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Thank you everyone for your feedback.

Going back and forth with brainstorming i finally chose Shirt of Immolation to have a good defense against someone grappling my sorcerer.

Mnemonic Vestments and Sorcerer's Robe where other options i had, but will try to get one of them in the future.... robes, tunics and that stuff can be used even if you already have a shirt, right?


Awesome guys, thanks.

AC is always useful, not all our quests require battle, but we often have tu crack some skulls and yes, i'm the squishy one in the party and enemies tend to reach for me, haha.

I will consider every option, of course. Such us upgrading my headband or cloak of resistance

Lelomenia, answering your question i have this ones as CC and buffer.

Lvl 1: Grease and Enlarge Person.
Lvl 2: Blindness/Deafness and Flaming Sphere that works both as dmg and it helps to keep enemies on the move or be hit.
Lvl 3: Haste, Protection from Energy and Dispel Magic.
Lvl 4: Black Tentacles and Dimension Door.

Then of course, i have a few dmg spells such as Fireball and Scorching Ray to help with some damage once in a while and always packed up with scrolls.


Hello guys,

So, we are playing an adventure since lvl 1 each character, and we are now lvl 9. I am roleplaying a Half-Elf Air Elemental Sorcerer, and i’m half blaster, half crowd controller (yep, not full anything, not even the race, haha).

The last quest was to save a character from a prison, which, besides the loot we gathered along the quest, this character as a reward offered us to upgrade any item we have from raw or +1 up to +2 or a brand new item with it’s equivalent up to 8000gp. Of course, if we already have a +2 item we can ‘pay the difference’ and upgrade it up to lvl 3, let’s say cloak of resistance +2 to +3 would be 9k gp, so i would need to invest 1000gp.

Right now i’m equipped with this ítems.

- Headband of Alluring Charisma +2
- Cloak of resistance +2
- Amulet of Natural Armor +2
- Quick Runner’s Shirt
- Belt of Incredible Dexterity +2
- Ring of Protection +1
- Dusty Rose Prism (cracked)
- Pale Green Prism (cracked)

Which items do you suggest for a Sorcerer like the one i’m playing?

I’ve selected a few but i know i’m missing some wandrous ítems that may be very useful:

- Exchange my Headband of Alluring Charisma for Headband of Mental Prowess = for 2k i would gain +2 in intelligence (more skill ranks)
- Robe of Arcane Heritage = would have to invest 8k
- Upgrade Ring of Protection from +1 to +2

So, once again, which items do you suggest for a Sorcerer like the one i’m playing? It may be more ioun stones, or whatever you think is a good choice.

Thanks in advance,
Tom.


Hey Talonhawke!

Excellent, crystal clear now. Thanks both of you.


Hello Nyerkh,

First of all, thanks for your answer. Understood everything regarding your answer about whirlwind.

Didn't understand quite right what you mean with "As is, only your two first bloodline spells have any sort of restriction on them. The others, from Protection from Energy to the Elemental Bodies and the summoning ones, seem to be the basic, versatile versions of the spells."

I mean, i'm from Argentina and speak spanish, obviously understand some english if not i wouldn't be able to be writing and reading right now, but sometimes my comprehension sucks.

Would you mind being a little bit more clear?

Thanks again!


Hey guys, how are you doing?

I'm playing a Lvl 8 Air Elemental Sorcerer and when lvling to 9, i will be able to cast Elemental Body I as a bonus spell. The question is if am i able to transform, let's say, earth or water elemental, or only in an air elemental?

The other question is about whirlwind. It says that as an air elemental i would be able to create a whirlwind, and when i click to read about "creating a whirlwind" it says i can transform into one or just cast a whirlwind with the description it says?

Thanks in advance, buddies!


Daelen wrote:

Toppling Spell and Magic Missile. Dazing Spell and Fireball. Confusion, Murderous Command, Aphasia, Hideous Laughter, Touch of Idiocy, Unnatural Lust... Basically, cherry pick from the Enchantment list for the most fun.

Hello Daelen, but Fireball isn't more for a blaster Sorcerer?

And what about feats? Which are those ones that help increase the DC for enemies, besides Spell Focus or Greater Spell Focus?

Thanks!!


Hello my friends, I'm wondering which spells are the best for CC (eg: Spiked Pit, or Blindness/Deafness among other) and which feats are better for this kind of Sorcerer?

I'm playing a mad, crazy, lunatic Sorcerer (imagine Batman's "The Jocker") that goes laughing around when trolling their enemies if that description may help :P

Thanks!


Eltacolibre wrote:

The potions must meet the following criteria:

-3rd level and lower
-Less than 1 minute casting time
-Target one or more creatures
-No personal range

From there, you basically use some kind of common sense in deciding which one is a potion and which one an oil.

Potion of magic missile is technically legal ...but quite honestly there isn't much point to it.

But of course do remember for a potion, you need to know the spell before brewing it.

Once again, thank you for spending time teaching a few things.

And what about crafting alchemy? Can you help me with that?

Thanks!


Hubaris wrote:

Ranks and Skill Points are interchangeable. The total of Class Skill, Ranks, Ability Score, etc is the total modifier or bonus to the skill.

Just for future note.

Sorry buddy, my comprehension in english is not that good sometimes.

If i have charisma 20 (+5 modif) and 3 ranks un spellcraft, for example, i would have 8 skill points at lvl 6... And as far as we always played with my friends, it's what D&D allows or am i mistaken?


Imbicatus wrote:

Hey, if your character is level 6, it's illegal to have more than 6 ranks in any skill. If you have put 11 ranks into craft alchemy, you are almost double the legal limit for skill ranks.

Basically, Craft Alchemy and Brew Potion are completely separate things.
Craft Alchemy will allow you to craft reduced cost alchemical items. (Acid, Alchemist Fire, Tanglefoot Bags, and so on).

Brew Potion will allow you to create potions of your spells known.

Hey buddy, ty for tour help, i understand that craft alchemy can do that, i would like yo know how does ir works properly.

And btw, i never said i have 11 ranks in craft, i said i have 11 skill points which is the total of the sum of ranks, ability modifier, etc :)


Eltacolibre wrote:

They can work together but you can use spellcraft.

Brew potion is very simple:
Pick a spell that you know that can be made into a potion or oil...and pay the cost and wait the appropriate amount of time and the craft dc necessary usually very low (chance of failure are very low).

What kind of spells can be made into a potion or oil? The ones which can make some damage, the ones that can benefit or reduce some stats (like enlarge or reduce person)?

And what about cure light or moderate wounds? Those can be crafted with the feat or with crafting?

Ty bro!


Hey guys, how are you all doing?

I'm seeking for some advice and i'm sure i'll be able to find the correct answer with your help.

I'm playing a Sorcerer, actually is Lvl 6 and due to the background history of my character, (my father, alchemist and a mad-man became my enemy, in a certain way), i turned out to be fascinated by alchemy.

So now i have some ranks in craft alchemy and the brew potion feat.

The question is how does both (skill and feat) work? do they work together too?

I have exactly 11 skill points in craft alchemy if that's of any help.

Thanks!


Aelryinth wrote:

At the first two levels, Improved Init and Toughness are generally the best go-to feats.

Only get Empower if you are planning on making a blaster mage build. Other then that, you might want to go with the Elemental Spell Focus line to make your spells harder to save against, and Extend spell and Dazing Spell so your buffs last longer and you can throw more debuffs on foes.

Also, you are probably going to be summoning, so Augment Summoning for your elementals might be useful.

A lot of it depends on your style of play, in other words. But broadly and generally, Imp Init and Toughness you can't go wrong with at low levels.

==Aelryinth

Thank you, apparently Toughness is a must.


Java Man wrote:

Empower spell won't help you yet, with the level adjustment on the spell it is useless to you at 3rd level.

If you plan to use many ray spells, point blank and precise shot are good. If you will use spells with saving throws alot, spell focus or elemental focus and the greater versions will help.

You are a squishy mage type, so toughness might be good, and if you aregoing to do AoE, battlefield comtrol or buffing, improved iniative is good.

Hey Java, thanks for your advice. I'm tending to be more of a blaster sorcerer rather than buffing or battle control. We're plating a chaotic/evil party and it's a "kill them all" fun story, hahaha


Hey guys, i'm starting a campaing from lvl 3 (I entered the party a few days ago), and i've already chosen Air Elemental Bloodline, i rolled hit points, ability scores, chose a few spells and traits.

But i'm missing lvl 1 and lvl 3 feats. I think Empower Spell it's good for blasting enemies, but i'd like to see different point of views about this issue. If you need any more advice just ask.

Thank you!


Ok guys, thanks everyone. =)


Chess Pwn wrote:
You gain a fly speed of 60ft a round. You have to make the skill check if you do anything that needs a skill check for. Look under the fly skill to see what things need a fly check. If you fly and don't do anything that needs a check then you don't need a check.

So, are you saying that i have to roll a check die for Fly and then another check die for the action i would like to make? Or just the roll for the action?

Once again, thank you!


So, first of all, hello to my fellow role players. I'm not new at paizo, yet it's the first time i create an account.

I've been reading a lot, opening windows over and over and over again, but couldn't find a proper answer for my doubts.

According to PF3.5, at lvl 15, if you chose Elemental Bloodline, you gain an Elemental Movement (supernatural ability). In this case i'm talking about the Air Elemental Bloodline, so i want to know exactly how does this ability work? Can i fly at an average speed of 60 ft at will? Do i have to train the skill and roll a check die everytime i want to fly?

Thanks in advance!!