned a little topsy turvy as of late, and we have been playing our weekly game based on what night works best for everyone... maybe we could work something out for you both?
Have a current Pathfinder game running in a well-developed non-Golarion world in Regina, SK every Monday night. Looking for another one, maybe two players. Experience is unnecessary, but love of the game and story are imperative!
Very roleplaying oriented, deep original storylines, plot hooks, character development, etc. This translates to in-depth talks/discussions outside of game night as to the story on many occasions... definitely not an, "I swing, I hit for x damage," type group... (not that there is anything wrong with it, it is just not what we enjoy!)
I recently created a Samsaran cleric, and my GM asked that I pose a question to the forums!
Mystic Past Life (Su): You can add spells from another spellcasting class to the spell list of your current spellcasting class. you add a number of spells equal to 1 + your spellcasting class's key ability score bonus (Wisdom for clerics, and so on). The spells must be the same type (arcane or divine) as the spellcasting class you're adding them to. For example, you could add divine power to your druid class spell list, but not to your wizard class spell list because divine power is a divine spell. These spells do not have to be spells you can cast as a 1st-level character. The number of spells granted by this ability is set at 1st level. Changes to your ability score do not change the number of spells gained. This racial trait replaces shards of the past. (ARG, 198)
My question is regarding a spell I'd like to take:
Named Bullet (pg 238, Ultimate Combat), which is an Inquisitor 4, Ranger 3, Sorcer/Wizard 4, Witch 4 spell.
I can take this spell as an Inquisitor or Ranger spell since they are divine, but do I take it as a 3rd or 4th level spell? Is there any precedent for this? There are a few other spells that fall under the same category for me, and we'd like to know how the community is handling it.
Hm, I find this very interesting.
I'm glad to know that this is at least acknowledged by Pathfinder...this will make implementing it seem a little less 'homebrew,' which is a word that scares us all! :)
Equipment-Pathfinder_OGC wrote:
Wealthy Characters
Princes, scions of mighty trading houses, and other characters of wealth and influence bring a ready supply of plot hooks to your game. But the modest starting budget given to player characters would seem to rule out certain background concepts. World logic says that their vast resources ought to include any piece of gear available for sale, but game balance requires that treasure must be earned in the course of play.
This can be addressed in the character’s background. Perhaps the character is proving a point to doubting elders, stealing away from familial duties to lead a footloose life, or has been banished from the fold, justly or not.
During play, you might also acknowledge the characters’ wealth in areas other than the equipment list. Ordinary citizens fawn over them. They have many contacts and enjoy access to the highest levels of society. Their non-combat garb might be expensively impressive—though of course, social rules forbid them to sell it to buy useful adventuring gear.
Alternatively, if other players consent, a player with a character concept that logically demands it might get a 10–20% bonus to their starting budget.
All great ideas and I absolutely appreciate the advice!
Any more would be welcome, too. It's always great to know how others in the community are handling the issues that we are facing!
Our GM is interested in doing something like this, but he also wants to see if anyone in the community has devised a way that has worked out well, or even if Paizo has any official content related to this question.
My group is very much focused on the roleplaying aspect of the game, rather than the fighty-stabby portion of it (though we certainly all enjoy when the time comes for it).
We are playing on the slow experience track, and our characters have very in depth and colorful lives.
The problem that exists for us, is that, given the GP limit, we are unable to finance the type of lives we wish our characters to have. For example: good luck turning your gold into buying a plush home in the Noble's District (with all the accompanying glam), on a level 11 adventurer's GP limit!
It would just be silly to invest in commodity rather than survivability!
For example, our group wizard is very interested in buying and maintaining a tower, yet he has understandably chosen instead to spend his money on a Ring of Wizardry...survivability before commodity!
But what are the rules, if they so exist, or if you should choose to give me your perspective on it, for characters like us who would like to live above the means of a level 11 character?
We aren't looking to spend extra money on gear. We are looking for a *separate* GP limit, or way of establishing another set amount of money, which can ONLY be used on commodity items.
Any assistance would be greatly appreciated, as discovering a way to do such a thing would vastly improve our gaming experiences.
All of your input has been truly appreciated, thanks to everyone for responding. Whether or not your posts answered my question directly or in a roundabout fashion isn't an issue - I just needed to know what was on all of your minds so I could take a good sample from the community to present to my DM.
I think I have a pretty good shot at keeping my beloved Psychic Warrior as she is, but I don't pretend to know the mind of my DM (fickle and confusing beasts that they are!)
Thanks again!
In our game, dispel magic works vs. psionics, and dispel psionics works vs. magic. There is no separation of the two as far as combat rules. I believe this was referred to as the transparency rule?
I felt very much the same, and I really appreciate all the input.
I never considered that a monk would be just as useful (if not more so, bludgeoning fists, right?), and I will bring that up in argument when I present my case, Dabbler.
I won't deny that I felt like a champ at the end of the battle, but as you say Mr. Smith (So thrilled to see your input here!), if anything would have come along and kicked me in the knee, it would have been the end of me.
All of the fights we as a party get into are challenging, and my DM is an absolute maestro at gaming and storyweaving (please understand he is not power raging on me, he spoke to me after our session last night in hopes of coming to a resolution we can both be happy with). It is because I respect him and enjoy his games so much that I am searching for prominent and helpful gamers like nearly everyone posting here to give me a bit of 'ammo' in which to present him.
I saved my swift/immediate actions, plain and simple.
Fireball? Immediate action Evade Burst. (I am a Weapon Finesse character and boost Dex as a secondary stat)
Touch attack? Immediate action Psionic Dodge to gain +4 vs the attack.
I even used Elan Resistance once to gain a +4 racial bonus vs a Fortitude save against what I am guessing was a death spell.
My biggest issue (as it should be with melee vs caster) is that she "kited" me, dimension dooring away and causing me to waste time finding her, and spending valuable power points to Fold Space to close the distance.
Sometimes I didn't have a trick up my sleeve, and I simply had to eat negative energy.
It wasn't an easy fight, and I had about 18 hit points and 1 power point left at the end of it.