tl;dr the campaign has almost no downtime and no way to buy scrolls or materials needed to scribe scrolls into a spellbook, so I'm stuck with the 2 free spells I get upon leveling up.
Long version: The campaign we're currently in has the PCs as part of a military special ops group (like SEAL team 6 but less cool) in the middle of a WWI type setting (the gm is borrowing rules from Reign of Winter). Rather than the usual loot->sell->upgrade system, we have a "requisition" system in place that accounts for restocking ammo, supplies, special items like det cord, etc. whenever we're in friendly territory. Thankfully I was able to convince the GM to use ABP or we'd really be sunk.
But my wizard (the demoman of the group and following the blockbuster guide), well just does not have the ability to shop around for new scrolls, and certainly doesn't have the time to scribe any. I think the PCs have had maybe a week and a half not in hostile territory since the game began.
So, with that said, I'm pretty much strictly limited to the 2 spells I get on level up, and half of those have to be evocation spells. I could really use some advice on what would be the must-haves for each spell level with such a limited selection available.
We're currently level 7. I don't have my notes on me at the moment, but from what I remember:
Rest of the party is a sniper rifle using rogue, a guided hand cleric, a whip using bard focused on charms, and an armored fighter with a custom sword I forget where it sits between a longsword or greatsword.
Anyways, spell recommendations for as the campaign continues?
Currently plying in a chatroom-based game that's a blend of 3.5 and pathfinder set in eberron. I'm a half-orc scarred witch doctor (endurance patron), but I'm finding myself with a selection of spells and abilities that's half or more not useful to the situation a bit too much. So far, we've run into/against warforged minions of the Lord of Blades several times, and my slumber hex doesn't work on those. So far our encounters are usually ambushes either in the middle of a city, on a boat, and one that we had exploring a ruin.
Rest of the party includes shifter flame oracle, changeling bard, human swashbuckler, warforged paladin, and human artificer.
We just recently hit level 4. I've got Evil Eye, Slumber, and Cackle as hexes (one from spending a feat). The spells in my mask are as follows:
2nd (3/day): bear's endurance*, blindness/deafness, false life, fog cloud, glitterdust, see invisibility, web
1st (4/day): air bubble, beguiling gift, burning hands, charm person, command, comprehend languages, hex vulnerability, ill omen, mage armor, ray of sickening, reduce person, unseen servant
0th (4/day): arcane mark, bleed, dancing lights, daze, detect magic, guidance, light, mending, message, putrefy food and drink, read magic, resistance, spark, stabilize, tough of fatigue.
I'm looking for advice for what spells would be good to prepare on a day-to-day basis. I like leaving a slot of each level open, but that means going in with only 2 level 2 spells and 3 level 1s. I know false life and mage armor are good, but the one time I had a situation suited to prepping them 9the ruin), we had to leave the day of learning about it to keep ahead of our adversaries, so I didn't have time to refresh spells.
Since early-access-via-spell-like-abilities is gone, I brainstormed a bit and think I've come up with a way to make entering MT less painful and similar to the early entry method.
So one could go, say, wizard 3/cleric 1/MT or oracle 4/sorcerer 1/MT. If you REALLY wanted to, you could even go something like bard 1/inquisitor 1/kineticist 3[?]/MT. (not recommending that route, just pointing out that it's a possibility)
When adding spells to a class's spell list with Mystic Past Life, what level do I assume the spell is?
Can I add Haste to a wizard's spell list as a 2nd level spell by taking it from the summoner's spell list?
Can I add Geas, Lesser to a Magus's spell list as a 3rd level spell by looking at the bard spell list, or do I have to make it a 4th level spell because that is the level it is on the wizard spell list? How does this interact with the usual 'spell list hierarchy'?
Does casting Instant Enemy on a creature let you use the native terrain of common examples of that creature type for Terrain Dominance?
Example 1: I cast Instant Enemy on a Red Dragon to make it count as Humanoid(Aquatic). Can I use my Terrain Dominance(Aquatic) to get bonuses against it? Since all printed aquatic humanoids are native to the aquatic terrain.
Example 2: I cast Instant Enemy on a Dire Tiger to count it as Humanoid(Gnoll). Currently, the only creature printed of that type is the Gnoll, which is native to Warm Plains and Deserts. Can I then use Terrain Dominance(Deserts) to get bonuses against it?
Example 3: I cast Instant Enemy on a Gelatinous Cube to count it as an Outsider(Fire). Can I use Terrain Dominance(Plane of Fire) to get bonuses against it?
Inspired by Ravingdork's Crazy Character Emporium I've decided to drop a place for all my nutso builds. Both as an archive and a potential help thread.
DISCLAIMER: The following is presented as a series of level-by-level character building choices. Not everything you can possibly choose when creating a character will be filled out. This is to leave the option for you to customize them to suit your playstyle and/or the campaign. Any such choices will be noted by their name in capital letters such as 'FEAT' and 'ROGUE TALENT'. Neither are the personalities or motivations of any such potential characters set in stone by this thread. All builds use an assumption of 20 point buy and 2 traits. 99% of options can be found on the prd, it is rare I choose something from the pfsrd that is not on the prd.
Class; In the case of a multiclass character, this will be the most prevalent class. Any multiclassing will have the secondary class in full or short at the start of the level line in which it is taken.
Alt Racial Abilities
Favored Class Bonus
Str _, Dex _, Con _, Int _, Wis _, Cha _
Archetypes and other class choices such as domains, specialist school, patron, etc.
You can also find a google docs folder of all these HERE, but not all of these are finished to a satisfactory level yet.
... metamagic that is. Is there any reason/need for Enlarge Spell with Reach Spell around?
For one spell level increase:
Alright, so I suppose you can use enlarge if you really need the extra range beyond Long, but that's about it
Don't even get me started on confusing the names for Enlarge and Widen
Yet more theorycraft. This time I'm aiming for an Eldritch Knight early entry build to take advantage of Dimensional Dervish. I have 3 main options I'm looking at right now, and I can't decide which to use.
Fighter 1/Wizard (Scryer)1/EK 10/Wiz8
Aasimar Monk (Sohei) 1/Sorcerer (Empyrial) 1/EK 10/Sor 8
Aasimar Oracle (Battle or Metal) 1/Sorcerer (Any) 1/EK 10/Mystic Theurge 8
Working on yet another possible build for an upcoming campaign. I need some help picking the last few feats and ki powers.
Dwarf, Sky Sentinel
Str 12, Dex 14, Con 12, Int 10, Wis 19, Cha 8
Qinggong, Zen Archer
01 Steel Soul, Precise Shot
So I'm trying to make a kitsune who maxes out on the tails asap. Problem is, the only class feature I've found to get an extra feat that's not restricted to a list is the rogue's/ninja's feat advanced talent/master trick. While that's technically an option, I'm still wondering if there's any way to do it better/earlier.
The idea is 1 level of monk for the save bonuses, extra feat, and wis to ac, then spend the rest of the career as a druid. Will be focusing on utility and battlefield control with some minor healing. Probably not a lot of summons, I have a different character for that.
Race: Dwarf is nice but Undine in combo with Menhir Savant could be fun
Monk level: Martial Artist is nice so I don't have to be LN, but MoMS could be fun. Though I have no idea what style to pick.
Druid: Straight druid is not bad, I have had success with a similar build to this one using Storm Druid before, Menhir Savant combos well with Undine to cast water spells at +2 CL. Archetype here must not interfere with wild shaping, I plan on spending most of my time after hitting level 9 wildshaped.
Race: Dwarf; Alt Racial: Sky Sentinel
Ranger (Guide) 6/Horizon Walker 10/Ranger 4 OR Ranger (Guide) 10/Horizon Walker 10.
Combat style: Either Archery or Weapon and Shield.
Stats: 20 pt buy
Traits: Don't have the book for Glory of Old, so pretty much limited to the stuff in Ultimate Campaign.
Feats: I really want to squeeze Steel Soul and Iron Will in here since neither ranger or horizon walker have good will save progression. Though with the Wis I might be able to go without Iron will until later. Deadly Aim or Power Attack depending on combat style. Quick Draw would really help the shield build, probably good for the archer too with a backup weapon.
I'm looking to have all the basic feats out of the way around level 10, earlier if possible. I just need to pick a good order to take them in.
Race-wise, human gives me a bonus feat, half elf can let me use the favored class options for both classes, elf has stats in the right places, and there are probably several more that I can't think of off the top of my head.
Likewise after level 7 I'm not sure what class(es) to take. Fighter would give me bonus feats, Ranger could possibly be nice since it skips prereqs, something with a good will save progression would obviously be appreciated, and I could keep going alchemist for more extracts and gunslinger for higher level deeds.
Where do you think I should go with it?
But the question comes up, what would be the best 1 level arcane class to dip if I still want to cast in light armor (shooting for mithral breastplate eventually)?
Bard: Gives a nice little boost to skill points. Bardic Performances will be very lackluster.
Summoner: Considered to have a broken spell list. Eidolon will be largely useless but could at least be set up as a skill monkey.
Magus: Int focus helps with skill points throughout whole career, spell combat with 'bad touch' cleric spells could be fun. Only 1 level means no spellstrike though. Also may or may not get additional spells for free with Theurge levels.
I don't really want to do wizard, witch, or sorcerer because I don't want to have to still spell or deal with spell failure all the time. Arcanist is also off the table until the ACG gets printed.
Books allowed are CRB, APG, ARG and all the Ultimate X books.
For the next part of the adventure I'm running, the party will be going to a resort island and dealing with several mini-quests there. One of these quests I have in mind is a stone temple to a benevolent diety that's been sealed up. The last members of the indigenous tribe have their village outside it, and they would very much like to open the inner chambers back up and get the things inside, as well as making it fully functional again.
Problem is, I'm not sure what kinds of defenses to put in place. I have in mind some indiana jones-style traps one they unseal the great stone door then maybe 2-3 constructs in the main inner chamber.
The party is 5th level, and consists of a gunslinger, ifrit reach weapon life oracle (gmpc), gnoll brawler, and a kitsune bard. Stats were one set of rolls by the group to make an array, and came out very generous.
First off, let me preface this by saying this build is probably too ludicrous to use as a pc, but could make for a memorable NPC if he gets a chance for some dialog before the combat happens.
The level 7 feat, Curse, Ora3 revelation, second trait, and which class you take at 10 and 11 are left open to do as you will. You could go paladin for those 2 levels then go back into oracle, maybe grabbing oath of vengeance. You could make this an antipaladin instead, focus on all that CE glory. 4 more levels of DD wouldn't be bad I think. I like the haunted curse for the extra spells known, but tongues or others could be good too.
What would you do with this build?
This is more of a concept at the moment than anything, but it seems Magus is probably the best class for performing combat maneuvers. Arcane Accuracy, Spell Combat + True Strike, and would have the Int for Combat Expertise anyway.
I'm not saying throw everything into maneuvers, but maybe getting expertise or improved something every so often, maybe with the bonus feats, seems promising.
I hear on and on about how much more powerful the prepared casters are than the rest of the classes because of the wide amount of spells they can have access to. How much would it shake things up if prepared casting classes were simply not available? Let's assume for ease of application we make this a setting rule at first.
No prepared casting classes (rangers and paladins who take a spell-less archetype are fine), no pages of spell knowledge, no shenanigans like paragon surge for expanded arcana. You know the spells you have from leveling up, from special racial abilities, and possibly from favored class bonuses. That's it. Probably also on the chopping block would be any spell that can be used to duplicate more than a small set of other spells. Wish, Miracle, etc. Shadow spells and higher-level polymorphs would be fine though.
I have not delved too far into this subject, but I am curious just how badly this would bork the game as we know it. Or hopefully, it might just be a playable house-rule.
PRD: CRB: Environment wrote:
The segment under No Reset which I italicized seems pretty cut and dry. However, Table: Cost Modifiers for Magic Device Traps has pricing for auto reset magic traps. Which one takes precedence?
There's a lot of threads about healing lately, and frankly I think a lot of the argument comes from differing opinions on what healing in combat is supposed to accomplish.
PERSONALLY I think healing in combat should serve to mitigate the damage the enemy is doing just enough that the party wins the damage race. Just like a buff spell ON AVERAGE mitigates incoming damage, healing only needs to mitigate some incoming damage. Healing does NOT however, have to completely erase all damage taken instantly/within 1 round.
Human, Heart of the Fields (bonus to profession: cook), favored class bonus (barbarian) to superstition
Archetypes: Invulnerable Rager, Urban Barbarian
Traits: Indomitable Faith, Mathematical Prodigy (Kn: Arcana class skill)
Skills: Max ranks Kn: Arcana, Perception, Sense Motive, Spellcraft
Str 16+2, Dex 14, Con 14, Int 10, Wis 12, Cha 8
01 (Bbn1) Power Attack, Iron Will
02 (Bbn2) Superstitious
03 (Bbn3) ???
04 (Bbn4) Cha -> 9, Witch Hunter
05 (Bbn5) Improved Sunder
06 (Bbn6) Spell Sunder
07 (Bbn7) Extra Rage Power: ???
08 (Bbn8) Cha -> 9,
09 (Bbn8/Ora1) Lame Curse, Metal Mystery, Dance of the Blades, Extra Rage Power: ???
11 (Bbn10/Ora1) Greater Beast Totem, Extra Rage Power: ???
12 (Bbn10/Ora2) Cha -> 11
13 (Bbn11/Ora2) Extra Rage Power: ???
14 (Bbn12/Ora2) Increased Damage Reduction
15 (Bbn13/Ora2) Extra Rage Power: Increased Damage Reduction
16 (Bbn14/Ora2) Str +1, Increased Damage Reduction
17+ off the chart, not even sure will get anywhere close to this level
This is the build I'm playing. Currently level 2, so I CANNOT CHANGE the stats, traits, archetypes, feats, or rage powers taken so far. PRD only; Not on there, not available.
My main problem is thus: I don't know what order to take my rage powers in. Please help me determine which ones can afford to be delayed and which ones I really want asap.
Rage powers I need before lv11: Lesser Beast Totem, Beast Totem
How much to units of special materials cost when not refined into items already? The PRD (specifically the arms & equipment guide) has what appears to be prices for all the special material. Except when you read it, they are either 850gp/55lbs or 350sp/45lbs. It makes almost no sense mathematically, and it has stuff such as alchemical silver being the same price by weight as admantine.
My group just found a 6oz chunk of adamantine and we don't know how much to sell it for.
I'm going to be joining a Serpent's Skull game here soon. 8th level, 25 point buy, 2 traits. I've been wanting to do a magus, specifically a hexcrafter, but since I'm not very good at building casters I figured I'd get some advice. I have no idea what the other members of the party are other than there are no other arcane casters. From what I can gather from the player's guide, there's going to be lots of jungles and ruins and maybe some pirates, so I'm trying to keep that in mind. Technically anything pathfinder or 3.5 is allowed, but I'm sticking to options on the PRD only for my own sake.
I'm presenting the build as if I was starting from level 1, even though I'm coming in at 8th.
character style: I'm playing this guy as an estranged son of some fairly powerful winter witches. Mother never understood why he preferred trying to wear armor and swing those weapons around. So when he got tired of her nagging him to go find a patron he headed south to get as far away from her as possible/seek his fortune in a place far from her influence. He's not going to just toss away what he learned from his homeland though, it's rather useful compared to some of the magics he's seen on his way south. He's had some misadventures in many different places, so he's picked up a few tricks here and there. I envision playing him as a snarky b@$tard, and not afraid to get in someone's face (for better or ill :p).
Race: Half-elf; Alternate racial abilities: Dual Minded, Arcane Training (I don't plan on multiclassing so multitalented is useless anyway)
Str 18 (15 start plus 4th level boost plus belt)
Int 20 (15 start +2 racial +1 8th level +2 headband)
Traits: Magical Lineage (Frostbite), Armor Expert
languages: common, elven, polyglot, 2 others
Gear: adamantine heavy pick, cold iron scimitar (sawback blade), silvered light mace, lesser rod of extend spell, 2* pearl of power I, +1 mithral breastplate, amulet of natural armor +1, ring of protection +1, wand of shield, belt of strength +2, headband of intelligence +2, handy haversack, ring of sustenance, heightened continual flame (to 4th level) cast on a spare hat, scroll of reached breath of life, 497gp left to spend/save
notes: I know intensified shocking grasp + scimitar is the stereotypical magus combat style, and while I can do that if needed, the default combat style will be pick and rime frostbite to go with the slumber hex. I'm trying to go for endurance rather than novas (hence the hexcrafter). I also tried to pick up some good battlefield control spells since I'm the only arcanist. I'm using extended greater magic weapon in lieu of an actual magic weapon, combined with my arcane pool. I'm going to ask the GM if I can combine the light mace and the metamagic rod.
I'm not sure what other skills or languages to grab, or which skill to get my headband attuned to. I was thinking grabbing a single point in some of the more obscure knowledge skills and maybe sleight of hand. I can max out 2 more skill based on my natural Int, and I'm torn between stealth, sense motive, and use magic device. I kind of want to pick up an obscure language like gnoll or something so I can convince the party to use it and we'd have a combat/secret language.
Level :: Class :: Feats, abilities, etc
Basically, start off sword and board, end up full attacking for 4 quickdraw shield bashes (5 with haste) at minimal attack penalty.
This can't be right, but I'm putting it out there.
If you can switch grips on a weapon as a free action, is it possible to use a two-handed grip on one end of a double weapon for 1-1/2 Str and PA, switch to a double-weapon grip as a free action, make an attack with the other end as an off-hand attack, switch back to 2-handing for your iterative as a free action, etc. for your full attack routine?
Having never played a Barbarian in Pathfinder before, I have the opportunity to in a campaign some of my friends are trying to start up. It's set in a microcosm that's one big city. Our characters will be effectively vigilantes.
Starting at level 1, 2 traits, GM rolled an array for us to use: 17, 15, 15, 15, 14, 14, 13
Here's what I'm thinking for the progression:
01: Power Attack, Iron Will
Aside from Perception not sure what skills to pick. Yes I read the Guide to Breaking Faces, still not 100% sure though
EDIT: Greater Sunder -> ERP: Strength Surge
In all seriousness, do most combats really only last 3-ish rounds? I've been playing pathfinder for a couple years now and I can't recall a single combat that went over nearly that quickly unless it was a single enemy we bait through a door with all of us readying actions. I think if we get through in 6 rounds we're doing amazingly. Usually about half the party (myself included) are pretty good about optimizing for damage and we're all good at tactics. So it baffles me when I keep seeing here on the boards things like "Combat is usually over in 3 rounds" and "Good dpr is one-rounding a CR equivalent monster if all your attacks hit and roll max damage" or even "you should be hitting on a 2".
How cruel would it be for the supposed big bad of a campaign to be a lich created from a 10th level adept (phylactery is an orange prism ioun stone)?
The pc's have been hearing whispers of this guy all along their adventuring career, of the mighty being who beat death to continue his research. And they come to find he's a 10th level npc.
Started a new campaign recently and I decided to try out an Inquisitor, going for a new kind (to me) of combat style. Buckler and 1-handed weapon. So either good defense and a hand open to cast spells, or two hand for extra damage at a slight penalty. The GM is running a 3.0 module with a huge dungeon. It's not sure how far we go, so any advice for level with double digits isn't going to be helpful. We're very likely to hit 3rd next session, and I don't know what to do as far as feats and such go. The rest of the party is a fetchling rogue, aasimar cleric of sarenrae, and tiefling witch (time patron). Any options not on the PRD will most likely not be allowed.
The character as he is now (20 point buy, 2 traits, hero points):
Inquisitor of Desna 2 (exploration subdomain)
fav class option: bonus to knowledge and intimidate
Alt racial abilities: Sacred Tattoo, Chain Fighter
Traits: Reactionary, Birthmark
Feat: Improved Intiative
Weapons/Armor: Flail, Mwk Heavy Flail, Mwk Longbow, Mwk Breastplate, Buckler
The doorsight ability has come in very handy, I'm not missing the difficult terrain negation too much. I'm using the favored class option, monster lore, and stern gaze abilities to effectively have full ranks in all those skills even with putting only 1 rank every other level. I had forgotten about Cunning Initiative when I picked Reactionary and Improved Init, D'oh! At least they make up for my horrible dice rolls. Planning on swapping Magic Weapon for Divine Favor at 5th and (should he and the game last that long) Protection from Evil for Shield of Faith at 8th after getting Magic Circle. At 4th I plan on putting a point into Dex for a 13 so I can switch the teamwork feat to Precise Strike.
All that being said, any advice on what spells and feats to pick up? I know Power Attack is usually a no brainer, but with only a medium BAB progression that leaves me with almost the same effective BAB as a wizard. It leaves me a little worried. I do plan on picking up Outflank at 6th, but the teamwork feat I get at 3rd I'm unsure on. Was thinking about getting Craft Wand at 5th, but I'm not that heavily invested into it. I also have little idea what spells would be good, I usually play non-casters. Thanks in advance.
So I'm trying to get a group together and I was hoping to run a true low-magic campaign. Since the system assumes quite a lot of magic and magic items, here's what I'm trying so that it will still be fun AND still be Pathfinder.
1) No class that gets 9 levels of spellcasting or an equivalent ability. Meaning no Clerics, Oracle, Druids, Wizards, Sorcerers, Witches, or Summoners. They just don't exist in the campaign world. If I missed any, let me know.
2) Magic items will be few and far between. To make up for this, Base Attack Bonus from class levels will add to AC. Full amount to base AC, half this rounded down to touch and flat footed.
3) Likewise, each PC will be given a special charm in game that lets them unlock special abilities as they grow stronger. For every 3 levels the PC has, they can add a +1 equivalent to the weapon. Every time they gain a level, they can reassign the + equivalents, kind of like an eidolon. These charms can work on any weapon, but require a couple minutes to be attuned to a weapon, so no having a golf bag of magic weapons. Similarly, even if the weapon is sundered/stolen, as long as they still have the charm they can attune it to another weapon. This includes unarmed strikes.
Any holes in these rules? Any further suggestions?
I just wanted to see what kinds of custom items players' GMs or you as a GM have allowed.
Ring of Prestidigitation
This last one is mostly just cheese, but I convinced the GM to let me enchant my masterwork backpack as a Handy Haversack so that I get the benefits of both. If a weapon, armor, ring, wand, staff, or amulet needs to be masterwork to be enchanted (citing the wizard's arcane bond for a few of those), why not a backpack too?
So, I took a look at the magic item pricing chart.
If you were a GM that allows custom items, would you let this one in? Change the price? Ban it outright?
I'll be starting a 13th level Gnome Summoner soon. And I'm not sure how to spend the last 6 of my 17 evolution points, or what feat to get.
The summoner's stats:
Other members of the party
I mean, why not? There's certainly no shortage of fantasy artwork with shield stylized into various symbols. Heck, even just painting it on like those English guys with the cross (History check = Nat 1).
It doesn't seem like it'd be too much of a stretch to get a masterwork shield stylized as a holy symbol then get it coscecrated.
Having the Cleric better able to manage weapons/spell components is just icing on the cake.
Would anyone allow/want this feat? Is there some hidden DPR math that makes this outright superior? Could it just be a regular combat option?
As a bonus for the 2WFers: