@Claxon
I've taken Travel and Defense domains for better spells and stuff :) @Rhaleroad
The Links: http://www.d20pfsrd.com/feats/general-feats/eldritch-heritage http://www.d20pfsrd.com/feats/general-feats/exotic-heritage http://www.d20pfsrd.com/traits/magic-traits/ascendant-recollection/ https://www.d20pfsrd.com/feats/general-feats/boon-companion/ Is it possible to take the above 3 feats + 1 trait to choose the Sylvan Bloodline and get an Animal Companion that is the same level as you? EG:
trait: Ascendant Recollection
Animal Companion: Tiger (will stay level 1 atm) lvl 3 feat Boon Companion (Tiger) From now on it will follow your level. Is this legitimate?
Grandlounge wrote:
Noted. My player wants him to use sword and board, I'll see if I can get him hyped up on a 18-20 crit weapon..Louise Bishop wrote:
Yeah I gave him enforcer/blade of mercy to give him single target Frighten @lvl 3 The dazzling display stuff is a nice way for him to influence things in AoE, the party lacks AoE Debuffing, so I'm thinking it'll be helpful.
Alex Mack wrote:
He has Intimidating prowess AND clever wordplay and the 14 int is a nice way (I think) to give him more skillpoints per level to use (for ride/handle animal etc) Plus I dumped his charisma to reflect his lack of personality/bad way with people.(To me clever wordplay could just as well be called Brutishly intimidating or W/E the main useage was giving him a way to beef up intimidate while keeping his charisma low so diplo and bluff stays lower...) Ofc, I could min/max a bit more on his secondary stats (con(wis/dex) but the 14 int is really just there to make sure there's enough skillpoints to go around. I've been considering giving him brawler levels or slayer levels after level 3, even a couple of barbarian levels for rage powers, but I wanted to keep the dipping down to a manageable amount for a new player, while still keeping stuff interesting for him. Dazzling display ->shatter defenses + Violent Display +Disheartening Display
@Grandlounge Very true, but that doesn't come online until 6th, he wanted to be able to do intimidating stuff from level 1 (And I am a min/maxer, so wasting standard actions to use demoralize for 6 levels really didn't work for me) *edit* Plus tbh. Enforcer is really really strong since the duration of your demoralize attempt will be = the damage dealt instead of 1 round/5 you succeed the intimidate check. */edit* Of course It's possible to rebuild a bit around level 6-7 to get cornugon smash and switch out blade of mercy+enforcer.. I'll take that into consideration, thank you.
I'm GM'ing a home game for a bunch of friends. One of them wanted to play a character heavily inspired from GoT's The Hound. I'm sharing the build here partially for advice on how to go forward with it and to see if there's better ways to do what I've done already. Basically early on, I've made him an intimidating monster in combat.. Human
Drawback: Burned (Because yeah.. Fits like a glove)
He is currently lvl 3:
Intimidate modifier: 3 ranks +3 class +2 int +5 str = +13
So at 3rd level he: moves to enemy, hits enemy with non-lethal damage (Sword of mercy longsword attack) that triggers a free action demoralize attempt, if it works he can attack again as a swift action, again using non-lethal for another free action demoralize.) Rogue(Thug) has the Frightening class ability. It prolongs the shaken condition with 1 and it lets you give an enemy the frightened Condition instead of Shaken IF the shaken condition is 4+ rounds. So if he hits with both attacks he will in all likelyhood frighten the enemy for 2 rounds. (up to 4 if he crits on both due To Enforcer+hurtful) The planned build for the next levels:
For even more Intimidation Goodies... Can this build be improved upon (my player really wants to be using intimidate alot both single target and AoE) I want to keep weapon training for the goodies introduced recently
oldsaxhleel wrote:
It might be that AP or something inspired from it. Looking forwards to finding out :D Why more dex? and how would you suggest I went about it? I'm getting combat reflexes and CaGM pretty late, so I'm betting I'll have access to +dex from a belt or something. The 15 point buy and only 1 dumpstat rule makes it hard to get more dex imo.
Greetings fellow pathfinders! I've been the regular GM of a group the past 6 years and now I get to be a player! I would like advice/criticism on my character as it is now (still WIP) Setting: Forgotten Realms
House Rules/Limitations:
Current build highlights:
HP: 14, Fort 6 Ref 3 Will 2 Equipment: Not much, we start as prisoners. Feats:
Traits/Drawback
Skills: Acrobatics +5 Climb +8 Perception +4 Survival +4 Swim +9 Feat/Rage Power future (would like suggestions here too) Lvl 2: Lesser Beast Totem (rage power) 2 claw attacks when raging
Main things I see as changeable are: Lvl 3, 5, 6 and 9 stuff. Maybe Fearless Rage too. TLDR: Look at this stuff, comment to make it more awesome. Sorry for Wall of Text.
So in actuality, you have 7.500 troops near the enemy that can be used proactively to help the aggressor's cause. That opens up some pretty nifty ways of messing with the enemy. 1) Guerilla tactics/scorched earth tactics. The 7.500 man army is (if I read your post correctly) between the capital and the loyalist armies. They could be used to slow down the loyalists immensely by using hit and run tactics and/or burning down/destroying ressources the loyalists might have need of. (they could hit some of the loyalist army trains for good measure too) 2) Alliance with Reece. Get your PCs to the high-command of the Reece armies and create an alliance with them. Let them know you have a substantial force close by that flanks their enemies and agree with a set of terms that will make Reece a helpful ally in the future (also securing the borders from any future aggression from Reece) Let the biggest army move north (the 17.500 troop one) while your 7.500 troop army circles around and attacks the eastern or central duchies' armies in concert with the Reece troops. (Make sure to get word to the commoners in the capital that the Reece armies are decimating their loyalist troops and that it really isn't smart of their crazy king to fight a war on two fronts, make sure to mention that the northern armies are only marching on the capital to help free the city from this mad king and his cronies who are only interested in gaining more power for themselves at the expense of the plight of the commoners. Propaganda is a powerful tool indeed. If you bisect the loyalist army forces like that, you will have no trouble defending the capital from the southern duchies' armies. They don't even outnumber your forces two to one. If the loyalist army starts to siege their own capital, they will loose the loyalty of the commoners completely. You even have the king and several other high-born as a prisoners If you play the Game of Thrones, you either win or you die.
To eradicate the enemy forces, simple bruteforce tactics would suffice. A few normal rods of widen spell and some castings of Cloudkill would be an ideal way to thin the herds so to speak (cast at night with usual defensive/anti-scry/detection spells on) It will wreak havoc with the enemy forces' moral knowing that at anytime after nightfall, there will be rolling mists of death wreaking havoc in their camps. Even if the casualties can be minimized by dilligent watchmen and quick feet/aoe dispel magics, it'll make the soldiers less and less happy about going to battle against the sorcerous powers and his men (whom they haven't even encountered yet) Contagion/greater Contagion is easily one of the most diabolical and dangerous spells to use against an army on the march towards a battle. Use them early and often. And make sure to vary the deseases to keep the healers guessing. http://www.d20pfsrd.com/magic/all-spells/w/wall-of-blindness-deafness Placing one of those on a bridge an army is passing while flying above them (greater invis + non-detection) Will wreak havoc on enemy moral if they are forced through. Bonus points for doing it at night and throwing them it up in the path of running soldiers trying to get away from your cloudkill spells.
The only ressource I'm permanently devoting for Magic Missile is 2 traits.
With spell tatoo (evocation) and spell specialization, I'll eventually be focusing on higher level spells, it may be smarter to have a higher level spell as my magical lineage, so I'll reconsider it. Fey bloodline is locked through my backstory and I like the flavour of it. I don't expect that I will absupositively NEED to fully focus on either evocation OR enchantment, I've got my trusty teammates, so I don't need to finish encounters singlehandedly. I want a face character that also does control, so a full focus on evocation isn't what I'm going for. We have an admixture wizard doing the heavy lifting in that role. Teammates:
Last campaign I was lucky enough to be a player in, I ran a full-on min-maxed Elven teleportation school Conjurer, so I'm trying to cut back a little on being the most useful/dangerous partymember. Oh btw.
I could do spell focus (enchantment) -> greater spell focus (enchantment) at level 3 and 5 instead of the evocation route...
Hi forumdwellers!
I've made a face character that I would love to get some critique on. Houserules/non-RAW things to know:
20 pt. buy
AC: 13 (+2 dex +1 armoured kilt)
Feats/traits/drawbacks: Cosmopolitan (houseruled Bonus Feat)
Mage's Tattoo (bonus feat) (evocation)
lvl3: Spell Focus (evocation)
(we start at lvl 1. feat progression is not set in stone) Skills:
Cosmopolitan gives me perception and diplomacy as class skills
I elected out of the Rakshasa bloodline since I didn't want to pimp out my bluff too high, sense motive and intimidate will be prioritized on subsequent levels. Special Abilities:
Darkvision 60 ft Beguiling Liar Many tieflings find that the best way to get along in the world is to tell others what they want to hear. These tieflings' practice of telling habitual falsehoods grants them a +4 racial bonus on Bluff checks to convince an opponent that what they are saying is true when they tell a lie. Prehensile Tail Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. Familiar Tattoo (Su)
Mage's Tattoo: Dancing Lights 3/day (Su) Bloodline Arcana: Whenever you cast a spell of the compulsion subschool, increase the spell's DC by +2. Spells:
1st level:
2nd lvl:
My little tiefling lass here has Calistria as her patron goddess, she's very much devoted to her own needs and pleasure, loves to be a tease and has a penchant for cruelty. Her mother has been abducted and she, her foster-brother and her little band of allies are in Sandpoint because they are looking to find her. She's been trained in the art of dancing by Varisian travellers, with whom she spent several years with, and were part of a scam run by Szcarni (sp?) Tactics:
TLDR:
Why bring up non-human races/options when the OP stated it was a human bard? Focused trance mystery works quite well, most of the time. But it's limited by 1d6 rounds of move-actions only. Furthermore, it only works on intelligence-based skill checks. Pageant of the Peacock involves a charisma based skillcheck, so the +20 bonus is not happening.. You can only do that trick a limited amount of times/day (cha mod) You won't be able to max all your intelligence based skills so your example @ lvl 3 only works for the few knowledge checks you maxed out. (again, remember that pesky 1d6 round time-delay) The main draw of the peacock is the amount of skillpoints you save. You use fully maxed knowledge skills, that's a large amount of ressources used. Bardic knowledge is a huge skillpoint saver if used correctly, so I wouldn't funnel a single skill point into knowledge skills as a bard. Spellcraft checks in combat: Peacocked yes, tranced no It's the only int based skill that focused trance doesn't help, but it's an extremely useful one. When push comes to shove, I would rather take pageant of the peacock @ lvl 4 than go oracle 1 for focused trance (there are better mysteries out there) @lvl 10
If sorcerers are allowed: Human Tatooed Sorcerer (Orc Bloodline)
Spell Focus (evocation) (Human Bonus feat)
CL 5 magic missile for 3d4+6 damage = 9-18/spell cast. If PFS: Human Wizard(Diviner or evoker or conjuration:teleportation)
CL 5 Magic Missile for 3d4+3 damage = 6-15/spell cast (7-16 if evoker) a +2 initiative trait, a +4 initiative familiar, +1 from diviner and +2 from dexterity gives you a good chance to win initiative.
Castings of greater planar binding for 2 Erinyes each casting (HD 9)
Erinyes, Cornugons + Half-Fiend Minotaurs have natural fly speeds (Erinyes are ranged troops with mobility out the wazoo) (the minotaurs are Large sized cannon fodder) Erinyes and Mariliths have true seeing.
You take your army of simulacrum and try getting through an army raised through planar binding spells... You WILL loose that battle. The fact your opponent failed to prepare properly makes your victory hollow indeed. @lvl 15 a wizard gains Spell perfection. Say hello to quickened, persistent dazing fireballs (dazing spell from rod) (use the trait that deals 1 point of force dmg to make sure the dazes stick no matter the energy resist and magial lineage) (spell-perfected chain lightning with magical lineage = quickened + dazing (from rod) for even stronger AoE battlefield control) Or just heightened dazing magic missiles if need be. (preferred spell + dazing rod) (or cast dazing heightened snapdragon fireworks on your familiar) spell focus
(not an optimal feat list, but it's decent) I congratulate you on winning against someone who did not prepare, someone who was not playing his class to it's potential (whereas you did)
The fact he didn't use any of the staple munchkin/powergamer/minmax tactics is why you won.
Ariantar wrote:
If the Tetori Monk always does the charge ---> grapple ---> IWIN, then I can't see the problem in letting a hydra punish that strategy since it's not going to be effective in this particular encounter. He might start thinking about his strategies, maybe even incorporate plans involving his teammates.He has evasion and good saves, if you're afraid you fry him completely, then only do 4 or 5 breathweapon attacks.
If the Tetori Monk grapples the hydra, what's stopping it from unleashing 6 x 3d6 breath weapon attacks straight into the monks face?
Switch out combat reflexes for Ability focus (breath weapon) and the DC is a bit higher. When the Tetori charges, don't take any AoO (Admiral Ackbar says It's a Trap!) Breath Weapons are (Su) NOT spells/SLAs so the hydra is free to use them vs the grappler. Edit:
I'm not going to comment much on the viewpoint introduced by frodoofthe9rings since he is obviously not able to distinguish RL religious/cultural practices and the term: Fantasy Role Playing Game.. (All I'm saying about it is; Killing "fornicators" is a disproportunate punishment and thus placed securely in the L/E department) In my games we run the gamut, from using 3rd party splatbooks to just using diplomacy/bluff/profession(giggolo/Harlot)/Perform(seduction) or similar skill rolls. The end results (if successful) are fade to black worthy though. No reason to do too explicit sexual RP since it drags on way too long (except if using 3rd party splat books and the campaign revolves around adventures of a more carnal nature (has happened once)) In short, it all depends on the scope and theme of the story we're creating at the table.
Choon wrote: This feels like a cornerstone or something he is desperately trying to keep quiet. I would ask if this is a campaign cornerstone as mentioned above. That or being a less than confident GM are the only two reasons I can think of for this kind of thing. Well... After the vampire fled, we returned to the encampment, roused as many as we could and went to the vampire's lair where we managed to knock it to 0 hitpoints, get it into it's coffin and got the coffin to the encampment where we could show everyone that the vampires exist. The thing that annoys me isn't the story as such, it's the railroad through a preset way of doing things he wants us to experience. It feels like we have to follow a set path, otherwise nothing really works.
*Post Session Update* Hi all. For those interested.. Our bard had to go to a planned meeting with one of the vampires at night (he had failed at his coherced betrayal of the group, so the vampire wanted to meet with him to give him new orders) A few hours before the meeting, the party gathered. Before doing anything else, I used Detect Scrying, and we all made some perception checks to make sure we were unobserved by magical and mundane means. I laid out part of the plan, told the others that I would follow the bard closely in shadow form, gliding along the ground, as if I was his shadow. We had the fighter and druid stay at home, guarding my body while me and the bard would meet the vampire. Our ninja would shadow us from a distance as well (he's a stealth specialist, and he would drink a potion of invisibility when we got near the destination) So... The bard walked along, seemingly quite alone, to a planned meeting with the vampire... The vampire somehow spotted me or the ninja and fled the scene before we ever got close enough to roll initiative or even notice him. Looks like even the best laid plans are foiled by DM fiat induced omniscience.
Shimesen wrote:
I'm not going to refuse to play along quite yet ;) I'm having loads of fun, but I'm sticking to the plan of NOT telling him my plans this time since it wil force his hand just as much as if we just went and did something else. It'll be impossible for him to have the NPCs deny the existence of the vampire threat if every dignitary invited to the big meeting we're having sees a vampire burning up in the sun right in front of them. The plan's only weakness is that it hinges on one solitary will save. That's why I'm wanting the threnodic spell metamagic rod (so the bard can debuff the vamp's will saves) Our ninja is trying to develop an anti-vampire poison using garlic extract (hoping the GM will let it debuff the vamp's will save as well) The Magic Jar DC is @ DC 24 atm, I'm hoping we can debuff the vampire with -2 to -4 on it's will save. And I'm hoping the GM will allow a hero point or two to further maximize our chances. (1-2 hero points to spontaneously manifest my magic jar with the persistent spell metamagic would be awesomesauce)
Shimesen wrote:
Well. The vampires have captured our bard's love interest (after he confessed to us about trying to poison me, he found her severed hand in his bed) Our Dwarven fighter is the son of a Dwarven king, We went there earlier in the adventure to find the entire clan slaughtered by Giant-kin, some investigation from us gave us enough evidence to suspect vampire involvement (one of the vampires is a dwarf as well) Now our Dwarven fighter speaks for his clan at the meeting, thus giving us *some* leverage at the political tables Our Druid has fled from his forest, trying to find help since the forest has been infested by evil (yeah, the vampires are putting up lairs there) The Ninja was hired to help us escape from the Arena by one of the NPCs who knows the vampires exist, he has tagged along ever since I'm a cast-out elf who's lived in the main city for years, I found acceptance there and won't easily let the city down, especially when it is threatened by a host of Vampires that have actively threatened me, my friends and everything I hold dear in life. We're all very invested in the storyline.
Shimesen wrote: Forget talking to the GM. Just do it! If he plays with gm fiat with this, then grab your dice, stick them in your pocket, fold up your character sheet, then rip it into pieces and shower the table with confeti and walk away...either a gm let's the players help tell the story, or the gm loses players...its that simple. He needs to be able to adapt to what you do as much as you have to adapt to what he does. I'm a 30 year old man, I'm not prone to adolescent behavior. Our gaming table is a tight knit group and has been for a looong time. He just needs to realize a couple of things to become a great DM. It's one of his first REAL campaigns (as in, not an AP) Me and him usually have a great big laugh post-session about the shenanigans happening/not happening due to metagaming from him (and me from time to time. No one's perfect you know).
Majuba wrote:
I could give him the benefit of doubt (again) but up until now, if I have revealed my plans pre-game, he has made sure that the monsters we'd be up against were immune/wouldn't bite the bait or similar metagaming shenanigans. This time I'm going to keep it to myself. Ever since he realized that our Dwarven fighter has taken the dwarven cleave racial tree, he's made sure to only target him with 1 monster at a time (no matter what we're up against.) Our Ninja with blindfighting and using smoke bombs to his advantage has lost that advantage since everyone and their grandpa has blindfighting now as well. It's a great game and he's really learning alot as a GM, but he's overdoing the metagaming a bit IMO (I'm their usual GM, so I'm just enjoying the rare feeling of being a player for once) I hope the GM realizes that it's not us vs him soon.
@Hendelbolaf - I don't feel like he's being a jerk, he's just not used to being a GM and have a hard time dealing with the shenanigans a well-built wizard brings to the table. I've tried several times to work WITH him on how to progress, but he usually ends up using my attempts at cooperation against me by filling the holes in his tactics pre-emptively ;) This is going to be the first time I'm keeping my plans to myself. My main focus is getting the NPCs in the world to understand the very real and dangerous threat the vampires pose towards civilization as they know it. @LazarX
The Sunblade is an IWIN button vs. vampires yes. But I would have hoped he'd let us quest for it at least... The vampires work 100% behind the scenes, everyone in the world (we've met) except exactly 2 NPCs have an uncanny lack of interest in our claims and actively disbelieve and riddicule our stories about vampires. I love the story and the challenge though, so I'm not frustrated (even though I may sound like I am)
Hendelbolaf wrote:
You're quite right, but since he's been actively trying to hinder my character several times throughout the campaign (eg. I took Craft wondrous items, he railroaded me into an arena run by a succubus, stripping me of all my items, I'm still 20k under WBL 5 levels later) I'm going to use every single spell I know to succeed in foiling the vampire-driven nefarious plot... I know that usually it's better to coordinate with the DM on what you're about to do, but if I tell him I'm about to try for a Magic Jar posession, the vampire WILL be immune to such shenanigans. He knows my full spell list. I asked him if it was possible for us to get a hold of a lesser metamagic rod of threnodic spell, he pretty much nixed that right out of the gate. Same with a sunblade. We have no cleric in the party and no NPC clerics believe our claims about vampires, neither are they inclined to help us investigate. So I'm thinking waaay outside the box, trying to crack the proverbial nut here :P
Thank you all for the feedback and helpfulness. It seems like I'm safe on this one... I'm going to enjoy solving the ingame dilemma our GM has put our group into (no one believes us when we tell people that vampires are trying to take over the kingdom/city-state we're in. At the moment we're gathered with the ruling body of the different races in the alliance that has made the kingdom.) I'm going to possess a vampire and walk it straight into the meeting in full daylight. Nothing says vampires exist like a burning vampire in the sun...
Brf wrote: The Magic Jar gem focus does not have to be in your possession. In fact, the spell specifically states you do not even have to have line-of-effect to it, only that it has to be within range. "To cast the spell, the magic jar must be within spell range and you must know where it is, though you do not need line of sight or line of effect to it. " Yeah, seems like you're right. So it looks like it's possible, doable and quite legal... Man... My DM won't know what hit him...
Hi all. I've written this question in another thread earlier, haven't had any replies, so I'm trying one last time on a seperate thread. If I use Shadow Projection (to make sure my body is in a safe and guarded place) Then, when I meet the vampire BBEG, is it possible for me to Magic Jar from my shadow form, into a focus carried by my familiar (or a team mate)
In short.. Shadow projection -----> Magic Jar Is that legal?/a working combo? (The group is very limited in divine magic, so we only have 2 death ward spells. Since I'm immune to level drain in my shadow form, I won't need a death ward to protect me against the vampire's level drain attacks.) Our next session is in less than 24 hours, so I would love some replies on this asap.
I'm going to necro this thread... What are people's thoughts on: First using: http://www.d20pfsrd.com/magic/all-spells/s/shadow-projection to get your body out of the equation Then http://www.d20pfsrd.com/magic/all-spells/m/magic-jar to possess the big bad evil dude. Can/will it work? (Here's the scenario in short...) I'm a lvl 9 Wizard(Conjurer) (Control/summons)
We're up against vampires working behind the scenes in a political and heavy RP campaign. No one except us and a very few key NPCs believe the vampires are working behind the scenes towards a fall of the kingdom.
Since we have a distinct lack of clerical magic, we're pretty much fubar'ed if we don't think outside the box/do things carefully. I don't want to be level-drained to kingdom come while setting up the magic jar (we need the vampire's will saves debuffed) So I was thinking I would be in shadow form until the vampire was debuffed enough to get a magic jar off. (the druid can cast Death Ward on 2 of us total so we've got that going for us.)
Suthainn wrote:
I don't have that supplement unfortunately, and I use the SRD, can't find that particular trait.. But yeah, if you can get a bite attack through a trait, then you're golden. Archaeologist Bard 1 / Barbarian 2 (take your fav archetype(s))
fort: +3 +2 +2 = +7 (before stats)
That's very very nice @ lvl 3 Lingering Performance @ lvl 1
Tusked for bite attack 3 natural attacks (2 full BaB 1 @ -5 BaB) 2 BaB + 2 (luck bonus) + str bonus. Give the build Eldritch Heritage (Orc) enjoy (@lvl 17) Large size +12 Str and more.... Prereqs: ½orc
If not going for natural attack build, just do the 2 lvl barbarian dip for superstition, Get Magical Knack trait and enjoy.. This will also free up a feat. (get craft wondrous item and a +2 cha headband then 1 lvl bard and 1 lvl tactician fighter for skill focus and first eldritch heritage feat @ lvl 5) Then start Dragon Disciple progression or something like that ;) In short...
I don't know about the new advanced classes, but there might be cheese to be had there as well.
sorry for the thread necro...
The Razortusk feat gives a secondary bite attack @ -5 to hit, so there's that yeah. ½Orc Archaeologist bard 1/Barbarian 2( suggested: invulnerable rager/urban barbarian) sacred tatoo, shaman's apprentice (free endurance feat)
Effing hard to kill (die-hard ---> deathless initiate line) +4 to all saving throws at all times (+2 morale +2 luck) 2 primary natural attacks archaeologist luck bonus when needed (if not going for deathless initiate line, you could free up a feat and go for other nifty stuff)
Silver Tongued Human are often adept at subtle manipulation and putting even sworn foes at ease. Humans with this trait gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature's attitude, they can shift up to three steps up rather than just two. This racial trait replaces skilled. Sorted??
andreww wrote:
All very good points (do be aware that the list of buff spells you're referencing isn't mine.) I'm aware that I don't need the metamagic feat to craft a rod (I'm planning to take advantage of that quite alot) Persistent spell is very much a valid choice. There's alot of offense in it. Although my character concept isn't about singlehandedly ending encounters with SoS/SoD. Extend spell is more versatile, I can use it both offensively and defensively. The group I'm playing with: 1) A blastercaster druid (Fur subdomain + boon companion for full power wolf AC) 2) Dwarven greatsword fighter (my trusty meatshield) 3) Halfling Ninja (blindfighting poisonuser with crystalline katana) 4) Elven Bard of awesomeness (buffing and ranged feinting) So my main focus is battlefield control, summons and debuffs/buffs. Persistent spell may be the best choice.
andreww wrote:
Yeah, I'm going to use a dazing rod on snapdragon. I had persistent instead of extend originally and didn't want to take extend spell. An above poster gave good reasoning towards having extend as a metamagic feat. I'm still undecided. Quicken spell is a given imo. Having a quickened haste or other similar high value buff is a great advantage. heighten + quicken + one more (persistent or extend) gives access to spell perfection. If I want spell perfection I don't have room for superior summoning until I hit 17, so that's really late.
PSusac wrote:
Thanks for the advice/breakdown of how useful extend metamagic will be as a feat choice. I haven't had room for the feat yet, but I'm thinking I should make room for it between levels 11 and 15. I'm taking 2 crafting feats before level 10, so I'm feat starved at early levels.ATM my feat choices are:
I've only hit level 8 on my nifty little elven conjurer, so I've got plenty of time to decide my late game feat progression. I chose necromancy and evocation as opposed schools due to character concept but since the campaign has revolved around a hostile political takeover from a brood of vampires, my character sees his folly in neglecting the necromantic arts and will remedy that shortcoming asap. I'm still very much interested in advice/discussion on feat choices @ level 13 and above.
Tiefling (or Aasimar)
Wis+dex+fighting defensively on AC goes a long way for a squishy caster.
You get CL11 spells for one class and CL 20 on the other with the above cheese. Eldritch Knight is attainable @ lvl 2 (Aasimar/Tiefling Magus1 -> EK) but I'd advice against that. you're better off with a martial1/caster1 --> EK build.
I'm pretty certain Vimes isn't Lawful. He isn't Chaotic either. Vimes is Neutral/Good in my book. (who watches the watchmen? Vimes is...)
Vimes should have low charisma, not only is he universally disliked by the nobs of any city, most people give him a wide berth (especially in the early books) His leadership feat doesn't really kick in until in later levels (only nobby and colon are under his command at first) I would probably whip out the rules for psionics JUST for Granny Weatherwax (her headology and extreme belief in herself) Esme isn't just good... She's SHARP. She might also have some Wizard levels (Divination comes to mind) It wouldn't be easy to also emulate the innate ability the witches have to blend with their surroundings in the pathfinder rules unless all of them get Hide in Plain Sight.
CWheezy wrote:
I don't see it as a houserule really. It's plain old common sense... An Eidolon goes away whenever the summoner looses consciousness or sleeps. A magical enhancement bonus needs to be present for at least 24 hours to be considered permanent. - going without sleep for 25 hours just prior to taking a feat is metagaming/gaming the system/in bad taste. Getting a headband or belt to raise statpoints to qualify to feats is still okay since all you need is 24 hours of uninterrupted wear. But hey, if you wanna call it a houserule, so be it. It works for my games.
Maybe I'm shooting way past the issue but.. Do you allow him to stay awake 24/7?
I wouldn't let a guy in my homegame dump his strength, then give him the option to qualify for powerattack just because his eidolon has 13+ strength. The eidolon vanishes the second he goes to sleep, so maybe use that to your advantage.. Some monsters have the habit of attacking the players when they are at their most vulnerable ;) It takes 10 rounds to summon the eidolon, that's not going to happen if the party is ambushed after making camp. Other people in the thread's already been giving great advice. Target touch AC
Elven longevity + a ring of sustenance makes 2x aging through demi-plane crafting a trivial thing. Total cost for a greater demiplane with 3 features added (eg. double time, positive dominant and bountiful) Costs 28.620 total to have cast for you by a NPC caster. If the party has the means to travel to it (eg. plane shift) you have the ultimate safe haven for the party to camp in. you get 8 hour rests using only 4 hours of real time, prolonging the adventuring day as well. On topic: A +5 weapon @ lvl 5 would be impossible because you can't spend more than 50% of your WBL on one single item as per RAW.
master_marshmallow wrote:
Kind of. Snapdragon fireworks is a neat spell. taking perfection as well on it might be overkill. But since I plan on taking some metamagic feats, Spell Perfection on one of my spells won't hurt at all. regarding the metamagic rod issue. I'm taking Craft rod @ 9th, wealth by level makes it possible for me to have a Normal strength Metamagic Rod +3 when I hit level 10. (27000GP is a bit less than 50% of WBL for a lvl 10 char) I'm not sure why I would want more duration on my summons and battle spells since the party has most things down quite fast
- http://www.d20pfsrd.com/magic/all-spells/s/summon-monster - http://www.d20pfsrd.com/feats/metamagic-feats/heighten-spell-metamagic---fi nal Maybe a very stupid question, easily answered but... Does applying Heighten Spell on Summon monster I increase it's use to become effectively Summon Monster I-IX?
master_marshmallow wrote:
I've confused things alot. I wasn't going for spell specialization ;) heighten spell + preferred spell is integral for spontaneous casting of multiple rounds of ranged crowd control (heightened snapdragon fireworks and a (normal) metamagic rod of Dazing. Since the Daze effect duration comes from the metamagic Rod, I need a high level spell (Hence the heighten spell metamagic choice) Snapdragon Fireworks: For CL number of rounds you can choose a 5ft square within long range. Anyone inside has to make a reflex saving throw or be dazzled for a round + 1d4 dmg. Heighten Spell increases Save DC and the duration of Daze (from my rod) Spell specialization doesn't achieve the effect I need. Maybe I should choose a different spell for spell perfection?
My character is lvl 6 at the moment so my summons last 10 rounds already (caster lvl +1 (spell focus) +3 (conjurer)) I'm going for as much versatility as possible, but with a few signature moves and self-imposed limitations. I want to thank you for helping out though. All input is good input :D (main limitation is my utter distaste of the evocation school, I want my companions to shine so I get left alone to do my crafting and mastering of all things arcane, that doesn't blow stuff up and cause bothersome stains and scorchmarks)
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