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I am looking at the revised rules from here...
http://paizo.com/paizo/blog/v5748dyo5lckz

While this isn't the most important or most used thing in the world, I am curious about this. I have been told standard actions break stealth (which is what most spells are anyway and that is clearly listed in the revised rules).

Swift actions are available while using Stealth, however. So now I wonder, can we use Quickened Spells while under stealth? Of course, verbal components can be heard so Silent spells may also be necessary to pull off properly.

I doubt this concept is something most people will use (afterall, who will be running around choosing to cast a single swift spell in combat when they can use a swift spell and a standard spell). But if this is allowed, I think it would be interesting to see how this would play out in a unique assassination/infiltration scenario. Imagine a stealthy spellcaster (Dark Tapestry Oracle in my case) sneaking into an area and using various mind effecting spells to, instead of directly killing someone, get a guard (or a relative) to attack the target. Instead of framing someone, you are forcing someone to do your dirty work.

It's a strange concept I would love to try and get to work.

It would also give DMs something to work with. If the players are getting hit by spells while fighting other creatures and they can't even find the spellcaster, they won't be able to stop the spells from hitting them easily. Maybe this sounds better on paper than in action, but it is something to experiment with.


Would this be allowed?

To some extent this seems unfair to allow. The main downside to Tongues seems to be that you can't understand people/communicate as well in times of stress. Deaf seems to incorperate that already with the being Deaf thing (can't hear them anyway). The only added downside is that you cannot communicate with them by talking yourself, which can be worked through by preperation in advance.

I remember someone mentioned that you cannot have a curse removed by any way and if you did, it would negate the oracles abilities (I wish I could quote where I saw that). I feel as if taking these two Curses negates the Tongues Curse.


What about using Quickened spells? It is a swift action now so the spell isnt a standard action and if I have silent spell (or, for that matter, Deaf Curse), I do not see it revealing my location (according to the Stealth rules... swift actions take a stealth check and without the verbal component, there is technically no sound).

I'd have to talk the DM either way though heh.


The Aasimar idea was, to some degree, RP related. But yes, I see your point, the extra spells would be much more useful.

I was debating on taking the Inflict spells as it would give me spells that deal damage. Unfortunately, it doesn't grant me the ability to snipe with spells, like I wanted to... but I don't even know if that is possible yet to begin with.


How exactly does stealth work? I understand the basic concept behind it, and I saw the sniping section, but how does spellcasting work with stealth? Can you remain hidden as you cast spells (I understand that having a fireball streak out from your position would be a giveaway, but what about a mind effecting spell?). Also, what about Supernatural Abilities, such as the Revelations, can I use those from hiding and not be seen? It seems that the Oracle set up I am working on will be more efficient if I can do that. The Cloak of Darkness revelation seems to promote hiding and casting spells/using skill from the hiding spot.

For the Misfortune Revelation, can you use it on allies? It only mentions creatures, which means I would be using it... a lot. If I could also use it on players, I would be able to help them by using it when they roll poorly to try and boost their combat abilities.

Can the Fortune Revelation be used more than once on a single roll? For example, if I am crafting something and I roll poorly. I use Fortune and still don't roll well enough, could I use an additional use to try a third time?


There is a group I will be joining starting Pathfinder and I would like some advice. I was looking at the classes and abilities and this seems to be one I would enjoy and has the potential to be fairly useful. The DM isnt going to be ruthless on us, given that several of the players are new (I'm still new, only had a few sessions with a previous character before it disbanded because people weren't showing up), so you will see several choices that I want to make geared towards role playing rather than efficiency. If anyone is interested, I can post the character background I am working on and could get some advice on that, but that would be later.

This character would likely be played as a Debuffer, so that is my goal with these choices.

I do have some questions that would effect gameplay, however. How exactly does stealth work? I understand the basic concept behind it, and I saw the sniping section, but how does spellcasting work with stealth? Can you remain hidden as you cast spells (I understand that having a fireball streak out from your position would be a giveaway, but what about a mind effecting spell?). Also, what about Supernatural Abilities, such as the Revelations, can I use those from hiding and not be seen? It seems that this set up will be more efficient if I can do that. The Cloak of Darkness seems to promote hiding and casting spells/using skill from the hiding spot.

For the Misfortune Revelation, can you use it on allies? It only mentions creatures, which means I would be using it... a lot. If I could also use it on players, I would be able to help them by using it when they roll poorly to try and boost their combat abilities.

Can the Fortune Revelation be used more than once on a single roll? For example, if I am crafting something and I roll poorly. I use Fortune and still don't roll well enough, could I use an additional use to try a third time?

Race: Human (if the DM allows Aasimar, I would go with that instead)
Archetype: Dual Curse
Curse 1: Clouded Vision (chosen more for RP reasons)
Curse 2: Haunted (This one won't advance)
Diety: Norgorbor
Alignment: Lawful Neutral (RP Choice again)
Inflict Spell set

Traits:
Trait 1: Focused Mind or Theoretical Magician
Trait 2: Jaded (RP Choice), Deft Dodger, or Resilient
Swap one of the above with... Lost Nobility (RP again... but seems so useless)

Feats:
I am honestly not sure what to take here, especially at early levels. I would eventually like to take Craft Magical Arms and Armor, but I do not think that is important right now (the Fortune Revelation would help though). In some ways, I want to pick up an Exotic Weapon proficiency and get a Falcata, but I do not see myself running headfirst into combat, making that choice seem foolish. Heighten Metamagic may be useful for making the early spells harder to resist, but is it worth it?

Skill Choice
Stealth, Intimidate (or Diplomacy), Spellcraft
Are there any others I should work towards? If I remain at 10 Int, I should be able to get one more skill.

Revelations: These were the early ones I was thinking of taking. Anyone have advice on a different order/different Revelations to take?
Level 1: Misfortune
Level 3: Gift of Madness
Level 5: Fortune
Level 7: Cloak of Darkness

Spells: I have no idea what to take.
I know I should get some Cure spells, but I do not want to be the primary healer (and I think someone else is already planning to)
Here are some that I thought may be useful...
Level 1: Murderous Command (combined with the ability to confuse people from the Revelations...)
Level 1: Doom
Level 1: Burning Disarm (used in Conjunction with Oracle's Burden, which will now cause items to drop further away, withdrawing a stored item to take a standard action, and reduce their sight to 30ft)

There are some spells that seemed like fun to use for Roleplaying purposes.... like Enter Image. As I... sorta stated earlier, my character is an ex-noble. If he were to able regain his nobility (and take the Leadership feat), I would try to convince the DM to grant my character some land. As he would still be an adventurer, I would like to then appoint a Seneschal. Being able to maintain contact with the Seneschal through the Enter Image spell would be an interesting ability. The spell is rather limited in range though. Is there a similar spell with much more range (at level 20, its only 1000 ft)?

Equipment:
Weapon: As I mentioned before, I am tempted to go with a Falcata, but that seems pointless in some ways. A weapon cord may be a good additional item to take... to try and counter Haunted.
Shield: Buckler... so I can use the shield still while casting spells with that hand/use a wand.

Also, if I am allowed, Wrist Sheath, for drawing the Wands I can use quicker.
I wanted to save for a Wand of Cure Light Wounds if I didnt take that as a spell.


While there is a limit, it is still possible to, if you wanted to, get a lot of weaker zombies/skeletons... sort of becoming a minion master. This would be expensive though, but is doable. And then taking a look at level 20, an Oracle of Bones could continually make more as long as there are corpses available, and could also use Summon monster to get more 'allies'.

This would create a decent small army. You could technically get 4x20HD undead or smaller ones (with the variants, you could get 8x10HD of those).

Granted, this is end game but it nevertheless remains a possibility.

So if you had all those summoned and active, Act as One would get all of them to move and attack.


From the guide:
Act as One (Ex): At 15th level, the cavalier can spend a standard action to move up to his speed and make a melee attack. All allies within 30 feet can also move up to their speed and make a melee attack as an immediate action. This movement and attack can be made as a charge if the movement qualifies. All attacks are made at a +2 bonus (this stacks with the bonus from a charge) and all participants receive a +2 dodge bonus to their AC for 1 round. A cavalier can use this ability once per combat.

I was wondering... what classifies as an ally? If a player uses Animate Dead and creates an army of undead, would they be an ally and would they be able to run and attack still? What about summoned creatures? I can see this ability being used in conjunction with necromancy. Nothing like being attacked by a bunch of zombies and skeletons twice in one round.

Considering Zombies are staggered, having the ability to move the zombie and attack before having their turn would be nice as well.


I am new to Tabletop role playing games so I am unsure as to how to proceed with this idea, so I am interested in seeing what other people suggest I do.

I just started as an Elf Wizard, using only the core book. After working on a backstory for my character, I noticed that my backstory sets him up for an interesting plot twist; it makes him motivated to be a traitor. He wouldn't be a traitor out of any evil motivations either, it would all be justified, just in a twisted and odd way. So I now know what may eventually happen with my character, I may have to combat the rest of my party.

And I want to win.

Based upon the spells located in the spell list (using only the basic spells) I noticed a few ways to shut down certain members, at least for a period of time. The other people in my party are a Fighter (Max AC from what I can see, doesnt seem to focus on offense), a Barbarian, a Druid and a Ranger (using a bow).

Windwall seems like it could possibly shut down the ranger. I am an evocation specialist so I also gain access to Elemental Wall, and Fire Wall, granting me a 2x walls I can use and force people to walk through to get to me. These are some defensive measures I can use.

Now for some offensive things.

Quickened True Strike/Spell Charge: I have a bonded Rapier which I would like to upgrade with Spellcharge. I was also thinking of adding in a quickened True Strike to allow me to hit and then cast a spell (planning on either Lightning Bolt or Vampiric Touch, so any of the characters who get near me risk allowing me to heal). Does this Work out the way I think it should? Am I allowed to use a Quickened True Strike and then attack? Which would be better for this situation, Vampiric or Lightning Bolt?

Eldritch Knight:
Because this may mean I have to stay in melee combat to do that, I was wondering if becoming an Eldritch Knight would be a good idea. It seems to offer me some defensive abilities (more armor!) and keep my spell abilities high. I was unsure if my Caster Level for when using spells would be Wizard+Eldritch or if I stick with Wizard level. Would Lightning Bolt be Wizard Level d6 or Combine the two?

What class would be ideal for becoming an Eldritch? I need the Martial Weaponry so I was thinking Barbarian for the level 1 bonuses they grant (I only need 1 level in it afterall). At that point, I was thinking of getting Breastplate and using some feats on that reducing Arcane Failure (leaving me at 5% only). This should make me a little but more survivable.

Other than that, anyone have advice on if I should go pure Wizard or Wizard/Barbarian/Eldritch and what spells I should get?