Aredil Sultur

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Howdy folks.

The Thrush has a +12 Fly Check. I don't know how it gets that. Here's what I see ...

+6 = Diminutive Size bonus
+2 = Dexterity 15 bonus
+1 = 1 Skill Rank minimum for having 1 HD

Does anyone know what I'm missing or doing wrong in calculating this? Thanks for any help!


The Ventriloquism spell has been knocking around D&D gameplay since 1979 (Supplement 1: Greyhawk). Throughout all the editions since then, I've really only seen it cast a few times over the years. Primarily because the spell level slot it uses (1st, in Pathfinder) tends to always have more optimal spells as a better choice.

Upon close observation of the spell's text, it doesn't offer very detailed game mechanics for how its distraction usage manifests in game play. Ideally, a caster would hope to distract/mislead opponents and gain some sort of action-economy benefit. But again, there's no help on how that actually plays out. I'll assume such a ploy gets adjudicated differently from GM to GM, table to table. And it's clearly a spell for players & GMs who love a good creative & deception-game challenge, as are many illusion spells are wont to do.

So my question to all of you is .... how does you & your group apply game mechanics to Ventriloquism's potential ability to "distract" opponents? Testimonials are definitely welcome.


When Enthrall (2nd level Psychic spell) is emulated via the Shadow Enchantment spell, the Casting Time is reduced from 1 Round to 1 Standard Action.

Although look at the first 2 sentences of Enthrall's description text.

"If you have the attention of a group of creatures, you can use this spell to hold them enthralled. To cast the spell, you must speak or sing without interruption for 1 full round."

It's rare to see a spell's text mention anything about its Casting Time (because the Casting Time entry of the spell above the description does that for it). So it makes me wonder if there's a conflict here when Enthrall is emulated by Shadow Enchantment. Since I don't think Shadow Enchantment can nullify any description text entries of the spells it emulates.

Any thoughts on what is the actual Casting Time of this spell combo?


I could use some advice from folks who are savvy about Grappling tactics vs. Escape Artist (the skill) experts.

I'm building a 12th level Wizard who will be entering a campaign that has a very wide array of enemy types (both humanoids & monsters). Especially foes that have notable grappling tactics and/or build components. It's a long story as to how I know this, but my GM was kind enough to let this insightful tidbit slip out before our character creation process.

For fun, and as an exotic experiment, I'd like to build my wizard with some serious chops in the Escape Artist skill.

What starting score in my Escape Artist skill would you all recommend I start my 12th level wizard?

I have a fairly decent idea how to buildcraft a decent Escape Artists score for him ... but I'm open to smart/creative ways to do so that won't cost me a lot in terms of build resources. I'm open to 3PP material as well as Paizo's stuff.

***

P.S. Yes, I'll also get some teleportation spells scribed to my spellbook in the event this Escape Artist gambit develops issues. :-)


The See Invisibility spell is a well-balance and popular spell. While it can also view ethereal creatures/objects due to the Ethereal plane being coterminous with the Material Plane, it cannot view creatures/objects on the other coterminous plane ... the Plane of Shadow.

I'd like to make a higher level version of See Invisibility that can view creatures/objects on both the Ethereral and Plane of Shadow. I'm thinking it would be as simple as boosting it up a level to Bard 4 & Sorc/Wiz 3. Perhaps calling it Greater See Invisibility

If I was to boost the spell up to Bard 4 & Sorc/Wiz 3, would it be unreasonable to also give the revised spell the benefit of allowing for no "random shunting" effects from a caster who is currently running this Greater See Invisibility spell who then casts Shadow Walk?

I'd like to piggyback that bonus effect onto the Greater See Invisibility spell. But boosting it +2 levels from the base See Invisibility spells seems to be too much.

Please advise if you think I need any precise rules additions/modifications to ensure the revised spell (with the Shadow Walk rider) will be stay balanced. Thank you!


A rules question for y'all regarding the interaction of these 2 feats:

Orator

Cunning Caster

The Orator feat clause, "You can use a Linguistics check in place of a Bluff check to tell a falsehood or conceal information" .... would this allow you to use a Linguistics check in place of a Bluff check for your Cunning Caster roll?

Since "concealing information" seems to be the intent of Cunning Caster's primary focus.


Let's say I have a wizard with the Cunning Caster feat (with a bunch of supporting boosters) and is currently residing inside of the operating area of a Silent Table spell.

http://www.d20pfsrd.com/magic/all-spells/s/silent-table/

If said wizard wanted to cast a spell with verbal components (and he doesn't have the Silent Spell feat), what would you rule that the Silent Table spell would benefit him in regards to his Bluff roll against a foe's Perception skill roll?

**********

Note: Sorry for the garbled/run-on sentence. :-)


We all know how amazing & necessary the Blessed Book is for mid-to-high level wizards. For those of you that want the benefits of the Blessed Book but don't want to deal with the 12,000 gp cost ... check out the Tome of Dissolution from the Book of Shadows. It's only 2,000 gp and has nearly all of the same characteristics of the Blessed Book. With a catch. You have to view it in darkness. Which for a mid-to-high level wizard ... is not a problem at all.

http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/tome- of-dissolution/


1 person marked this as a favorite.

Hey Everybody.

I was hoping one of you could help me get some clarity on the overarching entirety of Dreamscarred Press' psionic offerings for Pathfinder.

I actually have *all* of their psionic books and/or PDFs (with help from my tabletop group). What I'm trying to get a handle on is how all of these books are interrelated for use as core, expansion and auxiliary sourcebooks.

The reason I ask is that we recently converted from a 3.5~PF hybrid system to a full-blown PF system ... and we used to use a predominantly 3.5 psionics game mechanic for the rare foray into psionics. Now that my players (I'm the GM) are ramping up their interest in Dreamscarred Press' psionics systems, I want to boost my system mastery of their entire psionics product line for a better play experience for my players. But I need to understand how to properly utilize all their books (Psi Unleashed, Psi Expanded, Psi Embodied, Psi Augmented series etc.).

I also have around 8 psionics-friendly PDFs from various quality Pathfinder 3PPs that I have to integrate as well.

Thank you in advance for all your help!


This whole series of Shadowlands Press' spell compendiums look quite intriguing. Looks like they came out around 2013? Still, no discussion at all about them and no reviews.

I'm assuming that the arguably high cost of the PDF is the big issue here. Compared to similar "100 new spell compendiums" from, say, publishers like Rite Publishing.

Regardless, I would love to review these PDFs as spell compendiums are my favorite gaming sourcebooks.


I'll be building a 9th level human wizard soon .... that has the Emergency Attunement feat. I'd like to get some strong suggestions of ideal 5th level and lower Wiz/Sorc spells (Abjuration & Transmutation schools) that will help me optimize this feat. All Paizo and reputable 3PP Pathfinder spells are open for consideration. I really like this feat's versatility and would like to have a wizard's spellbook that collects as many spells that have fun/optimal synergy with the feat.

Link = Emergency Attunement

Thanks for your help!

---------------------

P.S. Please no discussion/debate regarding the shenanigans involving the Emergency Attunement feat combo with the Paragon Surge spell. There are other good Paizo threads that go into detail about that combo.


Hi Website Folks,

I posted a 3PP product review last night ... and I accidentally posted the wrong publisher name when reviewing the product. It was a positive review - 4 out of 5 stars. My mistake is unfair to the publisher who's review I posted.

http://paizo.com/products/btpy9io4/reviews?Into-the-Breach-The-Forgotten-Cl asses#tabs

3 out of 4 times I mentioned the publisher, I mistakenly mentioned *another*, similar-sounding publisher. Ugh. The true publisher is Flying Pincushion Games. The 3 mistakes I made referenced Flaming Crab Games.

I really enjoyed the product and I have tremendous respect for both 3PP publishers ... so please help me rectify my horrible review error.

Thank you!

- Craig


There's a ton of Paizo threads discussing the Fly skill ... but none talking about the most efficient/helpful scores to have at any given levels.

Granted, the Fly skill is somewhat of a luxury skill. As there are many builds that have flying capability but either could care less about having any ranks due to simplistic flying needs ... or the given build is more focused on a series of more necessity-based skills.

The reason I used "Power-User" in the title of this thread is that characters who tend to have significant Fly skill bonuses tend to be those who have system mastery of the Flying Maneuvers, Flying Common Uses and Flying Skill Modifiers tables/sections ... and like to push the limits of flying optimization.

I've played characters who fit all the descriptions above. But I've never truly found the "sweet spot" of Flying skill bonuses at levels where Flying optimization really peaks. That being around 8th to 12th level.

So I'm coming to you all to see what kind of Fly skill scores do you all recommend for a serious, optimized flyer at those levels (8th to 12th). Let's assume we have a Wizard character who has the luxury to allocate as many skill points as he wishes ... and has frequentaccess to spells such as Fly, Overland Flight, etc. and/or magic items that grants flight capability.


Hi Folks,

I'm in the process of creating a 12th level Illusionist who wants to make his spells incredibly hard to ID for opponents who use Spellcraft's "Identify a spell as it is being cast" option. As a result, I'd like to compare and contrast all the known character-build methods of boosting my Illusionist's obfuscation attempts for such an opposing roll. For example ... what feats, traits, spells, magic gear, etc. are there that could make this Spellcraft check a real pain in the butt for my enemies. Since my Illusionist will be facing a lot of other spellcasters in this campaign, I need to protect my illusions from being disbelieved as much as possible.

Thank you!

P.S. Besides all Paizo material, I also welcome all 3.5 and Pathfinder 3PP sources as well.


2 people marked this as a favorite.

This thread is intended to showcase & spotlight the vast, myriad array of magic spells that have been published in all of Paizo's non-core books and "smaller softcover" books (Player Companions, Campaign Settings, etc).

When people choose-&-use magic spells for their spellcaster characters, the majority of spells chosen are usually core spells found in the CRB. After all, not only do players have more familiarity with them ... the core spells are also pretty darn good at accomplishing a vast majority of the PC's adventuring objectives.

What I liked to do is to give y'all the forum to analyze, evangelize or criticize a key magic spell (or a few) from the lower profile Paizo books. Yes, your first inclination may to go talk about spells from the hardcovers that supplement the Core books (like UM, UC, ACG, ARG, etc). And that's fine. But I'd like for you to prioritize the showcasing of spells from the softcover books (Campaign Setting, Player Companion, etc).

You know ... the rare and exotic spells. :-) One's we haven't heard of much but deserve the spotlight in some fashion.

I'll bring up a few of mine a little later. But thanks for your time & attention!


In the rules for Demoralizing via the Intimidate skill, we have this important line in the RAW:

"You can only threaten an opponent in this way if they are within 30 feet and can clearly see and hear you."

***

Is there a trait, feat, spell, gear item or class feature that I can acquire that will allow my Wizard to Demoralize when *NOT* clearly seen? Such as when he's invisible or there's a Fog/Darkness/Cloud spell enveloping him or his intended victim? I'm fine with the "being heard" qualifier, naturally. I just want him to be able to do this without visual contact.

Thank you!


4 people marked this as FAQ candidate.

Regarding the Control Water spell ... I'm trying to get a better understanding of the first application - 'Lower Water'. It's in regard to this quote here:

"When cast on water elementals and other water-based creatures, this spell acts as a slow spell (Will negates)."

Which implies specific targeting and doesn't seem to mesh with the area component of the spell. Unless, the text relates to water elementals or water-based creatures that are *WITHIN* the spells area of effect.

So how exactly do you effect creatures of this type with the Slow-effect?


Looking through the various handbooks, guides and threads regarding stealth .... there's a tremendous amount of advice on the best races, feats, traits, spells and class abilities to boost Stealth. But there's hardly any mention of the best magic items for doing so.

Any recommendations on good, value-based magic items that a Stealth-user should have?

I ask because I'm making a Stealth Wizard of 11th level and am looking for magic item accouterments for her. I'm good with feats, traits and spells - so I don't suggestions for those.

Thank you!


Hey Everyone.

If my wizard is casting a Dispel Magic spell with the Focused Spell metamagic feat (+1) and he also has the Destructive Dispel feat ... does the Destructive Dispel triggered component of the spell (the FORT Save to avoid stunning) benefit from the +2 DC bonus of Focused Spell??

I hope I explained that clearly enough. I'm looking for a strict RAW interpretation.

Thank you so much for your time and attention!


I was wondering if any of you have any suggestions on legal-&-RAW methods of a wizard being able to change the Spell-Like Abilities and/or Feats of his Improved Familiar. I'm specifically looking at doing this to an Imp.

Feats used to be swappable for a Familiar by doing the Dark Chaos Shuffle back in 3.5. But the 2 spells needed for the combo did not transfer over to PF. Yes, I could hand-wave that by backporting them in ... but I'm looking for Paizo RAW solutions.

Excessive gold expenditure isn't an issue ... I'm looking for *RAW* means of doing this swapping/changing.

****

P.S. Please note! I'd be willing to entertain 3PP solutions to this process as well! Just please list the full source name of the product and as much other detail as you can. Thanks!


I'm specifically looking for magic items for a Wizard to boost Caster Level (CL). Not his entire CL ... but for boosting CL for certain schools of spells (Illusion, Divination, etc.) or even a specific spell or a narrow range of spells.

In essence ... cheap, cheap, cheap magic items that accomplish this task for 5,000 gp or cheaper. And yes, the gold standard for CL-boosting magic item of this nature is the 30,000 gp Orange Ioun Stone (which is obviously out of the price range of what I'm asking for).

Heck, even if it's a magic item that boosts the CL of just one low-level spell, I'd love to hear about it. I'll be building a mid-level "Theme" Wizard around such cheap magic items and the more that can be found, the better!

Thank you!

****

P.S. 3PP PF magic items are welcome as well. Just please post the source and page # if at all possible.


1. Tremorsense
2. Blindsight
3. Blindsense
4. Scent

Can the "occupant" of a Resilient Sphere spell effectively use each-or-any of these 4 special senses without any impeded performance?

Note: Assume the Tremorsense occupants was standing on the ground when the Resilient Sphere encapsulated him.


Let's take the Elemental Body I spell (4th level) and say, we attach the Dazing Spell metamagic feat to it (now a 7th level spell).

Because the Elemental Body I spell grants us [via options] forms that can do special types of attacks that damage (Whirlwind, Vortex, Burn ... or even just the Slam attacks of the Elemental form), would that allow the Dazing Spell rider to trigger if those attacks connected with an opponent and did damage?

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Similarly, could you also add the +1 Damage Trait bonus from the Havoc of the Society trait to the attacks (if they do damage) listed above?


My 12th level wizard would like to have a shtick where he can cast a spell that grants a gaze attack while safely ensconced within a Resilient Sphere spell.

Note: Resilient Sphere has text that it functions as a Wall of Force. And Wall of Force has this text assigned to it: "... Gaze attacks can operate through a wall of force ..."

All that said, my wizard is having trouble finding any 6th level or lower wizard spells that grant a true "gaze attack" effect upon his person.

Anybody have any suggestions for gaze attack spells like this? 3PP Pathfinder spells are welcome, too (just please state the sourcebook). Thank you!


The Face of the Devourer spell from the Inner Sea Gods book is interesting in that it looks like in can both buff a melee-based teammate or debuff an enemy spellcaster.

http://www.d20pfsrd.com/magic/all-spells/f/face-of-the-devourer

This line in the text is interesting: "This transformation does not interfere with the target's senses or its ability to breathe, though it might prevent it from speaking."

Obviously this statement is due to the target's tongue and teeth becoming transformed. But what's confusing, is that the statement doesn't properly convey game mechanics.

For example, can a wizard can spells with a verbal component? Can a bard sing her songs?

Any ideas on game mechanics issues here? Thanks!


In your opinion, which of the Pathfinder spells are the most effective (bang-for-the-buck, level-wise) when used for 2 specific purposes:

1. To disperse, debuff or kill Swarms.

2. To disperse, carve-holes-in or eliminate dangerous cloud/fog/smoke spells.

****

If there's additional utility uses to be gained from a particular Wind-based spell, I'd loved to hear that as well.

Comparative analysis (to other similar Wind spells) are welcome too.


Hey Folks, please feel free to tell me if I need to adjust this spell's spell level, Enhancement Bonus to CL ratio, grammar/syntax or anything else that looks imbalanced.

This custom spell is intended to act as a sort of Heighten Spell metamagic feat proxy for a certain subset of spells that we all love. And the specific subset of spells that we all love are the Combat Maneuver-based (CMB & CMD) spells that populate the lower and middle levels of Pathfinder. Examples: Hydraulic Torrent, Mad Monkeys, Strangling Hair, Black Tentacles, Telekinesis, etc. Unfortunately, these spell types become significantly reduced in efficacy as you move on in levels past the time you first receive them. Mage's Amplifying Gestures is intended to help boost those CMB/CMD-based spells and let them scale more effectively throughout the entirety of your 20 level spellcasting career.

In essence, Mage's Amplifying Gestures is a *preparatory* swift-action spell cast right before you cast, say, Black Tentacles or Telekinesis.

***********************

Mage's Amplifying Gestures

School: Universal
Level: Sorcerer/Wizard 2

CASTING

Casting Time: 1 swift action
Components: V, S

EFFECT

Range: Personal
Personal: You
Duration: 1 Round

DESCRIPTION

With a strained grunt and a tense, precise shaping of the fingers, you channel amplified maneuvering focus into an upcoming linked spell meant to tear your foes' limbs asunder ...

When you next cast a spell that has an embedded Combat Maneuvered Bonus (CMB) and/or a Combat Maneuver Defense (CMD) component before the end of the next round, you may add a +1 Enhancement Bonus to the CMB and/or CMD component for every 2 Caster Levels used to cast said follow-up spell.

This additional Enhancement Bonus may only be applied to the CMB and/or CMD component of the follow-up spell and does not increase any other effects of the follow-up spell.

Mage's Amplifying Gestures only affects the first follow-up spell that is fully cast within the duration.


I was a big fan of the 3.5 spell, Ebon Eyes (located in the Spell Compendium). Which allowed the creature touched to see in natural and magical darkness.

Once Pathfinder created its own ruleset based off of 3.5, Lighting/Darkness conditions changed significantly. And I don't think the Ebon Eyes spell can be ported over to PF without a sizable rules overhaul.

That all said, is there an Ebon Eyes spell equivalent in the PF rules? If now, how would you tweak the spell to be more rules-friendly to PF's unique lighting/darkness conditions?

Thanks!


I just wanted to confirm something with all you rules experts.

I have an exposed item that has a Shadow Evocation'ed Continual Flame cast on it. The lighting conditions in the local area are that of darkness. Except for the 20' radius of normal light around the SE'ed CF item ... and and additional 20' radius beyond that is now dim light.

So let's say at 30' away from the item, there's 2 creatures standing still:

1. Iron Golem ... (Immune to Magic)
2. Roper ........ (SR: 27)

Since the Continual Flame was cast on the item via Shadow Evocation, it has a SR: YES component to it. Meaning that the Continual Flame from the item does not reveal the Iron Golem at all (due to the item wielder being effectively blinded in the darkness). And the Roper will also not be revealed if it makes its Spell Resistance check.

Is this all correct?


I really like a lot of the spells that use CMB~CMD as a game mechanic in lieu of saving throws. Especially a lot of the early-to-mid level spells like Black Tentacles, Ice Spears, Mad Monkey, Hydraulic Push, etc.

Unfortunately (as you all know), those spell types tend to become useless or diminished to niche use as anti-mook spells at higher level play.

So I was looking at the Heighten Spell metamagic feat. This feat is terrific for breathing renewed life into low-level spells and giving them an opportunity to compete at higher levels. Yes, while it's kind of a joke that a Heightened Color Spray would see action at 15th level. It still *can* be a SoD threat if a spellcaster had the resource means and the proper tactical employment.

Which lead me to think .... why is there not a Heighten Spell feat-equivalent for CMB~CMD spells? One that is not overpowered - but that has balanced resource cost and effect. A feat (or perhaps a magic item or an boosting/buff/accessory spell) that gives a respectable boost to these spell types and makes them viable against level-appropriate threats.

************************

So that's why I'm coming to you. I'd like to create something like this. But I'm not sure how and where to start. I'd also like to model it based on existing game mechanic structures and balances.

Any ideas? Thanks!


I'm in the process of creating a 12th level Wizard who specializes in damaging, penalizing and draining ability stats (DEX, WIS, CHA etc.).

While I have decent familiarity with the spells that do this in 3.5 play, I do not know of Pathfinder's strengths in this type of spellcaster theme. To note, I did do a fair amount of homework on learning the various rule tweaks that stat damage/penalizination/drain went through in the 3.5-to-PF conversion process for spells. For example, I see how Ray of Enfeeblement took a minor hit. I also see that the (+1 MM) Reach Spell feat makes for a good combo on spells of this theme that are Touch-Attack based. Which is much better than the 3.5 equivalent.

So if any of you have suggestions for spells, feats, combos or gear I should look at for this 12th level Wizard, please do holler back! Thank you.


Hey Folks,

I'm looking for 2 things regarding magic items for an upcoming wizard build of mine.

1. What's the name of the magic item that allows a wizard to transfer a concentration-durationed illusion spell to the item (so it can free up the wizard's actions)? I believe it works for about 10 rounds of transfer time per day.

2. Are there any other magic items of this sort that can perform a similar transfer trick for concentration-durationed spells of any type?

.....

In 3.5 play, we had some non-magic item options for things like. Examples: Swift concentration skill trick, Extraordinary Concentration feat, the Sonorous Hum spell, etc.

Now that my group is converting to Pathfinder, we're now trying to find all the neat & effective game mechanics that can provide a similar function.

Thanks for your help!


Back in 3.5 days, the Dreadful Wrath feat (a Forgotten Realms-specific feat) was quite useful to my Wizard who also happened to have a high Charisma accompanying his maxed-out Intelligence. I was able to build a very cool fear-slinging Charisma Wizard who could stack Fear status effects (from multiple sources) quite effectively from Shaken all the way up to Panicked.

I'm now in the process of recreating this Wizard for 12th level play in Pathfinder and I can't use any 3.5-specific material. In light of that, I'm hoping all of you could help me find some Wizard resources (feats, traits, spells, ACF's, etc.) that could help me maximize his Intimidation skill prowess as well as finding ways to stack "Shaken" effects from multiple sources. None of my party mates are Fear-themed, so all these Fear effects need to come from my Wizard.

Like a typical optimized Wizard, he has a maximixed INT with all the level-ups and gear you'd expect in a 12th level Wizard. But his Charisma is also an 18 and he probably doesn't have room for a Charisma-boost magic item (so Eagle's Splendor will have to do). The high Charisma will also help him with Charm spells and opposed Charisma checks in Planar Binding spells. But in all honesty, I want his Intimidate skill to be stratospheric and for him to have some traits, feats and spells that make him one terrifying mage to deal with.

So I'm open to all suggestions from y'all. And thanks for your time and attention!