avr wrote: For one thing you're missing the +1 per die which the orc bloodline gives you and the additional +1 per die which blood havoc gives you. Though I'm not sure you qualify for blood havoc, generally it's only the unmodified bloodlines which other classes can access. Ah, per die! Derp, read it as a flat bonus for some reason. What do you mean by unmodified bloodlines? Isn't gaining the bloodline from the archetype the same thing as having it as a sorc? So 3x 5d6+20
I'm only seeing caster level 18...someone upthread was saying I could get it up to 20. 13 from class+1 orange prism+1 bloodmage initiate+2 spell spec+1 varisian tattoo = 18. Where are the other two caster levels coming from?
Okay, here is my final build I think: Master Blaster
Fort +8, Ref +8, Will +10
Weaknesses light blindness (negated by Lenses of Darkness)
Special Attacks arcane reservoir (16/16), arcanist exploits (greater metamagic knowledge, metamagic knowledge, potent magic (spend 1 point, caster level +2), metamixing, consume spells Bloodline:Orc Spell-Like Abilities (CL 13th; concentration +16)
Spellbook:
0 - All 1st (5/day) - alarm, ant haul, blood money, endure elements, grease, infernal healing, interrogation, mage armor, magic missile, mindlink, mount, prot. Evil, snowball, vanish, windy escape 2nd (5/day) - defending bone,false life, glitterdust, mirror image, web 3rd (4/day) - arcane sight, battering blast, heroism, beast shape I, slow 4th (4/day) - confusion, dimension door, stoneskin 5th (3/day) - animal growth, life bubble, overland flight, teleport 6th (2/day) - contingency, greater heroism, true seeing, summon monster VI Typical Arcanist Spells Prepared (CL 14th; concentration +22)
(-2 final spell level for metamagic battering blast. +4 caster level for battering blast, +2 for other evocations. )
Traits: Magical Lineage (Battering Blast), Metamagic Master (Battering Blast) Feats Bloodmage Initiate (Evocation), Dazing Spell, Empower Spell, Greater Spell Penetration, Intensify Spell* (GMK), Spell Focus (evocation), Spell Penetration, Spell Specialization (Battering Blast), Varisian Tattoo (Evocation) Skills Acrobatics +17, Fly +15, Knowledge (arcana) +25, Knowledge (dungeoneering) +13, Knowledge (local) +25, Knowledge (nature) +13, Knowledge (planes) +25, Knowledge (religion) +13, Linguistics +25, Perception +15, Perform (sing) +10, Sleight of Hand +7, Spellcraft +25, Use Magic Device +19 Languages Abyssal, Aklo, Celestial, Common, Elven, Giant, Orc, Thassilonian, 16 more SQ arcane focus, versatile evocation Combat Gear extend metamagic rod, lesser extend metamagic rod, scroll of arcane sight, dispel magic (CL 15th), greater infernal healing, teleport (CL 15th), true seeing; Other Gear cloak of resistance +3, headband of vast intelligence +6, lenses of darkness[ARG], orange prism ioun stone, ring of sustenance, arcanist starting spellbook, 74 gp --------------------
Blood Havoc Whenever you cast an arcanist spell that deals damage, add 1 point of damage per die rolled. This benefit applies only to damaging spells that belong to schools you have selected with Spell Focus or that are bloodline spells for your bloodline. Fearless (Ex): At 3rd level, you gain a +4 bonus on saving throws made against fear and a +1 natural armor bonus. At 9th level, you lose your light sensitivity, gain immunity to fear, and your natural armor bonus increases to +2. Blood Intensity Whenever you cast an arcanist spell that deals damage, you can increase its maximum number of damage dice by an amount equal to your Strength or Charisma modifier, whichever is higher. This otherwise functions as —and does not stack with—the Intensified Spell feat. You can use this ability once per day at 3rd level and one additional time per day for every 4 caster levels you have beyond 3rd, up to five times per day at 19th level. Arcane Focus (Ex) +2 to concentration checks to cast arcane spells defensively. Arcane Reservoir +2 DC or CL (16/day) (Su) Pool of points fuel exploits, or can expend to add +2 CL or DC while cast spell. Consume Spells (3/day) (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir. Greater Metamagic Knowledge When preparing spells, can exchange bonus MM feat for another that qualify for. Greater Spell Focus (Evocation) +1 to the Save DC of spells from one school. Light Blindness (Ex) Bright light blinds for 1 rd, then dazzled as long as remain in it. Metamixing (Su) The arcanist can expend 1 point from her arcane reservoir to add a metamagic feat that she knows to a spell as she casts it without affecting the casting time (though using a higher-level spell slot as normal). She can use this ability to add a metamagic feat to a spell that she prepared using a metamagic feat, although she cannot add the same metamagic feat to a given spell more than once. ======================================================================== I plan on using the rods to do extended mage armor, defending bone, false life, overland flight and life bubble each day. So...I don't really understand intensify and empower exactly. A normal battering blast for me should be doing... 3x 5d6+2 right?
Clearly this is not as much as people were posting upthread. What am I missing?
While the Tarrasque talk is interesting, that's not the goal of this thread. The goal is to make a blaster who is going to kick butt for the rest of book 5 and book 6 of RotRL. Here is mark II of the build:
Fort +9, Ref +9, Will +11
Weaknesses light blindness (negated by Lenses of Darkness)
Special Attacks arcane reservoir (16/16), arcanist exploits (greater metamagic knowledge, metamagic knowledge, potent magic, metamixing, consume spells Bloodline:Orc Spell-Like Abilities (CL 13th; concentration +16)
Blood Arcanist Spells Prepared (CL 13th; concentration +22)
Traits: Magical Lineage (Battering Blast), Metamagic Master (Battering Blast) Feats Bloodmage Initiate (Evocation), Dazing Spell, Empower Spell, Greater Spell Focus (evocation), Quicken Spell* (GMK), Spell Focus (evocation), Spell Penetration, Spell Specialization (Battering Blast), Varisian Tattoo (Evocation) Skills Acrobatics +17, Fly +15, Knowledge (arcana) +25, Knowledge (dungeoneering) +13, Knowledge (local) +25, Knowledge (nature) +13, Knowledge (planes) +25, Knowledge (religion) +13, Linguistics +25, Perception +15, Perform (sing) +10, Sleight of Hand +7, Spellcraft +25, Use Magic Device +19 Languages Abyssal, Aklo, Celestial, Common, Elven, Giant, Orc, Thassilonian, 16 more SQ arcane focus, versatile evocation Combat Gear lesser extend metamagic rod, lesser maximize metamagic rod; Other Gear cloak of resistance +4, headband of vast intelligence +6, lenses of darkness, lesser dazing metamagic rod, ring of sustenance, 12,239 gp --------------------
Blood Havoc Whenever you cast an arcanist spell that deals damage, add 1 point of damage per die rolled. This benefit applies only to damaging spells that belong to schools you have selected with Spell Focus or that are bloodline spells for your bloodline. Fearless (Ex): At 3rd level, you gain a +4 bonus on saving throws made against fear and a +1 natural armor bonus. At 9th level, you lose your light sensitivity, gain immunity to fear, and your natural armor bonus increases to +2. Blood Intensity Whenever you cast an arcanist spell that deals damage, you can increase its maximum number of damage dice by an amount equal to your Strength or Charisma modifier, whichever is higher. This otherwise functions as —and does not stack with—the Intensified Spell feat. You can use this ability once per day at 3rd level and one additional time per day for every 4 caster levels you have beyond 3rd, up to five times per day at 19th level. Arcane Focus (Ex) +2 to concentration checks to cast arcane spells defensively. Arcane Reservoir +2 DC or CL (16/day) (Su) Pool of points fuel exploits, or can expend to add +2 CL or DC while cast spell. Consume Spells (3/day) (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir. Greater Metamagic Knowledge When preparing spells, can exchange bonus MM
Greater Spell Focus (Evocation) +1 to the Save DC of spells from one school. Light Blindness (Ex) Bright light blinds for 1 rd, then dazzled as long as remain in it. Metamixing (Su) The arcanist can expend 1 point from her arcane reservoir to add a metamagic feat that she knows to a spell as she casts it without affecting the casting time (though using a higher-level spell slot as normal). She can use this ability to add a metamagic feat to a spell that she prepared using a metamagic feat, although she cannot add the same metamagic feat to a given spell more than once. ======================= Still working on the spellbook, and still need to spend some gold, but I've added the bloodline and a couple of mutations. The DM broke down and said anything Paizo on d20pfsrd was fine to use, so does that open up any drastically better options for me? So, in play, is it better to memorize spells with the metamagic already applied, or to do it on the fly and have full round casting times? I guess with Metamixing and a large reservoir it's a bit of a moot point, huh. Is Metamixing going to be the best use of my arcane reservoir? I've never played an arcanist before.
Darksol the Painbringer wrote:
I took the quicken as my flexible feat with greater metamagic knowledge exploit, so I can change it out if needed. Otherwise, good advice, thanks! What exploit would you take instead of the Admixture school?
Alright everyone, here is my first draft build, minus his spellbook: Master Blaster
Traits: Feats Dazing Spell, Empower Spell, Greater Spell Focus (evocation), Greater Spell Penetration, Quicken Spell* (GMK), Spell Focus (evocation), Spell Penetration, Spell Specialization (Battering Blast), Varisian Tattoo (Evocation) Skills Acrobatics +17, Fly +15, Knowledge (arcana) +25, Knowledge (dungeoneering) +13, Knowledge (local) +25, Knowledge (nature) +13, Knowledge (planes) +25, Knowledge (religion) +13, Linguistics +25, Perception +15, Perform (sing) +10, Sleight of Hand +7, Spellcraft +25, Use Magic Device +19 Languages Abyssal, Aklo, Celestial, Common, Elven, Giant, Orc, Thassilonian, 16 more SQ arcane focus, versatile evocation Combat Gear lesser bouncing metamagic rod, lesser maximize metamagic rod; Other Gear cloak of resistance +4, headband of vast intelligence +6, lenses of darkness[ARG], lesser dazing metamagic rod, ring of sustenance, 12,239 gp --------------------
Arcane Focus (Ex) +2 to concentration checks to cast arcane spells defensively. Arcane Reservoir +2 DC or CL (16/day) (Su) Pool of points fuel exploits, or can expend to add +2 CL or DC while cast spell. Consume Spells (3/day) (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir. Greater Metamagic Knowledge When preparing spells, can exchange bonus MM
Greater Spell Focus (Evocation) +1 to the Save DC of spells from one school. Light Blindness (Ex) Bright light blinds for 1 rd, then dazzled as long as remain in it. School Understanding (3 rounds) Use 1 reservoir as a swift action to treat school ability at full level & gain other ability for 3 rds. Versatile Evocation (6/day) (Su) Change the damage type and descriptor of a spell from acid, electricity, fire, or water to any other of those types. ============================ I would appreciate any tips on gear (just over 12k remaining to spend), or spell selection. I plan on specializing in battering blast for spell perfection. Other than me, our party has an oracle and a druid who do decent crowd control already, and then a multiclassed melee specialist character. Thanks!
Well, I plan to run the Penumbra spell all the time. It will still be a weakness, but no overly so. Also, to exploit it the enemies will have to know who I am and my weakness.
Thanks everyone. So it seems the key is to specialize in one blasting spell, and the take all the feats and traits that can make that spell better along with orc bloodline. I’m not wedded to sorcerer I just don’t like to play prepared casters. I will look this over again later and post a sample build. The race the GM gave me has three arms...any way to take advantage of that for magical gain?
Hello, I'm in a game where we just started book 5 of Rise of the Runelords. We're 13th level. My PC died, and I've been given an opportunity for a character crunch rebuild along with a reincarnation. I don't normally play arcane casters, but our party needs one. Can anyone tell me how to build the most effective blaster sorcerer using currently available rules? Anything in the Paizo PRD is acceptable content. We're 20 point buy, and I'll be using a custom race. I don't need help with ability scores and race so much as traits, archetypes, bloodline(s), feats, spell selections, and equipment. I want to be able to put out damage in any element and also cover the basic arcane stuff (haste, teleport, etc.) Thanks in advance for any help offered! Please ask if I need to offer more information or wasn't clear on something.
Hello, Paris/Tim, I was really jazzed to be part of Wayfinder #15, and want to continue participating in #16. I am an artist as well as a writer. Right now I'm finishing up a Bestiary submission which is coming in at ~550 words for the complete entry. I'm also drawing a picture of the monster which I would like to submit with the Bestiary entry. The drawing I'm working on is 1500x1500pixels. Does 550 words and an image a 750 word Bestiary article make? Is there some different process for submitting art (file size, format, etc)? Thanks in advance.
Hello Paizo board people. I am interested in recruiting a single additional player to join this ongoing homebrew PBP campaign. At this point the players have worked their way up from novice Pathfinder Society Agents into the most famous team of Pathfinders in Absalom. Their fame is great, and only getting bigger. These Agents are special you see. Known occasionally as the Freaks, they are all mutated with strange and wonderful powers. They are the Absalom equivalent of super heroes. Recently a member of their team has had to return to Goka due to a family emergency, and the Society is looking for a well seasoned adventurer to inject the mutation serum and join their crack team of agents. The Game: This game is a long term campaign taking place (almost) entirely in Absalom and its surrounding environs. The PCs are Pathfinder Society agents who handle all the work the Society has in the city of Absalom and its surroundings. The PCs are level 7 now, and the campaign will run for another 6 or so scenarios, bringing the PCs eventually up to level 11 when we will end the game. Feel free to read the original post of this thread, and the gameplay thread to know exactly what you’re getting into. You: The top two things I’ll be looking at in potential players are their posting frequency and the quality of their writing. We have a very good and stable group dynamic going, and I will only add another player if I am convinced they will be reliable and excellent. Character Crunch:
Firearms are emerging. Your character gains the Armor Bonus, Str/Dex bonus of an eidolon of their hit dice. You also get 8 evolution points to spend on evolutions for your character. They must follow the same limit on number of natural attacks as eidolons (including any attacks from their race in the total). They gain no free evolutions, but qualify for the extra evolution feat. They do not gain any other features of an eidolon. Please create an alias for your character formatted like a standard monster stat block. I don’t like too many spoilers, and I want everything in the standard spot so I can find it quickly. See the other characters in this game for acceptable examples. Character Fluff: You should write a backstory telling me about your character’s family, where your character is from, and why they are a famous Pathfinder. Backstory is a big part of what makes me like a character. Please use Golarion lore and locations to your advantage, there’s plenty of info on PathfinderWiki if you’re not familiar. The less specific your character is, the less interesting they will be to me. I’d also like a description of your character’s personality and their physical appearance. Game Stuff:I will use maps for combat, but I have some house rules to speed combat up. I run initiative in blocks, actions occur in posting order, you may resolve your own actions (ie. rolling saves or AOOs for monsters when needed. Sometimes I put monster stats in my profile). If you disappear without warning, I reserve the right to kill off your character and/or recruit a replacement for you. I don’t like to do this, but keeping a game moving is important to its longevity. The current party are an arcanist, a witch, an inquisitor and an alchemist. I will be looking for a character strong in melee combat to join the team. If I forgot something, or you have any questions, please ask! I will be monitoring the thread closely, and will respond as soon as I'm able. Thanks!
Hello, I don't really know 5e rules, but I'd be interested in learning them. How possible would it be for me to participate? I am an experienced gamer (3.x, PFRPG, a bit of 4e, etc) and PBPer (nearly 25k posts since 2012). I'll roll stats in the meanwhile. 4d6 ⇒ (3, 4, 6, 2) = 15=13
Assuming I understand your meaning of reroll 1s correctly, that's:
I want to play a dwarven (shield dwarf if possible) rogue. Do light weapons use dex to hit and damage in 5e? If so before racial mods... Str 15
A little intro RP: DM Asmodeus wrote:
Three bloody weeks. It's been three weeks since Grommuk Geargrip won a little too much at dice in Baldur's Gate and had to get out of town quick after being accused of cheating. He took s%%# pay for work as a guard on the first caravan to Waterdeep he could find. Since his arrival in the City of Splendours he'd squandered all the proceeds of his gambling and guard work both. Grommuk had a love for fine food, fine women and fine spirits, a love for life really. Grommuk's love was not cheap. Luckily he was a skilled burglar, spy, and knew his way around a blade. There was always work for a dwarf like him...or so he had thought. Grommuk sighs as he surveys the fronts of the three buildings. He squeezes down on the hard, round lump in his palm. The dwarf bites his lip as he ponders where to spend his last gold piece. He flips the coin casually along the backs of his fingers as he considers his options. Salinka's again? Brida sure is a good hump... he thinks. But won't be a lick o' work down between them thighs. Might as well throw this lovely inter the storm drain. Nae, it's time to be responsible. A pint and some good old fashioned rumormongering it tis. Grommuk slips the coin into his belt pouch and quickly runs his hands over all his gear, silently checking that each piece is in place. His left hand rests on the pommel of his trusty blade, Gutripper. He gives his prematurely white beard a quick stroke, and standing up straight he walks into the Yawning Portal. As the noise and bustle of the inn's common room washes over him, he keeps his eyes open for any familiar faces or anyone with the look - the look of someone in trouble. The look of someone who is willing to pay to have that trouble resolved. Grommuk shoulders through the crowd of taller humanoids, and hops up onto a bar stool next to a drunk looking human man. "A pint!" he cries to the bartender.
So now that I'm out of the running I figure I should go back and address some people's comments on the Phase Mongrel. First of all I want to say that after doing this I realized I've never made a monster from scratch before. I've never needed to with the massive amount of monsters, templates and NPCs out there for d20/PFRPG. So this was my first ever monster creation effort. I have been kicking myself repeatedly since the submission, due to a lot of last-minute, panic induced changes I made. Straight up Mistakes
Not Mistakes, but Things I Regret Changing
Things I Consider Poor Criticism
The Verdict I messed up. I allowed panic to set in and made a bunch of changes which took my monster from pretty good, down to meh. I really wish I could go back and submit a previous draft of the Phase Mongrel, but that's impossible now. Thank you everyone for the feedback, I have learned a lot. I would advise any future contestants to go with your gut, and not let yourself panic. If you made it this far you are probably better than you think. Keeping cool is one of the keys to winning SS. Here is the version I should have submitted, for posterity:
Adam Daigle wrote:
Huh...that's interesting data. Not exactly what I would have guessed, but also not really surprising. On a separate note, for me I think the submit button was linked to a you will never sleep properly again spell cast by whatever killed Aroden.
captain yesterday wrote: So I gotta ask, why this type of place? I feel Geb is an interesting, under-explored corner of Golarion. I would also like to point out, I did not invent this concept. It pre-existed in Golarion, I just mapped it. I personally like the evil in my adventures to be really evil. It doesn't get much worse than undead farming people. What could be a better excuse to get in there, kill the bad guys, take their stuff, and free the chattel? Or more terrible than being stuck in there and having to get out somehow? I apologize if I triggered anyone. This had nothing to do with concentration camps, it's modeled off an actual cattle feedlot combined with a living altar to Zon-Kuthon.
Rich Malena wrote: Just make sure you don't post it until well after the voting period is over for the monster round! Otherwise it falls into that all-important rule #5 about adding information about your submission and all the rest... Thanks for the concern, but I'm so paranoid about getting disqualified on some technicality that I'm being very careful about stuff like that.
Neil Spicer wrote:
'Tis a shame. Though I understand the reasoning. The competition is not an art contest, and giving people who can write and draw an advantage would hardly be fair for the others. A picture is worth a thousand words after all, and when you're measuring a word count that matters. I will probably eventually post an image of the critter, if I get into the next round, and if my critter even works within the rules once they are posted. I'm certainly not going to dedicate any more time to drawing before the Round 3 submission deadline comes though. That's time that could be spent obsessing over word choice and double checking statistical values :P
I suppose I could research this myself, but since I have a bunch of RPG SS nerds captive here I might as well ask. I am wondering if the monster rounds have traditionally allowed for a picture along with the stat block? I am drawing my potential monster, in part to help me visualize it, and also because I want to show it off. Will I be able to use my drawing?
Monica Marlowe wrote:
Good idea, Monica. Thanks for the suggestion :)
I just want to publicly say, I hear and understand the magic weapon/wondrous item conflation criticism loud and clear. I maintain that the way I have it set up wouldn't really cause rules interaction problems with the game as far as I can see (in play that is). That being said, I also accept the criticism as legit. It doesn't make sense within the normal taxonomy of magical gear...like a liger or a tigon, it's cool but nature won't allow it to reproduce. In hindsight, yes, I should have made it a "+1 whip" that does all the other stuff I wanted it to do. I just would have had no idea how to price that. When you're making up a unique weapon that doesn't rely on preexisting magic weapon special abilities how does one price it out? I probably would have ended up pricing it as a wondrous item+the price of a +1 whip, since that seems to make the most sense. However, I feel like that would have made it too expensive for what you get out of the weapon. What do the pros do?
Kiel Howell wrote: Yeah, I recall someone starting an Exit Poll thread for various rounds of voting (R2 comes to mind the most) to get people's votes and then they start tallying. Granted it is a subset, and the numbers in those threads didn't always match up to those who went on...but it was very stress inducing for competitors while they waited to see the official results. This sounds like it will be...fun. (X_X)
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