Fiendish Baboon

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Organized Play Member. 437 posts. No reviews. No lists. No wishlists. 1 Organized Play character.




Hi all!

I'm thinking of making my first PFS character, and I'd like to make a sorcer that's focused on mastering all of the cantrips and modifying them with Metamagic, as well as a few 1st lvl spells.

The part I'm stumbling on is adding cantrips/orsons/0-lvl spells from other lists into my own. With all the FAQs and such, it's really confusing trying to make sense of things, just looking for some help.

Eg, how can I add Brand to my spell list?

I know of a few traits that can add orsons or 0-lvl spells as SLAs, and I'll probably do that, but I'm looking for the real deal as well.


Hey all,

Just a funky combo I'm thinking of.
Would Widen Metamagic apply to the Snapdragon Firewirks spell, doubling the area from a 5ft square to a 10ft square?


Ok, so I know that everyone loves their Metamagic rods, go it.

I noticed that rods are usable by anyone, and they're dammed cool. Why don't we see more people using or building them? As far as I can tell, the rules for crafting them are virtually non existent. I'd love to have a character focused around rods that's not a caster.

Just looking for folks take on non Metamagic rods in general, favourite rods, or one you've made in games.


If I can find a way to get a 2nd feat at lvl 1, I could take spell for and Bloodmage initiate, and thanks to Daylight, count as casting 3rd lvl spells......can I take my 1st lvl as Bloodmage?


I really don't understand the change. It's a radically different ability now...I liked the old one...it really let me play up the chaotic side of my Cleric. I could it to be a really cool effect, the whimsy of chaos distorting my abilities.

I had a positive energy Cleric that picked up Versatile Channeller for character reasons, he had a dark lineage he was fighting internally. I talked it over with my Dm and when I channeled, we rolled for the Whimsy effect, then rolled a d6, on a one it was negative energy as his dark side broke free and tainted his powers. It made for some memorable encounters. The Whimsy effect being such a great help (and curse), but it fit the character so well.

The "new" version.....I just...wow.
Is there anything even close to the old one out there?
Not having the books. We use the SRD a lot, as we save for the books we want....the Inner Sea Gods book, really seems to have rewritten a number of things...what a pain.


Concept: Dwarf from far underground, from a tribe still brewing with racial hatred come to the surface for <insert awesome reason here> to become a Pathfinder.

Still working on concept, haven't done stats yet.

Dwarf
Alternate Racial Traits:
Lorekeeper, Deep Warrior, Ancient Enmity, Magic Resistance, Minesight, Mountaneer, Rock Stepper

Ranger
Archetypes:
Wild Stalker, Skirmisher, Deep Walker

Traits:
Tunnel Fighter, Glory of Old

First Level Feat:
I'm torn between Desperate Battler, Bloody Vengeance, and Two Handed Thrower

Thoughts?

I'm really curious if the Racial Traits and Archetypes combine like that. I don;t see any reason they wouldn't. I think it makes for a very flavourful character. The only other choice that really caught my eye was a Black Blooded Oracle, not sure of the Mystery, probably stone, and swap Rock Stepper for Stonesinger.


Hi all :)

I'm new to PFS and really curious about why certain things are banned. I'm sure other are too, and thought it could be good to have a place to ask.

The one I'm wondering about is the Pain Taster PrC:
http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/n-r/pain-taste r

It doesn't require you to be evil, it's not over powered (that I can see). There's no random factor (like Wild Rager, another favourite I wish I could use)...so why is it banned?


Hi,

Finally figured out a rough build, just looking to make sure it'll work.

Assamar Sorcerer (Martyred Bloodline)

Feats:
Lvl 1: Spell Focus (transmutation)
Lvl 3: Bloodmage Innitiate (is it Bloodmage, or Bloatmage?)

Lvl 4 Start Bloodmage Prestige Class

Some questions

- if I've read the FAQ stuff right this works due to the Daylight SLA counting as a 3rd lvl arcane spell.
- does the Martyred bloodline Sacrificial Boon effect trigger the bloodline power to boots CL?

Thanks for the help.


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I posted this over on the PFS boards, but I'd like everyone else's take as well.

I play my characters more for story and feel/theme/mood than mechanical benefit, if I can find a mechanic that's in theme and works well I won;t discard it, but I'd rather focus on the *character* rather than the crunch.

Thoughts:

- I <3's Commoners

- Most GM's (or PFS) aren't a fan of NPC classes on PC's, cause they suck.

- In a few Pathefinder threads, people have said that a Wizard with no spellbook is effectively a commoner once they cast the spells they have prepared, since they can't prepare anymore...even cantrips (they're at will, but still need to be prepared, to change them, otherwise you're locked into the same set of 3 at lvl 1)

- So I could play a Wizard...who's spellbook is either lost or stolen....and only has a few spells prepared, barring cantrips. Basically a commoner with a very limited resource, and the ability to use scrolls and such (if they're spells on the sorcerer/wizard spell list)...I like this idea ALOT.

- or I could have my spellbook, but leave slots open (meaning needing 15min to prepare a spell before casting it) to represent a more....ritual style of magic..

I'm trying to find a way to show a character that, while he's capable of magic, is *very* hesitant to use it, due to past problems, or even an innate fear of it. The magic would be a last resort/hail mary type thing, that, while powerful...I'm not sure if I can describe the feeling.

posted the idea to facebook for my gaming friends to talk over and everyone is basically ripping it apart :(

Concept-wise...he's pretty awesome.

It's not like I'd be ripping the spells out of a character built as a caster, he'd be designed with this in mind. Hell Scrolls could be a viable way for quicker magic...

Ideally people won't suspect him of being a caster at all, he seem more like a weaker fighter or a rogue maybe, crossbow at range, lots of skills, heavy on spellcraft, knowledge arcana and similar things.

I can't think of another way to show this style of character, if there's a archetype or build that would give the same feel with better mechanics, by all means toss it out. There's just so much in Pathrfinder, so many options. I could be missing something obvious.

Can you see the theme I'm shooting for? Not necessarily a do nothing commoner, a combat focused guy that uses his abilities with magic as a last ditch/Hail Mary thing. Maybe he made a horrible mistake with magic in his past and has vowed not to use it unless absolutely necessary.

Does this makes sense? Basically a Wizard that's more physically focused, but still semi-capable of magic, if he has to.

Thoughts?


- I <3's Commoners

- Most GM's (or PFS) aren't a fan of NPC classes on PC's, cause they suck.

- In a few Pathefilder threads, people have said that a Wizard with no spellbook is effectively a commoner once they cast the spells they have prepared, since they can't prepare anymore...even cantrips (they're at will, but still need to be prepared, to change them, otherwise you're locked into the same set of 3 at lvl 1)

- So I could play a Wizard...who's spellbook is either lost or stolen....and only has a few spells prepared, barring cantrips. Basically a commoner with a very limited resource, and the ability to use scrolls and such (if they're spells on the sorcerer/wizard spell list)...I like this idea ALOT.

- or I could have my spellbook, but leave slots open (meaning needing 15min to prepare a spell before casting it) to represent a more....ritual style of magic..

I'm trying to find a way to show a character that, while he's capable of magic, is *very* hesitant to use it, due to past problems, or even an innate fear of it. The magic would be a last resort/hail mary type thing, that, while powerful...I'm not sure if I can describe the feeling.

Does this makes sense? Basically a Wizard that's more physically focused, but still semi-capable of magic, if he has to.

Thoughts?


Hi all!

I'm really new to Society play, built a really quick character for a game, but not sure I'm sold on it and looking at alternative ideas.

Questions I can;t seem to fine answers to:
- Can you have things made from special materials with a beginning character?
- If so, are the following allowed?: Bone, Stone, Obsidian, Viridium/Blood Crystal (is the +20gp per item for ammunition per sling bullet, or per pack of bullets?)

I have a really fun concept for a True Primitive Barbarian that has High Con and carries a special viridium/Blood Crystal weapon from his tribe, or something along those lines, Probably wielding a spear, hand axe and sling, wearing hide armour.

I really like the idea of playing a savage, primitive brute that's special because his tribe has access to such a vital material.


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Hi all!

I do have a specific scenario in mind but I'll post it after I post the rules I see as important. I'm running strict RAW because I'm running a modified setting (Primitives, no metal, just bone/stone/wood/obsidian).

Animals have Int of 1 or 2. Having higher Int uses the Intelligent Animals rules.

Animals have kill points equal to 2 + Int modifier (minimum 1) per Hit Die. The following are class skills for animals: Acrobatics, Climb, Fly, Perception, Stealth, and Swim.

No animal can have ranks in (or make checks in?) a non class skill.

Heal is not a Class skill for an Animal.

Bleeding Attack (Ex)
Bleeding creatures take that amount of damage every round at the start of each of their turns. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage.

Scenario:

If a 2nd lvl Rogue takes Bleeding Attack (Ex) and does 1 bleed to ....say a Giant Snapping Turtle (stats used for a tortoise as suggested in the entry) with max HP = 154. and does...2 damage with a thrown dagger and 1 bleed (tortoise at 151) and simple keeps ahead of it on a mount while taunting it and staying out of reach (mount is faster than the tortoise's 20ft/rnd)...in 152 rounds the tortise will bleed into Dying, since it is unable to make the Heal check, then and only then getting a chance to stabilize (totally doable). at which point the Rogue can Coup De Grace it or simply keep stabbing it untill it dies....lvl 2 rogue kills a CR9 critter...

Am I running this right?