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Is it possible to enchant a pair of dust knuckles, the reason for the confusion is due to them being classed as alchemical weapons.


Or should I lower int more and use spells that don't rely on a save DC


Dex not fez


Was thinking something like 15/14/13/16/9/7 dex maybe a lil low but spells like Mage armour,blur and even shield can make up a little bit. But the low fez will make it harder to hit with ranged spells so I may focus more on control such as summoning when not changing form. My constitution might be an issue but can be boosted by belts, same goes for strength for melee to hit. I am a bit wary of the will save I have though.

Any thoughts


I have recently been playing a brown fur arcanist through levels 1-9 with great joy. This was mainly due to having my stats rolled rather than point buy, because of this I adapted a playing style unique to the rolls. Either staying out of reach and controlling the battlefield/buff party or, which has been a lot more fun recently, changing form and wading into melee.
My problem has arisen due to the dm deciding he wants to convert our stats to a 20 point buy so I come to ask for advice on how to keep my playing styles relevant and which stats do people consider would be enough for me to achieve this. I am not against dumping charisma but I am new to point but so please any advise is welcome.


I know you cant have more than one trait from the same trait type (ie. two combat traits) but do the bonuses stack if they come from different types, such as +2 initiative from a combat trait and a +2 initiative from a social trait?


There are ways to shorten the casting time of a meta magic spell, such as the arcane bloodline and quicken spell.


Another question if it takes a full round to fall 500ft. Would the attack take immediate effect if only dropped say 200ft?


1 person marked this as FAQ candidate.

How should this scenario be ruled. A player flies upto 500ft and summons a crocodile above an enemy head.
My confusion comes does this creature class as an object now only dealing 4d6 x 2 due to being a large creature and more than 150ft above. The rules for falling objects also states the object takes the same damage it deals. Is the damage on top of or instead of the normal falling damage.
Another question that comes to mind is that the enemy receives a dc15 reflex save to half damage if he notices but what is the dc to notice the falling object and does that increase if croc is invisible.


Does anybody know if, or have any prefered options toward, if any of the entries in bestiary 4 will be added to the summon monster list?


bump


If I was to create a cleric what level should he be and for reference against the PCs I've described what class would you throw at them in an alternate battle that would challenge them maybe two or three classes be needed.


Yes level 6 I'm hoping to find either a level appropriate necro build or a suitable incorporeal matching a necro build for them to fight.


I have been asked to create a session for a bunch of level 6 PCs a barb, a magus, a ranger, a paladin, a rogue and a NPC possible sorcerer. I am going for the typical haunted/evil mansion with a few low level haunts and so far 2 faceless stalkers to try and infiltrate the group when it splits. The main focus is undead with a few abberation or monstrous humans but I am struggling to decide on the BBEG who is responsible for this horror should it be an incorporeal or witch/necromancer. I prefers the incorporeal due to age of the horrors but I have no idea which would appropriate or adequate for the group. So any advice or thoughts are welcome.


yes I play a human and am taking advantage of the favored class benefit. Talking to the magus about memorized spells is almost impossible due to his alignment, the GM let him choose lawful evil and thus prides secrecy above cooperation. We did have a cleric but the magus killed him in battle due to confrontation, so the healing capabilities have diminished.
Although I have mentioned many times my party seems to like to play a purely reactionary tactic.
Normally the barb charges in on BBE, the magus follows shortly after, the ranger and rogue focus on any other creature. The paladin helps where needed.
Presently the bonus spells have been instrumental at helping the party but the more we progress I wonder if my tactic of non-specialization will ultimately be the downfall of a TPK.
This generalization of my role has been a headache when a take feats.


Currently playing my first sorcerer in a group of 6 (1 gold-digging rogue, 1 damage obsessed magus, 1 lonely ranger, 1 power mad barb and a righteous paladin).
Started off focusing more on control casting and odd buff, but the more I play the more I seem to be dabbling across the board, the optimization of the class seems less interesting than pure flavor.
So my question is can a sorcerer with its selection of spells known become a utility player, strong in all areas except melee on a consistent basis?


If i were to cast animate dead on a fallen lvl 6 orc barb was is the HD of the resulting zombie/skeleton. Especially in terms of hit points. Do I end up with (6d8 or 1d8) + 1d8 due to medium size.


Is it possible to take one level in spellslinger then progress there after as a sorcerer, with the tattooed archetype possessing the Sage bloodline variant.
In some threads I've read it seems possible with a small GM discretion to play a a tattooed sorcerer/sage bloodline. IN other threads I've read it seems possible to play a spellslinger with sorcerer levels but is it too much to ask to play the mixture of these two.