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Organized Play Member. 282 posts. 1 review. No lists. No wishlists. 1 Organized Play character. 1 alias.



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So, my players and I want to run the Waking Rune adventure after we finish up with our current adventure to get in the mood for more runelords coming soon. Looking at season 4 there are a tremendous amount of adventures, and I wanted to know which ones would be necessary to run to get the basic story down and the necessary macguffins leading up to the fight with the BBEG?


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Do you think the Starfinder NPC classes will have the same names just with updated skills, or will we have new class names for our commoners and aristocrats?

I'm personally hoping for "commoner = nerf herder".


The character is starting off as a level 1 human rogue (unchained).

Backstory in progress:
He has incredibly bad luck. Every single job he has ever had has been terminated within a week, usually because of some obscenely unfortunate event occurring while he was on the job. He worships the goddess of luck, Desna, to try and ease this series of unfortunate events, but it does not seem to mitigate these disasters. His final job before getting picked up by an adventuring group was at the last place in the city that would hire him: wood-chopping. As he was chopping wood, a piece of split log flies unusually far into the street and hits a horse, which flips out and ends up upending it's cart with a large amount of food and water onto the filthy streets. He will be fired from the last place that would hire him and be picked up by the adventuring group as they are truly desperate for members and kind of pity him. The reason he is a rogue because he has picked up dozens of random skills from all the jobs he has had over the years. I plan to get him Esoteric Knowledge for random bits of trivia.

What I want help with is some weird suggestions as to what jobs he has been fired from in the past and why, within the realm of possibility for a level 1 character.


Has a feat or something come out that grants a cohort but no army of followers? I ask because one of my characters is eyeing the vigilante class for curse of the crimson throne and

spoilers:
if Trinia survives long enough, I wanted her to be the vigilante's wisecracking/pun-making sidekick, the silver imp!

If not I'll just houserule Leadership, I just wanted to know if there was something first party I could work with.

Also, shame on Paizo for not having a vigilante archetype/high level vigilante talent that grants you a spunky yet determined sidekick!


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Okay, after removing her magic stat boosting items, her template, level bonuses (assuming they all went into charisma), and her wish bonuses, this is Ileosa's original before the events of the campaign to the best of my knowledge.

Ileosa's original stats:
Str 10, Dex 16, Con 16, Int 9, Wis 7, Cha 18 (19 at when she was aristocrat 2/bard 4), generated 25 point-buy stats

I'll be honest, I'm actually kind of surprised by her lack of int and wis, she always seemed kind of cunning in her backstory, if only rather overly cautious with some of her greater schemes. Was she really this dim, or was this just to have the stats line up well enough for a tougher boss battle later? Can anyone from Paizo confirm if these numbers are accurate or if they are spread a little differently?


Greetings everyone!

I am looking for people at Cal State University San Marcos campus to play Pathfinder with. I have been playing Pathfinder since at least 2012, and I am willing to GM or be a player depending on the group's needs. I just need to satiate this TTRPG dry spell I'm in.

I can play Friday afternoons from 2pm-7pm and anytime on the weekends. I always bring my own dice and pencils, and I have never shown up to a game without a completely finished character sheet.


OK, so you know how sometimes when Paizo puts out a new line a miniatures for an adventure path, they will also make a gargantuan sized pawn of something iconic or major in the adventure (Rune Giant [RotRL], Deskari [WotR], Cadrilkasta [SS], etc.)? Well if the all-powerful eyes of Paizo are paying attention, I'm casting my vote for Cindermaw the Clan Eater to be that gargantuan miniature! Off the top of my head I can't think of anything else of gargantuan size from Crimson Throne that was as memorable as it was enormous. The awe of replicating the scene from the Core Rulebook p.84-85 with actual miniatures for scale is something I dream about experiencing in my player's faces as a GM.

Anything else from CotCT that might be a contender for this?


So, we have had a streak of bad rolls as of late with our group's level 10 barbarian. He has died three sessions in a row from his rage insta-killing him when he goes unconscious. The group has rezzed him three times now and are grumbling about the sudden glass jaw he's gotten.

I was thinking about surprising the barbarian with a new houserule to give him the unchained barbarian's temp HP mod instead so that going unconscious doesn't kill him. Normally I'd just laugh it off but three times is just too concerning for me personally and it's getting disruptive to the narrative.

Is that too soft? Would I just make him overpowered?

He's the classic invulnerable rager greatsword barbarian, but he isn't cheesed out with dump stats and rage cycling or anything like that. The campaign is rise of the runelords btw.


OK, this has the potential to turn into a giant mess, but I’d like to establish the initial event that inspired this post and some rules on what is trying to be accomplished here.

My friends and I were playing and about mid way through the evening someone brought up the 2016 USA election and which gods would support which candidates. We had a good laugh about how Asmodeus would support both Hillary and Trump (Asmodeus always wins in the end), but then we began to ask questions about what Hell’s official governing style is, which then lead to discussion about whether or not the three chaotic domains are all an anarchaic government or if there was a difference between them, if Heaven was some form of monarchy/empire, and so on.

Now with this being the internet, civility is guaranteed to be halfway out the window even before politics are introduced. However, I thought it might be interesting to discuss what the political structures of each of the nine planes are, if we have evidence to support it.

Some rules for this topic:
1. This is all speculation. Unless an official paizo rep comes in and confirms that a particular plane holds a political structure or there is clear printed text stating such, everything you say is pure opinion.
2. This is about political structures and governments (fascist, democratic republic, anarchic, etc.), not political parties (democratic party, republican party, green party, etc.). Federal, not State.
3. The gods and other similar beings do not add anything to your speculation unless they ARE the governing body (Such as Asmodeus). Both Gorum and Cayden Cailean reside in Elysium, but they both hold different ideologies (See Rule 2). We are talking about the planes themselves.
4. Please cite sources if you are able, with links to paizo officials confirming anything or book pages and so on.
5. A sense of humor is greatly encouraged. These are FICTIONAL LOCATIONS and have no bearing on the real world or your personal life. Don’t be an otyugh’s ass.

For reference, the primary planes in question are:
Heaven: LG
Nirvana: NG
Elysium: CG
Axis: LN
The Boneyard: N
The Maelstrom: CN
Hell: LE
Abaddon: NE
The Abyss: CE

MODS: If there is a more appropriate forum for this, can you please move this thread there if this is not a good place for such a discussion. It is not my intent to start a s#%~-storm and I hope this doesn’t just get automatically pruned.

PAIZO OFFICIALS: I would absolutely love your official input on this topic, as I believe this could help reduce/end potential arguments and enlighten to some of the more glossed over “important details” of the Pathfinder universe. Other topics I consider glossed over “important details” also include when income taxes are due in particular countries in the Inner Sea and what the process for legal immigration to other countries is in the Inner Sea region (Does Sajan have a green card?).


Are there any improved familiar templates that turn your current normal familiar (such as a raven or a bat) into an undead? Nothing else special, just a straight undead conversion.


Okay, so I'm trying to find a ruling for if the undead take age penalties and bonuses.

Situation 1: A young adult humanoid becomes a mindless zombie and manages to stick around for many centuries (somehow not becoming a zombie lord) after being created. Does it receive age penalties to it's physical stats and age bonuses to it's mental stats?

Situation 2: A young adult humanoid becomes a vampire and continues to "live" for many centuries after being created. Does it receive age penalties to it's physical stats and age bonuses to it's mental stats?

I would say that neither suffer physical penalties, but only the vampire, being a creature with a mind, would gain the mental bonuses. However, I would prefer an actual ruling or quote before going with my own house-ruled decision.


I am planning out a Curse of the Crimson Throne, and we have 3 players in the group. Would you think that Gestalt would be good idea for this campaign? Also, are 3 players too many for gestalt rules, because it's supposed to be for really low groups like 2 or something yes?


Again spoilers. Players beware!

So, I'm a little imbalanced, because I tend to plan my campaigns..... many months before they actually happen. One of the things I tend to plan is things that happen beyond the scope of the campaign. This time, it's the Curse of the Crimson Throne campaign, and since it's already out for 3.5, I took the liberty of reading the whole thing and now I'm planning a contingency for a post-campaign adventure with the gathering of all the 7 relics of Kazavon and his subsequent resurrection/defeat. After exploring the forums for stats for a Great Wyrm Blue Dragon Ravener, I saw there were none, so took the liberty of composing one myself. An hour and several chewed nails later, this is what I composed.

GREAT WYRM BLUE DRAGON RAVENER:

GREAT WYRM BLUE DRAGON RAVENER CR 23
XP 819,200
LE Colossal undead (earth)
Init +2; Senses blindsense 120 ft., darkvision 240 ft.; Perception +47
Aura electricity (10ft., 2d6 electricity), frightful presence (360 ft., DC 30)

DEFENSE
AC 42, touch 4, flat-footed 42 (-2 Dex, +38 natural, +4 deflection, -8 size)
hp 378 (28d8+252)
Fort +25, Ref +14, Will +24
Defensive Abilities channel resistance +4, soul ward (28 hp [56 hp max]); DR 20/good; Immune electricity, death effects, disease, mind-affecting effects (charms, compulsions, morale effects, phantasms, and patterns), paralysis, poison, sleep, stun, ability drain, ability damage, ability penalties, energy drain, nonlethal damage, fatigue, exhaustion, and any effect that requires a Fortitude save (unless the effect also works on objects or is harmless); SR 34

OFFENSE
Speed 40 ft., burrow 20 ft., fly 250 ft. (clumsy)
Melee bite +37 (4d8+24/17-20), 2 claws +36 (4d6+16/19-20), 2 wings +34 (2d8+8/19-20), tail slap +34 (4d6+24/19-20) [If the ravener scores a critical hit with a natural weapon, the target gains 1 negative level. A DC 30 Fortitude save is required to remove this negative level. Whenever a creature gains a negative level in this way, the ravener adds 5 points to its soul ward.]
Space 30 ft.; Reach 20 ft. (30 ft. with bite)
Special Attacks breath weapon (140-ft. line, DC 33, 24d8 electricity, 2 energy drain), crush (Large creatures, DC 33, 4d8+24), desert thirst (DC 32), mirage (DC 26), sandstorm, storm breath (DC 33, 24d8 electricity), tail sweep (Medium creatures, DC 33 half, 4d8+21)
Spell-Like Abilities (CL 31th; concentration +40)
At will—ghost sound (DC 19), hallucinatory terrain (DC 23), minor image (DC 21), mirage arcana (DC 24), veil (DC 25), ventriloquism (DC 20)
Spells Known (CL 20th; concentration +29)
8th (4/day)—iron body, prismatic wall (DC 27)
7th (6/day)—insanity (DC 26), reverse gravity, simulacrum
6th (7/day)—forceful hand, mislead, mass hold person (DC 25)
5th (7/day)—dream, persistent image, hold monster (DC 24), teleport
4th (7/day)—dimension door, enervation (DC 23), fire shield, stoneskin
3rd (7/day)—dispel magic, displacement, haste, vampiric touch (DC 22)
2nd (8/day)—darkness, false life, invisibility, resist energy, shatter (DC 21)
1st (8/day)—alarm, mage armor, shield, true strike, unseen servant
0 (at will)—arcane mark, bleed (DC 16), detect magic, light, mage hand, mending, message, read magic, resistance

STATISTICS
Str 43 (+16), Dex 6 (-2), Con –, Int 26 (+8), Wis 27 (+8), Cha 28 (+9)
Base Atk +28; CMB +52; CMD 60 (64 vs. trip)
Feats Combat Casting, Dazzling Display, Deadly Stroke, Extend Spell, Flyby Attack, Hover, Improved Critical (bite), Improved Initiative, Multiattack, Quicken Spell, Silent Spell, Shatter Defenses, Vital Strike, Weapon Focus (bite)
Skills Bluff +40, Diplomacy +40, Fly +21, Intimidate +48, Knowledge (arcana) +39, Knowledge (geography) +39, Knowledge (history) +39, Knowledge (local) +39, Knowledge (planes) +39, Knowledge (religion) +39, Perception +47, Spellcraft +39, Stealth +21, Survival +39; Racial Bonuses +8 Intimidate, +8 Perception, and +8 Stealth.
Languages Auran, Common, Draconic, Giant, Ignan, Infernal, Shadowtongue, Terran, Varisian
SQ sound imitation

SPECIAL ABILITIES
Desert Thirst (Su)
A blue dragon can cast create water at will (CL 28). Alternatively, it can destroy an equal amount of liquid in a 10-foot burst. Unattended liquids are instantly reduced to sand. Liquid-based magic items (such as potions) and items in a creature's possession must succeed on a Will save (DC 33) or be destroyed.
Electricity Aura (Su)
A great wyrm blue dragon is surrounded by an aura of electricity. Creatures within 10 feet take 2d6 points of electricity damage at the beginning of the dragon's turn.
Mirage (Su)
A great wyrm blue dragon can make itself appear to be in two places at once as a free action for 28 rounds per day. This ability functions as project image but the dragon can use its breath weapon through the mirage.
Sandstorm (Su)
As a standard action, a great wyrm blue dragon can create a sandstorm centered on itself with a radius of 1,200 feet. Creatures other than the dragon inside the storm take 2d6 points of damage per round in addition to the normal sandstorm penalties (Pathfinder RPG Core Rulebook 431). This sandstorm lasts for up to 1 hour, but can be dismissed by the dragon as a free action.
Sound Imitation (Ex)
A very young or older blue dragon can mimic any voice or sound it has heard by making a successful Bluff check against a listener'sSense Motive check.
Storm Breath (Su)
A wyrm blue dragon can use its breath weapon to create a storm of lightning. This functions as call lightning storm but the damage is 24d8. The dragon can call down 1 bolt per round as a free action for 1d6 rounds. The save DC is 32. Additional uses of this ability extend the duration by an additional 1d6 rounds.
Soul Ward (Su)
An intangible field of siphoned soul energy protects a ravener from destruction. This ward has a maximum number of hit points equal to twice the ravener’s Hit Dice, but starts at half this amount. Whenever a ravener would be reduced below 1 hit point, all damage in excess of that which would reduce it to 1 hit point is instead dealt to its soul ward. If this damage reduces the soul ward to fewer than 0 hit points, the ravener is destroyed.
Breath Weapon (Su)
A ravener’s breath weapon bestows 2 negative levels on all creatures in the area. A successful Reflex save halves the damage and reduces the energy drain to 1 negative level. The save DC to remove these negative levels is equal to the ravener’s breath weapon DC. The ravener adds 1 hit point to its soul ward ability for each negative level bestowed in this way.
Cowering Fear (Su)
Any creature shaken by the ravener’s frightful presence is cowering instead of shaken for the first round of the effect, and shaken for the rest of the duration. Any Creature that is panicked by its frightful presence is instead cowering for the duration.
Soul Consumption (Su)
When a living creature within 30 feet of a ravener dies, that creature’s soul is torn from its body and pulled into the ravener’s maw if the dying creature fails a Will save (DC 33). This adds a number of hit points to the ravener’s soul ward equal to the dead creature’s Hit Dice. Creatures that have their souls consumed in this way can only be brought back to life through miracle, true resurrection, or wish.
Soul Magic (Sp)
A ravener retains the base creature’s spellcasting capability, adding three levels to the base creature’s caster level. This increases the number of spells known by the ravener, but the ravener loses all spell slots. Instead, whenever the ravener wishes to cast any one of its spells known, it consumes a number of hit points from its soul ward equal to the spell slot level necessary to cast the spell (including increased levels for metamagic feats and so on). If the soul ward has insufficient hit points, the ravener cannot cast that spell. Casting a spell that reduces its soul ward to exactly 0 hit points does not harm the ravener (though most are not comfortable without this buffer of soul-energy and try to replenish it quickly).

Please let me know if I miscalculated a number anywhere. Anyways, this is just your basic Great Wyrm Blue Dragon Ravener. When I have time in between college and Dark Souls 3, I will come back and flavor him up a bit with some new spells or something, maybe a mythic version too. Please feel free to take this and add whatever you like, I just wanted to get the hard part out of the way for a lot of people while also feeding my insane need to plan WAAAAAAAY too far in advance.

I can hardly wait for the hard copy in September! =D


So I'm helping someone make an archery ranger, and I wanted to know your guys' current opinion on snap shot. Is it still worth it to invest in snap shot and improved snap shot now that the range is 10 feet instead of 15 feet, or is my player better off grabbing manyshot and other useful feats?


Okay so snap shot says that you threaten with a ranged weapon within 5 feet. Improved snap shot says that range in increased by another 5 feet. So this should be a total of 10 feet of AoO space, yet the "Lastoths Guide to Archery Rangers" guide indicates that the range is 15 feet. Am I misreading something, missing an item/feat, or was it errata'd?


Like the title says. Me and two people from my normal gaming group are going to play a side campaign whenever the rest of our group are busy with school/work. They want to play a fighter wielding a greatsword and an unchained rogue wielding a rapier. They aren't optimizers by any means, so I'm not expecting them to minmaxed out the ass for this any more than they are for my other campaigns.

I'm trying to conjure up some ideas for a campaign for these two, but I'm worried what will happen when they hit higher levels. The rogue will have use magic device, but even then every single scroll or wand they come across will be precious. What can I challenge them with that will still feel challenging, but won't end up TPKing them. Are there other things I should consider when planning this campaign?

Also on a side note: NO GMPCs. I hate playing them, plus the temptation is too great sometimes to just lead them through the campaign by the nose. It is a weakness I do not wish to tempt, if at all possible.


Hey Wes,

Do you plan on including music with the Hell's Vengeance campaign like you did with Carrion Crown? My group and I have decided to start Carrion Crown and we are loving the suggested songs you gave for each chapter. If not, do you plan on doing so in a future adventure path? Also, if you are not including suggested songs in the book, are there any soundtracks you would have a potential GM listen to for atmosphere in an evil campaign?


Okay, so my friend wants to run a demon-spawn tiefling ranger (demonslayer/cinderwalker) that wields a greataxe for Wrath of the Righteous. This is a feat list we have crafted so far using the two-handed combat style, and we would like your advice on it. Honestly, I personally was kind of underwhelmed by the options in the two-handed style.

1. Iron Will
2. Power Attack
3. Improved Iron Will
4. –
5. Exorcist's Rebuttal
6. Furious Focus
7. Improved Initiative
8. –
9. Improved Critical
10. Cleave
11. Critical Focus
12. –
13. Staggering Critical
14. Great Cleave
15. Toughness
16. –
17. Stunning Critical
18. Improved Sunder
19. Empty Feat Slot
20. –


Is my player allowed to use the mythic version of his Shield of the Dawnflower spell on his Greater Shield of the Dawnflower, giving it all the normal powers of a the Greater Shield of the Dawnflower spell + the +X buckler and the catching fire effect?

I would initially say yes, but I'm not 100% certain.


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Anyone else hoping they will finally give the Antipaladin an Asmodeus exclusive LE archetype with Hell's Vengeance? It'd be nice to be a hellknight that wasn't a fighter/cavalier/dangerously-close-to-falling-paladin.


I'm prepping well in advance for the upcoming evil AP, and I'm trying to decide whether to go with the Asmodean Advocate archetype or the Herald Caller archetype for my Asmodean cleric.

http://www.archivesofnethys.com/ArchetypeDisplay.aspx?FixedName=Cleric%20He rald%20Caller

http://www.archivesofnethys.com/ArchetypeDisplay.aspx?FixedName=Cleric%20As modean%20Advocate

I wanted to play a Melisandre-ish (Game of Thrones) character, a combination of a political (though maybe not sexual) seducer and a fanatically devoted priest that heavily relies on the servants of their god to fight for them.

Here are the the pros and cons of each, as far as I can see:

Herald Caller:
+More skills per level
+Spontaneous summon monster spells
+Bonus to concentration when summoning
+Gain Augment Summoning and Superior Summon feats for free.
-Must wait until 4th and 8th level for the feats though.
-Lose one domain
-Lose medium armor and shields
-Limited to lawful, evil, and fire subtypes (Not really a problem)

Asmodean Advocate:
+Free talking snake familiar that becomes an Imp at 8th level.
+Profession "barrister" can be used for Diplomacy and Bluff, essentially giving me three skills in one.
+situational bonus to linguistics and a solid bonus to profession "barrister" overall (and by extension diplomacy and bluff) (Not really a problem)
-lose one domain, second domain must be Trickery (which is a good domain to have anyways)

One definitely gives some wonderful perks to summoning, while the other one is so flavorful it's sinful.

*EDIT* OK, done editting. Sorry for the wait. ^_^;


Prepping well in advance for the upcoming evil AP, and I wanted to know if it's okay to combine the Asmodean Cleric archetype and the Herald Caller archetype.

http://www.archivesofnethys.com/ArchetypeDisplay.aspx?FixedName=Cleric%20As modean%20Advocate

http://www.archivesofnethys.com/ArchetypeDisplay.aspx?FixedName=Cleric%20He rald%20Caller

Both do not affact each other in any way except for one thing: They both limit you to one cleric domain. Is it possible to have both of these since they both change practically the same thing, I would still only have 1 domain but it would be limited to the trickery domain.

If it's technically not legal, would you as a GM allow it in a home game anyways? I know this is probably loop holing at it's finest, but hey, got to start practicing somewhere don't I?


Ok, I'm crafting a universalist wizard for a "challenge campaign" my GM is running. Every class has a limit or a restriction on them that we don't get to know until we pick them, and since I chose wizard, I have to roll a universalist. I'm going to make liberal use of the Arcane Crafter subschool and focus on pumping out metamagic gems and rods in my spare time, as well as the metamagic mastery ability. We're starting at level 5 and working our way to either 20 or death on a fast EXP track. I've picked out 8 metamagic feats, now I'm just trying to decide which in order to take them, and I was hoping to get you guys' input on this.

Metamagic feats:
Empower Spell
Heighten Spell
Quicken Spell
Silent Spell
Still Spell
Reach Spell
Selective Spell
Dazing Spell

Here's my feat list from 1-20

Feat list:
1.Scribe Scroll, Toughness, Improved Initiative,
2.–
3.Craft Wondrous Item, Combat Casting
4.–
5.Metamagic, Metamagic
6.–
7.Metamagic,
8.–
9.Spell Penetration,
10.Craft Rod,
11.Greater Spell Penetration,
12.–
13.Metamagic,
14.–
15.Metamagic, Metamagic,
16.–
17.Metamagic,
18.–
19.Metamagic,
20.Immortality (because we not?)


I have a scroll of create pit and I wanted to know if it's possible to copy it to my spellbook? If I can, would it cost me anything else besides the normal spellbook scribing costs? I figure this would probably destroy the scroll and I would still need the material focus to cast it in the future.


The campaign is going to go up to 18th level (Rise of the Runelords) and I'm in a party with a CaGM Barbarian and an Archery Ranger. I am going Conjuration (Core) Wizard. This is my feat list so far:

1. Scribe Scroll, Spell Focus: Conjuration, Augment Summons
2. -
3. Superior Summoning
4. -
5. Craft Wondrous Item, (Undecided Feat)
6. -
7. Spell Penetration
8. -
9. Opposition Research (Evocation)
10. Persistent Spell
11. (Undecided Feat)
12. -
13. Dazing Spell
14. -
15. Quicken Spell, Spell Perfection
16. -
17. Greater Spell Penetration
18. -

I'm looking at the following list to fill those undecided feat slots: Improved Initiative, Combat Casting, Craft Magical Arms and Armor, and Greater Spell Focus: Conjuration.

Any other suggestions would be lovely.


OK, so my younger brother wants to play a archery ranger. As we were looking through his skills we looked at handle animal and he asked why would he get this skill beyond maybe a "one-point wonder" dip. To be honest I have no idea. When I played a druid I never really used my handle animal skill, I preferred to wild shape and summon nature's ally for my animal buddy needs. I just maxed it out because it felt like thing to do, like it would feel wrong to have a rogue without disable device. So I had no proper answer for him and now I'm here asking the following. What are the better uses for handle animal beyond making friends with the neighborhood stray dog?


Oh I'm sure we've all attached wands to our familiars and sent them off as magic turrets, but what other uses are there for having a small creature with a chunk of your soul in it?

1. Cast Form of Dragon on it, intimidate check the locals.
2. Flying familiars are just a longer range Mage Hand.


Ok, so I'm getting confusing info. I hear on one side that you can just take the School Familiar archetype like you would the Valet or Mauler archetype, while on the other side I hear you have to take 2 specific feats in order to qualify for these abilities. Which is it?


While reading the Hell Unleashed campaign setting book, I came across the "Concordance of Rivals" while reading about the Book of the Damned. What is the Concordance of Rivals?


"Earth Elemental: Prepare the summoning chamber with swirling wind- and air-based spells to prevent the elemental from touching the floor. Maintaining this state for 5 rounds demonstrates the binder's superiority over the elemental, and grants a +4 bonus on the Charisma check."

I don't think a Wind Wall spell would suffice. What other spells could I use to get that +4 bonus?


As an example, is there anything that would prevent me from putting 20 different templates on a goblin and loosing him upon the world, as long as all the templates are different and don't clash (like a celestial and fiendish template)?

Does the same also apply to mythic templates?


Okay, so in my group we allow the the Squire feat under the houserule that you do not get upgraded to Leadership at 7th level (still banned except under unique circumstances). My group's wizard however, wants to take on an apprentice, using this feat as the an example but with prepared arcane casters instead of martial weapon users. However it is my belief that we should tone down the level of the apprentice to -3 or -4 the level of the PC wizard's to help prevent too much casting power arising in the group.

Do you guys think this is appropriate? Do you think we need to increase the level restriction at all? Also paizo, please make an actual apprentice feat parallel to the Squire feat.


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The other party members become curious and decide to snoop around their group wizard's lab while he is out shopping for research supplies. What sort of things will they find in this mysterious and unusual place?

1.A disembodied, gray hand ending in sharp claws hangs suspended in a jar of dirty water. It might be a trick of the light, but every now and then the hand seems to flex.

2.One long wooden box of polished wood holds carefully arranged and straightened lengths of hair. Each set is tied together with bright blue string.

3.A small box holds an ancient coin minted thousands of years ago by a nation or race famed for its evil and brutality. The coin’s features are nearly worn smooth such is its age. Perceptive PCs may be able to make out a few faint details—the suggestion of a face on one side and what looks like some kind of fantastical creature on the other. The coin rests on a black velvet cushion.

4.A small earthen vail contains a thick dark red viscous fluid. This is the semi-coagulated blood of a basilisk.

5.A small stone beaker holds a small amount of carefully harvested green slime. There is not enough slime to fully consume a creature; the wizard studied the slime and occasionally used it as a means of getting rid of otherwise dangerous leavings from his experimentations.

6.This silver dagger’s tip is broken off and the remaining blade is dull with age. A gem once decorated the pommel, but it fell off long ago.

7.The surface of the wizard’s workbench is scorched and burnt. Perceptive PCs can just make out the remains of carvings in the wood, but their meaning is impossible to fathom.

8.One small earthen jar is full of the carcasses of dried insects.

9.A velvet pouch lies discarded on a shelf. It is empty, but flecks of glimmering dust inside the pouch hint at what it once held.

10.A skull stands atop a high shelf. Flickering light emerges from its eye sockets (this is a continual flame spell) equivalent to a pair of candles. A small velvet cloth lies nearby. Perceptive PCs notice the top of the skull is detachable. If it is removed, heatless flames burst forth from the interior and provide light equivalent to that of a torch.

11.A wooden bin contains a small quantity of burnt or otherwise damaged laboratory equipment. All is worthless until repaired.

12.A rack holds a half-dozen potion vials. Each has been scrupulously cleaned and bares a label: healing, flight or invisibility. Sadly, all are empty.

13.A workbook lies on the desk. It details—in broad strokes—the beginnings of research into lichdom. The wizard has not got very far; to date he has only listed a lich’s various abilities and characteristics.

14.A big sack stuffed in a corner holds a large quantity of damaged, scorched or dirty clothes. The stench of chemicals and strange reagents hangs over all.

15.A small bucket of wet earth sits under the bench. The earth contains nothing of interest; rather it is kept here to extinguish any unwanted (or sudden) fires.

16.This long, low wooden box has many compartments within; each compartment contains a commonly available spell component—bat guano, coloured sand and so on. There is enough here to replenish five spell component pouches.

17.A cracked crystal ball stands on a bronze tripod. The tripod is obviously very old and the crystal ball falls apart if removed from the stand. If the ball breaks, it emits a small puff of smoke redolent with the smell of incense.

18.A high-backed wooden chair stands in a corner. Its intricately carved back is highly polished and depicts the entwined heads of two noble dragons.

19.A sheaf of parchments spilling from a leather folder depict the various types of summoning circles and lists the kinds of creatures they are designed to contain.

20.Hidden in a concealed niche carved into the underside of the wizard’s workbench (DC 25 Perception spots) lurks a small transparent gem. Golden sparkles glimmer within and the thing radiates faint magic.


I'm looking to make a caster bard that prefers to cast spells and make sweet bardic music to support his meatier allies rather than fight himself. Any particular feats that would help support this playstyle?


Okay, if I'm understanding this correctly, I can apply my reflex save instead of my fortitude save for ANY effects that require a fortitude save..... So if I'm poisoned, does this mean I can backflip to try and prevent the poison from damaging me further?


Would the Glory domain's +2 DC on channeling positive energy against undead also apply to harming evil outsiders if someone took the alignment channel feat?


*Possible spoilers for Wrath of the Righteous ahead*

Ok, so my party wants participate in the construction of Drezen in Book 3 of WotR. Unfortunately, to my great shame, I've had a hard time understand that set of rules. Does anyone have some sections or specific pages of the Ultimate Campaign book they can point out to me to help me answer some of the following queries?

>Where is said what the Base Value and Purchase Limit are for a paticular area, and what their specific definitions are?
>Units of goods and influence. What do these mean in terms of rebuilding Drezen?
>When the PCs have reached their goal of 60 RP (Also needs an explanation), can they continue to make Drezen grow from a large town into a small city and beyond? If so, how is this done?

*edit* Also, if this thread is in the wrong area, could a mod be kind enough to move it to it's proper area? Thank you in advance.


If you had to choose between them, which would be better in the long run to take for a wizard? Toughness or Combat Casting?


I’m thinking of playing a universalist wizard in my pathfinder group. The reason why is because wizards are what I’m good at (and the rest of my group hates playing primary spellcasters), but I've grown tired of specializing in Conjuration and other such b%!+~!*+ to become overpowered and wreck APs, but I cannot let go of my one true love either. I've been thinking about it all day and I’m starting to wonder why more people don’t play universalists. Feel free to add the either list.

Pros
>all the schools of magic are available without having to invest in UMD and creating a middle man
>less likely to be accidentally munchkin’d to bits, thus keeping the pressure of an unstoppable arcane force off the GM
>less spell slots make for a greater challenge (if you’re into that)
>The 8th level spontaneous metamagic ability is attractive
>Being able to find a spellbook in a treasure hoard and not go “Oh boy I wonder what I’m going to add to my spellbook this ti- Aw balls, half of these spells are from my prohibited schools. *sigh* into the sell pile you go…”
>More flexible background stories. Beyond the game mechanics, there are flavor and story issues associated with being an Evoker, or an Illusionist, etc. that one can often feel beholden to when playing a specialist.

Cons
>Hand of the Apprentice (Offset by Arcane Crafter)
>less spell slots make for a greater challenge (if you’re not into that)
>The existence of Opposition Research

Also, any advice for someone playing their first universalist wizard?


I need to emerge myself for a looooong campaign involving worshipers of Asmodeus. What are some excellent sources to learn about Asmodeus, the forces of hell, and perhaps Cheliax too?


The Ecclesitheurge Cleric archetype allows a cleric to access to all their deity's domain spell lists when choosing his daily domain spell slots (a crude summery I know, but bear with me).

Can the use of Domain Mastery allow me to access sub-domain spells as well? Can my Cleric of Asmodeus of Evil (primary) and trickery (secondary) swap out his trickery spells and access the Ash (Fire) Domain and cast Disintegrate? I personally see no clear reason why not, but I'll let the forums debate it.


Let's forget for a minute that on average the rogue is under-powered, the monk is a bigger controversy for tabletop RPG than the Kennedy Assassination, and that the Conjuration school is the only wizard school to specialize in.

Let's produce some character ideas that are, while not unable to hold their own in combat, are flawed and fun to roleplay. Use those weird archetypes or specializations that seem fun but are looked down upon by rollplaying munchkin power gamers. I'll go first:

1. A fighter archer that has a serious gambling problem and frequently places bets with his fellow adventurers on whether he'll pull off his impossible sounding trick shots, using the Called Shots mechanic to represent that. "Oi, I bet you 10 gold I can send a shaft right up that drake's left nostril."

2. An invulnerable barbarian with a negative INT mod (and acts like it), who subscribes to the belief surviving defeat in battle makes one stronger (a la super saiyan) and consistently seeks fights with creatures much stronger than it in hopes of suffering a near death experiance and growing stronger. Favors the greataxe, for as the salesman said "It's a great axe!"

3. An Ifrit Efreeti-blooded sorcerer that seeks to one day travel to the City of Brass and make it big, but lacks the... wisdom to realize the danger in forcing his way into a prominent position in his Efreeti motherland. Also refuses to use elemental spells other than his noble fire heritage.

4. A storm druid that is a complete failure with animals of all shapes and sizes, unlike his tribe who specialized in animal care. He instead seeks connection with what he calls "the actual forces of nature" by communing with the sky and storms it calls forth, rather than "filthy hairy beasts that only shed and poo and eat... sometimes in that exact order." (no handle animal, animal companion, or nature's ally summons)


I'm playing an Ifrit sorcerer in a "not serious campaign" and I wanted your guy's opinion on the pros and cons of choosing either the fire (elemental) bloodline or the efreeti bloodline. Also, in what ways can I make use of the elemental body or giant form spells as a sorcerer?

I am aware fire is a dangerous element to specialize in due to it's frequent resistance and I will be giving myself alternatives to cast for those scenarios.


I ask because there is no spell for telepathy, and I was wondering how a PC using only paizo legal player races could craft a telepathy crystal ball, as it is a monster ability.


What are some good metamagic feats for a wizard focusing on summoning? I'll need about three to qualify for Spell Perfection.


Acid splash, acid arrow, and acid pit are among the many acid type spells that belong to conjuration rather than something like evocation. Even the Conjuration wizard school ability involves shooting acid darts. Why is acid so prominent in a school of summoning, teleporting, and healing?


I want to create Howl’s Moving Castle from scratch. I’m assuming it would require Craft Construct since it’s a moving, semi-sentient object. Assume my “Howl” is going to be a Wizard (fire elemental familiar of course), what else would I need to accomplish this? Spellcraft is a no brainer, but would I perhaps need Craft: Stonemason and/or Knowledge: Engineering? Could even Profession: Engineer or a little Craft: Alchemy be needed to achieve this? What would the costs be to build this colossal, semi-sentient, mobile home? Once the actual building is complete, what sort of spells would you place on it to help replicate the feel of the castle?

May everyone who help’s bacon remain as succulent and delicious as miyazaki animated food usually looks.


Okay, so I’m building an archery fighter for a Rise of the Runelords campaign. Fighters are unfamiliar territory for me (being a caster of some kind all the time) and I could use the advice. I’m going to call him Bob for now.

Basic Backstory: Bob is a compulsive gambler and thrill/challenge seeker. Even surrounded by goblin hoards, Bob still feels the need to do trick shots and gambles frequently with his teammates on whether or not he can hit an unlikely target (With the Called Shot feat line). Disaster and hilarity is frequent.

His stats for a 20 point buy: Str 14, Dex 18, Con 12, Int 13, Wis 10, Cha 10.

Now I have some questions.

Vanilla Fighter vs. Archery Fighter: Pro and cons between them? Is the archetype worth it for some who won’t be relying on anything other than a bow and a prayer for luck?

Traits: what are some good traits for a character like this? Please also feel free to shoot me some character ideas to help flavor his backstory.

Skills: Besides Perception, what are some useful skills to invest in for this kind of character?

Feats: besides the basic archery feats (Precise shot, Deadly Aim, Rapid Shot, yadda yadda) and the Called Shot feats (Which will require that damned combat expertise feat) I wanted to try and squeeze in the human luck feats if it’s possible. What would be a good feat path up to level 15 for this?