Gyneweir

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So I have seen a few "spell combo" threads for Wizard/Sorcerer out there, but nothing with the Witch.

I would like to see what kind of combinations people have come up with for Witch spells/hexes.

As the witch has a pretty unique spell list, I can imagine a fair few combinations that might not have been able to be utilized before.

Spells/Spells
Spells/Hexes
Hexes/Hexes

Let's see what people come up with.


I was taking a look in the prd and in my APG, but I found nothing about a witch not being able to change her patron.

I am asking primarily because I am not entirely happy with my patron choice *plague* in conjunction with where the campaign I'm in is going.

In two levels I plan on taking the improved familiar feat, and so long as there isn't any rule against changing my patron, I plan on changing it to one that will suit the campaign a little better.

Have I missed something in the rules? I do not believe I have.

Thank you.


For years i have been using mostly the light or no armor classes, and once tried playing a ranger with med. armor, but i have been thinking of trying a heavy armor wearing melee character. The biggest problem i have with this, though, is dealing with the armor check penalty and the low Flat Footed AC. I'm just wondering what most of you do to compensate for this.

for skills like climb/acrobatics/etc, there just arent enough skill points to cover the gaps. magic items to enhance specific skills seem like a no brainer, but just wearing heavy armor seems like its more of a burden than a boon.

what about for Flat Footed AC? shy of deflection and other enhancements that would come up ~eventually~ i dont see a good early game solution to this. am I missing something?

worst case scenario: being near water (swim = laughable in heavy armor) what do you do?

also, what about speed? you will always be moving slower than everyone. I know the heavy armor wearers in my parties usually get first priority on movement enhancements, but is there another way to bypass this?

these are the most important downfalls to heavy armor that have always kept me from trying it out. I know fighter can negate some of these problems, but I was leaning more towards Paladin, and they are more stuck with these problems.

Am I missing something that could be used to offset these problems more? I know STR should be a high stat, but fullplate (regular) will give a penalty that wont likely be bypassed/neutralized by a high STR for a number of levels, not to mention the skill points that would be sunk into the skills (that are far and few between anyway).

part of why I want to play a heavy armor melee class is to have more personal experience and to play something different than i'm used to. I'm not married to the idea of a paladin, but I think i would have a lot of fun with it, save for the heavy armor problems i'm listing above.

anyway, thank you all for your comments and insights on this.


Dialogue Assistance…what resources are there?

I know there are a ton of resources out there for finding out appropriate encounters for your groups, or giving better descriptions to your players, tailoring encounters to your party’s makeup, running the game on the fly, etc, but I have had a difficult time finding any resources for someone whose main problem with DM’ing is NPC dialogue.

I know, it’s a weird problem to have, but as a DM my NPC dialogue is just not very good. I wish I could provide a solid example, but its pretty much everything across the board for them.

My group wants me to DM quite a bit. I have done it only a few times before and I really enjoyed it. I felt I had an excellent story, great characters for interaction, superb description of everything going on, but horrible NPC to PC dialogue.

My group has been begging me to run them through another story. I did Ravenloft before, and a few of them said they had trouble sleeping after each session because they were too freaked out because of how I described everything. They all raved about all other aspects of the gameplay, but it was pretty obvious I lacked dialogue skills.

I think a large part of this is I’m one of those folks that likes to think things out, so for my sessions, I would plan tons of things out and have countless contingency plans, but you cannot really plan out how dialogue is going to go, so I always felt a bit stuck and sluggish with how the flow of interaction went with the NPCs. This is very odd, because I don’t seem to have as much of a sluggish response when I’m one of the PCs, perhaps because there is less of an expectation on you as a player as there is on the DM.

I have spoken with the other players about this, and their most common response is: practice. I agree with them to an extent, but I also want to provide them with the best entertainment possible, and I just don’t feel I can do that while I “practice” on them.

So what kind of tricks/tips/exercises/etc can the DM’ing community offer?

What kind of things do you do to keep the dialogue moving?

How much/little dialogue do you have in a “neutral” campaign (not a kick in the door, and not an intrigue (dialogue heavy) campaign?

What should I ultimately be shooting for with this?

Will I have to bite the bullet and ultimately just “practice” on my group?

Most importantly: What DM resources do you all use? (Please list as many online ones available to everyone that you can).

And thank you to everyone that responds and assists aspiring DMs.


Crafting Magical Items and the CL associated with them: Clarification requested…
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So I am playing a druid at the moment in my game and I just took the “Craft Wondrous Items” feat and I was looking at some magical items I could start making (only level 3 right now, so not many, I know).
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When I look under the wondrous items section (http://paizo.com/pathfinderRPG/prd/magicItems/wondrousItems.html) I see some items I meet the requirements for (have the spell(s)/feat) but I see an associated CL with the item that surpasses my CL, as well as the CL required to cast the spell(s) in question to enchant the item.
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An example of this would be the “Belt of Giant Strength” which has requirements listed as: “Craft Wondrous Item” feat and “Bull Strength” spell (a level 2 spell, character level 3) but an associated CL of 8
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Another odd example of this is a Rod of Quicken, Metamagic (I of course do not have the feat for this, but it is a good example). The requirements for this rod are listed as: “Craft Rod” feat and “Quicken Spell” metamagic feat. The “Craft Rod” feat is not obtainable until you have CL9, and “Quicken Spell” has no level requirement, yet the CL associated with this item is 17. (http://paizo.com/pathfinderRPG/prd/magicItems/rods.html#)
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My questions are as follows:
Is the CL listed required to make the item?
If so, why is it not listed under the “requirements” section of each entry?
Is the CL there only to give information regarding the items saves, but can still be crafted at levels below the CL listed?
With scaling items (such as the “Belt of Giant Strength” or “Bracers of Armor”) does the CL scale in accordance with the bonus provided, or is it static to the item in question?
How do you determine the CL of a custom magic item?
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Thank you all for taking the time to answer my questions. I know its probably some sentence in the book that I just missed, but I just feel like the listed CLs do not match up or that I am just missing something huge here.