In that case, getting there isn't really the problem, permanently storing (having activated) the portable fortress is the problem, since " I left it there in a previous scenarios" doesn't really work. Depending on the location, even the protection provided by an instant fortress might to feeble for the region. Of course, the society does happen to have some dwarven allies in the area...
Would it be possible to add a link to the Pathfinder Unchained blog post, into the Additional Resources Document (ideally under the Pathfinder Unchained section)? I recently saw a player with an unchained monk, who had with an old archetype. The fact, that none of the old archetypes are legal with the unchained monk, is only mentioned in the blog post.
Create Greater Demiplane could work for you, you just would have to cast recast the spell every couple of days, and casting the spell also allows you to move the permanent Gate. Of course while still PFS legal, it is pretty unlikely that you will be able to access this spell with most of characters (usually requiring plenty of AP chronicles). Can you provide more details about the level range where this should be possible and the locations in questions? Does it have to be a two-way portal?
My suggestions: -Use channel energy and lay on hands to heal yourself as much as you are able. -Try to lure them into the cell one way or another (the naked bit certainly helps - maybe the guards like naked female killers :) ) -Vanishing trick and sneak attack should be enough to deal with the guards - use forgotten trick to create shadow clones if you are worried. -take any useable weapons from the guards and hide them in your cell before you escape -now is an eccelent time time search for clothes^^
For my 2 cents I would argue that it works. After all this isn't even a particularly effective use of the class. My magus is level 3 now and chill touch does not look sexy at all. Until you reach a BAB of +6 or get hasted - if you cast chill touch with Spell Combat and Spellstrike you get 2 attacks (and chances to deliver a charge) in the first round and a whooping 1 attack in every round after that - since casting a new spell with Spell Combat and Spellstrike would end your chill touch. My Magus does, and will use spell combat and spellstrike ever single round in combat if possible. the extra attack and the spell damage (even if brand only does 1 HP damage at the best of times).
While blur and mirror image are rather nice buff spells - and entirely reasonable at level 10 - there are some ways for you to even the odds: - Attack a lot. You don´t actually have to hit the mirror images AC if you miss by 5 or less you take down one of the images. Not sure if the game checks the blur effect before mirror image though. Since you use undead and demons in this part of your adventure, if would suggest to throw some skeleton archers into the encounters, add a level 7-8 summoner with a creepy eidolon to the mix. His haste alone should increase the number of attacks, and if you are really nasty give the eidolon a lot of attacks. - Improved precise shot lets you ignore concealment a level 6 ranger can get it as a bonus feat and could add a diseased wolf to the mix - Now let's look at the magus, if he survived to level 5, that already pretty impressive without wearing real armor, and his AC at this level might be quite good possible 31 (base 10 + 4 mage armor + 2 ring of protection + 2 amulet of nat. armor + 5 dex +5 int +4 shield spell). As long as he keeps his dex bonus to AC - if he gets flanked, into the area of a web spell. if while he attempts to walk over an area covered by a humble grease spell - his AC drops by a 9 points.
Diskordant wrote:
If you are not allowed to upgrade the plot weapon, invest in some pearls of power: level 1 pearl: let the wizard cast a mage armor on the oracle, it gives a higher AC than magic vestment. level 3 pearl: ask the wizard to prepare greater magic weapon, once for the pala and once for you he only uses one spellslot and you both get a better magic weapon for 10 hours each day. Of course you don´t have to pay for the pearls alone, ask arround of you want to pool some money.
godoffire04 wrote:
Thats a houserule, and if you want it, not a bad one at that. That said. You would do a lot more damage with a high threat range weapon like a scimitar or a katana. If you stick with the bow the spell flame arrows will be your friend.
Vuvu wrote:
Ideas? It can be preexisting or something you create-though if you create it please breakdown your price. Dust of Dryness http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/c-d/dust- of-dryness add acid or other nasty things and store them in your pokeball^^ Maybe even let him "summon" a black pudding from one of these. http://www.d20pfsrd.com/magic-items/wondrous-items#TOC-Slippers-of-Spider-C limbing With the slippers your bad guy can stand of the walls or ceiling and throw bombs and nasty things packaged with the dust above.
Diskordant wrote:
Could you maybe post your stats and other magical equipment? Level would be usefull too. I am tempted to suggest something different, mithral full plate and maybe something to increase your dexterity.
@Jerry Keyes: very nice for something quick one. Good luck this year. DeathQuaker wrote:
I feel with you, it´s almost a required item - depending on who you ask. D&D4 tried to fix this, I am not overly happy with their take on it.I would love it, if Pathfinder would take a crack at "fixing" this. It isn´t really a problem, I am just not all that happy with everyone wearing a cape - capes kill^^
Sara Marie wrote:
Thank you didn´t remember to check the descriptions, that an living in germany.. inches are weird^^ Now I just have to decide which one to get ^^
Banpai wrote:
Oh I understand, you use them like the Gamemastery Combat Pad http://paizo.com/products/btpy8bkr?GameMastery-Combat-Pad, the one item I can recommend unconditionally. The DM can easily delegate the hassle of handling the initiative order to another player. That said, your idea is very nice too, especially if you have the time prepare the cards ahead of time, it provides a nice visual representation of your enemies - if you use the pawns, this could help new players quite a lot to follow combat.
Lyndsay Peters wrote: Wow! Thanks for the great post and introduction. I'm so excited to offer these bags to Paizo, and I hope you all like them! I am curious, could you maybe post the measurements of these bags? It´s a little hard to guess the size from the pictures. How many dice, let´s say d20 fit in there safely? I have had several dice bags already, every single time I managed to ruin the string by tightening it to much - the toggle clasp seems like a really awesome idea.
d20monkey wrote:
The cards are certainly pretty (way better than I could present it), but if I may be so blunt - what are they used for ? First, you call them initiative cards but the initiative mod is not on there. Second, what it the intended use of these cards? Are they intended of the players or the DM? If they are for the player, you are on the right path, I would personally add the players initiative bonus and maybe some space or boxes you can check if you suffer from a condition. If you decide to make a version for the DMs out there, add armor class. And thanks to your post, I discovered your webcomic and added it to the list of things I check every day ^^
Grick wrote:
Thank you very much, i searched in the magic chapter - this will benefit my level 2 magus on smugglers shiv quite a bit over the time ^^
Grick wrote:
I always thought that you could not move between casting and getting the free attack, could you maybe provide me with a source please? Oh never mind I remembered you are correct, it works - it would not work if you cast the spell as a standard action right?
As has been mentioned already the act of casting does provoke - casting defensively prevents that - Combat Casting gives a good bonus on the check, as well as later class abilies. It is worth noting though, that spell combat can help you: You can cast your spell, move 5 ft. and then full attack - that way you don´t get the free attack when casting touch spells (unless you use a reach weapon) but it´s nice to cast shied, not having to worry about flunking the roll to cast defensively.
Dennis Baker wrote:
Thank you for the link, I read the comic when it came out (and saw it as a rather obvious WOW joke about not rescuing slaves/prisoners..), not bad but not one of their best. What followed is interresting, but I think the decision not to remove the comic was correct, after all if you look through the archives they make fun of a lot of things (the humur is sometimes rather dark). That said the current comic is about Pathfinder: http://penny-arcade.com/comic/2011/12/2 Pretty interesting, still as a player I would argue that the liquids in my body are definitely not unattended, but they are kinda in my possession ^^ SRD wrote:
TheLichthatLies wrote: so is there a way to make armor and weapons a smaller size, if for say that fire giants has a really nice suit of plate. If you cant its pretty much enchanted scrap metal granted its a lot of scrap metal. RAW there is no way I am aware of - polymorph any object might work though. On the other hand RAW you could sell the huge +2 plate armor in any city of sufficient size.
I would say that it doesn´t work. Thanks to Gricks excellent quotes, I would say that the word replace kills the idea, once you replace the shot it´s no longer a vital strike. Ignoring for one moment that the combination is a bit too good for my taste. BTW Greater Called Shot allows you to use it with rays ^^ The feats mention, that you can use them on attacks gained from standard actions - IMO this is intended to allow the use of sniping, or shot and run tactics. The Vital Strike feat chain essentially does the same as called shot, extra precision to do more damage - so IMO they should not stack.
James Jacobs wrote:
Don´t worry 9 times out of 10 we prefer it cool looking rather than fitting the equipment list perfectly. And of course there is always room for a little cheesecake and beefcake. I´ll just say it´s a glamered if it ever comes up, otherwise if the shape is fixed it will just end up on Ameiko...and I just got my mini^^ Void Munchkin wrote:
It´s not^^
For the record, I just bought the box, but I would buy another one in German since most of my players prefer German. The cost might be a factor though, I would not be surprised if the box came at 40-45 € (I bough the beginners box for 27 € from a german website - shipping it from USA was just to expensive - it´s not for softcover books)
Talwynor wrote: So Im finally using my pogs and one thing Id love to see if these were ever released as a separate line is making them wet&dry eraseable. Adding numbers for gangs and the ability to quickly mark conditions would be very useful. I tried to use my current dry erase and while the color came off for the most part - it does bleed through a little. I'd understand if using the same material as the flip mats was cost prohibitive, but it would be a nice valude add if feasible. I agree that it would be very usefull to be able to use wet and dry erase, but if they change the material a bit, I would suggest to make them a bit more durable on the botton where they are stuck into the stand. That said after the success of the pawns, I guess we will get some product like it either directly from paizo (best choice IMO especially since that way you could get packs for your Adventure Paths) or other companies. I recently received my first miniature from paizo, Ameiko Kaijitsu, and while I love it, but I am waaayyy to unskilled to paint it to my extremely unreasonably high standards. Soooo when can I get my Kingmaker Pawns^^
I have to point out that, while shiny the celestial armor is in fact not hade of mithril, if the magic is dispelled or supressed its a chainshirt with max dex 4. All the specific armors where once priced with a lot of guessing and tweaking, to find a good place for the item in terms of power and price. RAW as far as I know is that they can´t be ugraded from +3 to +4, but most DMs I know will allow the upgrade. The same is true for something like a holy avenger or a sun blade.
Pavlovian wrote:
Well maybe in this case specific beats general, it´s only a minor point anyway, since the spell affects you and you only have to choose an enemy, so I would change to target to "Personal".
mcgreeno wrote:
As someone who runs Kingmaker for his group, i can say, that an archer will be a great choice, there are various good paths to get to the class. Depending on what kind of spells you want to use, and your party has access too, some options are better than others. Archer Monk (can´t remember the name)/Sorcerer with the bloodline that lets them use WIS as casting stat/ arcane archer: the big advantage is te ability run around naked ^^ (with some serios AC) Magus 8 / arcane archer 10. Your bow will be pretty powerfull, pretty soon, your spell selection is quite nice, and you are still damn dangeraus in melee. Synthesist Summoner 8 / arcane archer 3 I guess this could work, and it will be easy, you can cast haste as a level 2 spell, improve your stats and will be quite durable.
dragonslie123 wrote:
Might I suggest some spells that are unlikely to fail: True Strike + any number of Rays: Enervation could be rewarding. Or maybe start to conetrate your effords on buffin other characters. It may be less glorious, but you will contribute. If you are not enjoying the game maybe you should talk with the gm and the other players about something with a little less power.
B0sh1 wrote:
Round 0: cast a spell that holds a charge like shocking grasp. Wait Combat round 1 (let´s start you start combat with your enemy in range: Use spell combat (-2 to attacks). Resolve all your meelee attacks as normal once you hit your held charge discarges on the enemy. After your attacks you can cast your spell, if its another spell like shocking grasp you get another attack with your weapon do deliver this spell. If you level is high enough, or you can use a metamgic rod lesser quicken, you can cast shocking grasp as a swift action... and get another free swing with your weapon. Round 2: Repeat ^^
STR Ranger wrote:
Sexy build. I don´t know how many rounds combat usually takes, but one of the really big advantages of the magus class is action economy. Or it other words doing lots of stuff each round. Spending a standart action to use a hex seems like a giant waste of time, but I recently startet to play a hexcrafter too (with black blade). Some random points: While the Split Hex feat is awesome, your are not a level 10 witch and can´t take it. Extra Arcana feat to get Quicken Spell or Maximize once per day seems expensive - get Spell Perfection instead and cast a quickend shocking grasp (or ill omen) every round (thus getting another spell, and another swing with your sword). If you can find the feats somewhere (or squeeze in a level of monk)get Hex strike: evil eye or misfortune. Then when your attack bonus is all buffed up through arcane accurancy use one of your attacks to attack with an unarmed strike.
Erik Keith wrote:
Thank you
Mogart wrote:
If it wasnt so sad, it would reeeaaalllly funny. That said the DC 15 for a simple knot is pretty impressive. Is this game reall more fun than sitting alone in your basement, in total darkness ?
Danish Trumpter wrote: I looked at the two of these, like em both, have a conjuror sorc to which I'm thinking of adding fiery shuriken. Thing is I can't really see a huge difference there. scorching ray does more damage, but fiery shuriken doesn't have the "w/in 30 feet" restriction and is conj and you can keep them around a while. But does all that really mean more than the quite a bit more damage ( at 7th level 2x4d6 versus 4d8). Just wondered what people thought about that. (wish fiery shuriken had medium range, easy win for me then!) Fiery shuriken is a very scarry spell, especially if you have acces to sneak attack. If you have acces to a nasty metamagic feat that adds a debuff - fiery shuriken is better. On the other hand if fire resistance becomes a factor, a crature with fire resist 5 is almost immune to the shuriken.
thenovalord wrote:
The question has been answered in the FAQ http://paizo.com/pathfinderRPG/v5748btpy8fo1/faq#v5748eaic9o65 Well i am positive that things will work out fine.. and that one of the first guys to die will reroll as something that can heal^^
It really depends on the situation, but 95 % of the time its better to be able to hit the BBEG on a 17-20 than only on a 20. Another reason to prefer a good offense is that in some situations you can exchange your offense for a boost to defense, this is not so easily done the other way round. Fighting defensively, full defense, withdraw, and combat expertise are really good tools even if your character isn´t build to use them to full effect. Holding the unhittable BBEG in a door by taking the full defense action ist´t heroic, epic or barbaric (for barbarians^^) but if the party uses this time to bring down the boss with magic missile so be it. On the other hand a preemtive black tentacles or for that matter any debuff spell could provide the group with way more "defense" than any amount of stoneskins. So either adapt your tactic to the situation or mix and match the approach in the group: 1 Tank, several damage dealers a healer if needed...
thenovalord wrote:
Yeah 7 players is quite a big group, an i fully expect our DM to make the encounters a lot harder because of it (or just bigger). Some of the players are new to RPGs and about half the group has limited experience with d20 fantasy, but i think i can impress upon them the need to conserve our hp resources. I currently expect to take the healing hex at level 4 to (and on the upside it may be fun to hurt undead with it ^^)
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