Churgri of Vapula

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I'm just not a big fan of lv1 combat. Its too swingy. I will start there if I want the campaign to be more brutal and feel more on the edge because session 1 really is about establishing tone for the rest of the campaign. Otherwise we are starting at lv3 so they actually can definitely beat generic goon squad. Also lets the players start with a small variety of options.


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Working on a magus character who for flavor purposes needs to be wielding a scythe. I need either a way to remove the penalty for wielding an undersized weapon or another way of wielding a scythe one handed. All the ways of removing size penalties are for oversized weapons not undersized. I would strongly prefer to remain a magus but dips are ok.


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Balanced. Going all in on one is inefficient pointwise and paladin gets a lot out of both stats. Either being slightly higher is fine but they should have roughly equal investment.


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Oozemorph. I love oozes. I want to play an ooze. I just wish it worked at all


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270. Grade
School Divination
Level: Bard 0, Wizard 0
Casting Time: Full Round Action
Components: V,S,M(Splatter of red ink), F(Grading Rubric)
Range: Touch
Target: 1 Object
Duration: Instant
Saving Throw: None
Grades the target assignment as per the grading rubric. Whenever there is vagueness encountered encountered the caster may choose to mark points off or spend another full round action to resolve it as per their personal judgement.

271. Distance Sight
School Divination
Level: Wizard 2, Alchemist 2
Casting Time: 1 Standard Action
Components: V,S
Range: Personal
Target: Self
Duration: 10 Min/CL
Saving Throw: None
The user becomes able to instantly know the exact distance between any two visible points. By spending a move action, the user gains a +2 dodge bonus against ranged attacks and a +1 dodge bonus to cmd and melee attacks until the beginning of next turn.

272. Calculate
School Divination
Level: Wizard 1, Alchemist 1
Casting Time: 1 Standard Action
Components: V,S,F(a sheet of math problems)
Range: Personal
Target: Self
Duration: Instantaneous
Saving Throw: None
The user instantly computes the results of up to 10 simple numerical calculations per caster level. These calculations can be used together to solve more complicated problems that can be broken down into simple ones. The caster can remember the results long enough to record them or recall them with a dc 5 + days since spell was cast intelligence check.

273. Tell Time
School Divination
Level: Wizard 0, Cleric 0, Psychic 0
Casting Time: 1 Standard Action
Components: V,S,F(pocket watch)
Range: Personal
Target: Self
Duration: Instantaneous
Saving Throw: None
The user becomes aware of the precise current time

274. Trace, Lesser
School Transmutation
Level: Wizard 1
Casting Time: 1 Standard Action
Components: V,S,M(Quill, Paper)
Range: Close
Target: Writings or drawings up to 5ft^2
Duration: Instantaneous
Saving Throw: Will(if held)
Precisely copies the targeted writings or drawing onto a prepared sheet of paper or similiar material. This can only copy simple drawings and in monotone. Anything excessively complex will be depicted in a simplified form. Anything in color will be done in monotone. The caster may pick the final color although by default any work created is done in black. The copy is of the same size and aspect ratio

275. Trace
School Transmutation
Level: Wizard 2
Target: Writings or drawings up to 5ft^2 per cl
As per Trace, Lesser except as described. Caster may create copy at smaller or larger sizes between 1/8th and 8x as large. Aspect ratio must remain the same.

276. Trace, Greater
School Transmutation
Level: Wizard 3
As per Trace except as described. May choose any aspect ratio and size.

277. Predict
School Divination
Level: Wizard 1, Bard 1
Casting Time: 1 Swift
Components: V
Range: Personal
Target: Personal
Duration: Instantaneous
Saving Throw: None
With 60 + 2*CL % accuracy learn the next result of target game of chance such as dice. On a failed % check you instead learn the wrong result. This spell fails for any game which has a component of skill.

278. Predict, Greater
Level: Wizard 2, Bard 2
As per predict except as described. Use a 80 + 1 per CL % chance roll to determine the results. This spell does function in games of skill but it will only determine the results of the luck portion. For example, who has a stronger hand in poker.

279. Recall
School Divination
Level: Wizard 1, Psychic 1
Casting Time: 1 Standard Action
Components: V,S,F(Journal)
Range: Personal
Target: Personal
Duration: Instantaneous
Saving Throw: None
Recall a broad summary of what you have forgotten recently. This does not give specific details or allow you to remember anything you didn't previously particularly notice.

280. Timer
School Divination
Level: Wizard 1, Psychic 1
Casting Time: 1 Standard Action
Components: V,S,F(pocket watch)
Range: Touch
Target: Up to 1 creature per CL
Duration: Up to 1 hour/CL
Saving Throw: Will(willing targets only)
You may create up to CL mental reminders, similiar to alarm, to occur after a specified amount of time has passed. These may be divided among the targets as desired. The reminders do not need to be for the same length of time. This spell is dispelled for a target after their last reminder occurs.


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I would say that it depends on how good your gm is at adapting. If they run things exactly the same way every time then a balanced party is a good idea if not required. If their willing to adapt the game then everybody wins :)


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"An attempt to subvert the paladin code by engineering a situation allowing you to use a higher tenet to ignore a lower tenet (telling someone that you won't respect lawful authorities so that the tenet of not lying supersedes the tenet of respecting lawful authorities, for example) is a violation of the paladin code."

This particular bit is going to be a headache.


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You have officially made good > law..... Paladins are now Asimov robots free of making moral decisions. Great....

I would like the option to choose law > good. Otherwise we are just Good kinda lawful not Lawful Good.

Glad to know other paladin alignments will be considered. Asmodean Paladins ftw(a great example of law>evil).


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Ring of Invisibility + Mindblank. You will literally never find me good sir.

I suppose I could ruin your life. Make everything in the multiverse want you dead, alter the laws of physics to make your abilities worthless, and remove your afterlife. But why would I? There is no threat


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Logan Bonner wrote:
Bardic Dave wrote:
I like most of this. I was surprised to see that Channel Energy and Spell Points are not connected. I was expecting them to draw from the same pool. My knee-jerk reaction is "don't like!" because I thought the whole point of Spell Points was to get away from having to track several different resource pools. I'll wait to see how things play out at the table though.
Spell Points are used for abilities unique to their pool and to the class. The spells from channel are essentially more prepared spells per day.

So in order to make them simpler you removed bonus spells per day from wisdom and added them from cha but only as heal/harm spells?


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Lv5 party. A huge size red dragon lands in front of the party and demands tribute for passing through his lands. Everyone in the party pays except for the party monk.

Monk:"Guys I'm broke"
Fighter: "Here I'll pay for him"
Monk:" No that's alright". Drinks potion of enlarge person. Runs up and attempts grapple
Dragon takes attack of opportunity from not having improved grapple. Crit. Max damage. Monk dies. Party buys the dragon's lunch for 2x the tribute cost and drags it to town so they can then pay for raise dead

Tribute was 500gp


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Fighter- I jump in the water after them!
DM- Your wearing full plate.
Fighter- I'm jumping in
*Many rounds of failed swim checks later
Party Rouge- Dibs on his bow


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LE. I am righteous and I know it. You can't handle the truth.


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Warped Savant wrote:
Lady-J wrote:
there's plenty of reason to not play it like pfs.

Would you mind expanding on the negativity?

What don't you like about PFS?

No houserules. Limited rewards. Limited materials for use. Limited to campaign modules. Alignment restrictions. Restrictions on possible player actions. Forced use of all official interpretations. Correct me if I'm wrong on any of those. Not entirely sure on all the rules. Not hating or saying badwrongfun but there is definitely reason

@OP if still reading this I also recommend plot XP. Swapped over 4 years ago and it is so much better than encounter based. Also have a current game with roughly 4 players that can't attend often. It helps them out a ton.


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I love goblins. Their so much fun. However their not core race material. Guess 2e wanted to copy 5e's core drow scandal.


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That 70's show Leo but with spells and a pet owlbear


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Made my day


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You already asked the 3 big questions. Which are his goals? Why is he evil? How do you make that work within the party? Answer these and your done

1. Anything that anyone else would want. Evil is usually how someone achieves his goals not the end goals themselves.
2. Its just a difference in a set of values. Typically efficiency and the end goal over life and happiness. Most Evil is actually very easy to rationalize if you can avoid societies retribution. If you want to learn some interesting stuff look into AI research regarding utility functions
3. Once again pretty much the same as everyone else. Come up with one of the reasons that your in the party then limit the reasons your party would want you dead. See below for evil specific tips for that

The biggest problem I have with evil characters is not how well he works with the party, its how well the party works with him. Its not just about how to justify your character working with others. Its actually really easy to justify an evil character working with good characters. You also need to make sure the other players can work with you. Good has a much bigger problem with evil than evil usually does with good.

Also Know that every table has an invisible line of sand for morality that is just not acceptable even from evil characters. I would start small then slowly edge your way there. Not only does this make it less likely the other players and characters will want to murder you, it also makes for a nice character development phase even for established evil characters

Brilliant post DeathlessOne

@Possible Cabbage. One of my favorite theories on afterlife goes as follows. The evil planes aren't actually meant to be a punishment for the dead. Merely an environment that individuals of that particular alignment would thrive in. Ex: LE: a giant bureaucracy made to screw people over through lawful means. CE: an endless pit of doing whatever you want in a kill or be killed environment. Same thing applies to neutral planes.

Alternatively if they see themselves as a hero they could easily see it as a heroic sacrifice. I will save the world even if it means my eternal damnation. Can think of plenty of great villains with such a line. Tarquin from order of the stick also had a fun rational. Yes I'll get a horrible end. But in the meantime I get to live like a god for 40 years.


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Dave Justus wrote:
RumpinRufus wrote:
[/i] This sadistic thug is the brother of another party member (who is true neutral). They have grown up watching each others' backs, and are experienced fighting as a team (e.g., CE brother is a dirty trick fighter and N sister is a rogue.) His sister does her best to keep him out of too much trouble, and help him escape the consequences when he does get himself in a nasty situation. Although this character enjoys hurting other people, displaying dominance, and generally feeling like he is powerful, he does care for his sister and is ferociously protective of her, going to any extreme to punish someone who threatens her (sometimes to the extent that she must try her best to restrain him lest he overreact.)

I don't see anything chaotic in this character at all. More lawful even. And while there is some 'evil' it is pretty minor, certainly could fit into a 'neutral' alignment on the good-evil scale.

And of course the entire thing depends on another character being willing to go along with it, and a chaotic evil person might 'care' about a sister, but it would be in a controlling and probably abusive (at least emotionally, if not physically) manner. It is this sort of thing that makes them evil rather than just 'not good'.

That description only describes a small part of the character. Mostly just his biggest motivation/trigger. I could make a character with at least any non good alignment from that description. Pretty sure the point was to give a good example of why a CE character might long term might stay with the party and remain loyal

Other reasons include
1. Finding the Pc's amusing
2. Adventuring parties are a great defense/cover against paladins and provide a legal(ish) way to kill and break stuff
3. Really dislike BBEG
4. The PCs his friends
5. Any non morality based reason that any other character would use

The problem is that many players view CE as an excuse to murder hobo. Its an alignment that has been as misrepresented as paladins

The best way to avoid being a kill sociopath is to not make yourself one. Maybe killing isn't your first reaction to every single problem. It doesn't even have to be a moral objection. Mass murder typically causes problems when other people find out. There is a dial on both chaotic and evil that can be tuned while still falling in the alignment. That doesn't mean you can't still screw with people whenever they piss you off. Rob them. Commit arson. Get them drunk and break their legs in a dark alley. Spit in their food. Harass their family. Turn invisible and open their office door every time they sit down. Plant contraband and report it. Forge a fake love letter and leave it for their wife to find. The point is there are options other than murder and you can have fun using them

You don't have to disagree with LG to be CE. Heck you can even agree their more virtuous. No one always acts in accordance with their conscience. A CE could just have done so until he doesn't even notice anymore. He could think himself to weak to follow a virtuous path and doesn't see the point in trying to change his ways.

If you want to disagree with LG it gets a bit more complicated. He might find good and evil to be relative terms. Different based on who you ask. Yeah angels might agree with you but what makes their opinion any better than the lower end of the alignment pool. He might have been raised in a society where the values of evil were encouraged and values of good were discouraged resulting in a reversed view on morality. Law vs Chaos is pretty easy to reframe into oppression vs freedom. Alternatively Snobbishness vs Open Mindedness. Traditional vs Free Thinker if you don't want to be opposed to Law just thinking them misguided

You might believe that society revolves around social contract theory and that the individual only benefits from other people following it. Suckers.


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Arcane Phalanx
Blood Arcanist with the psychic bloodline so he can wield a tower shield and use the ally/army across time spells to make spontaneous shield walls


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Problem 2. For world building I made a scale for typical level to world status. The idea is that as you do stuff you gain Xp and become more famous/prestigious so you move up in the world. Hence you assign default levels based on their position in their line of work. For example a 1st year carpenter's apprentice would probably be level 1 while the last year carpenter's apprentice would be level 4. Talented individuals will be higher than expected, untalented lower.

Lv1-4 Apprentice- those still learning their field
Lv5-8 Journeyman- typical contributing members of their craft
Lv9-14 Masters- exceptional individuals who have shown great talent. Typically well known locally and others in their field have most likely heard of them
Lv15+ Legends- these are world shaking folks. The elite and most powerful individuals in any given area that everyone knows. Kings, era defining artists, archmages, etc. History will remember them

This approach can be easily adjusted for higher or lower power games by making the level ranges bigger or smaller

I like how your arranging the kingdoms. Not exactly sure what problem 3 is unless you just want kingdom ideas


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Yeah numbers bonuses don't fix the tier system. Spellcasters are more powerful because they break the world around them. They have far more options both in and out of combat.

Balance Options
Risky casting- a sometimes terrible, sometimes nice option. Really this just depends on implementation
Make Fighters Casters- I don't mean literally give them magic. I mean give them limited use special abilities that accomplish the same tasks as magic. IE: super jump, arrow volley, etc
Skill Tricks- similiar to the above but the abilities are a bit more limited but infinite use. Just feats of being able to do mundane stuff that is well above average like wall jumping. Still can't balance against prepared casters due to the fact they can't swap everything out each day. Also there are still magic effects that don't have a mundane counterpart
Cripple Magic- limiting magic to around lv3 spells does keep the martial/caster disparity to a minimum. Most of the world breaking stuff comes from higher level spells and you still keep most playstyles viable. Higher level magics can be included still in the form of plot devices, consumable quest rewards, and difficult/expensive magic rituals

@OP sorry but you did ask our opinions :)


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Agents of Evil has a very ironically good feat for this. Wretched Curator. After completing one evil ritual, animate dead is no longer evil for you to cast even by RAW. Possibly because it doesn't look so evil by comparison. At some tables you gotta do what you gotta do


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W1:1-6
W2:7-10
W3:11+

F3:1+

R2:1-10
R3:11+

I play wizards very conservatively for spell slots used. This basically replaces my typical crossbow usage. First round or two throw out a few spells then swap to "I'm helping"

Fighters just have better things to do. Unless the targets incorporeal your still better off with a bow almost regardless of build

I can see rouges totally using it when they don't want to go melee or can't sneak attack. After the damage stops scaling I would have UMD to do other stuff with


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Pure RAW leads to stupid things. RAI leads to less stupid things. RAI with houserules leads to new stupid things. I go for RAI with minimal houserules simply because that's what seems to work best.


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I would say our perceptions are skewed on the matter. We have all manners of ways to hurt people in real life but loss of agency is rare and often scarier. Enchantment also is much more dangerous than evocation. That means more fear and therefore more stigma attached

Another way to consider it might be that an evocation spell is a weapon while an enchantment spell turns the target into a weapon to be used against those around them, typically with them being aware or becoming aware later

I agree logically that enchantment is as moral as evocation. However we are not logical creatures.

Btw every game I play in has at least 1 dystopian regime member in it........


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1. You screwed with a chronomancer
2. Batman style backbreak(or any other severe trauma really) and then they stole your items. Your currently super poor and recovering from your severe cursed injuries
3. Failed the test of the Starstone
4. Microcosm. Either you were released or you were just put in one and your not sure which
5. Deal with Mephistopheles


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Black Mamba- cloak of resistance +5, prestidigitation keeps it clean and flowing back dramatically regardless of conditions, floating disk greater 1/day, and grants a +10 to perform(grand entrance) checks

Rod of Bureaucratic Casting- as quicken rod greater but once you are no longer in combat you may not cast spells again until you fill out paperwork for a number of hours equal to the sum of the levels of the spells quickened

3.5's grog of substantial whimsy is always a good time


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Cavalier Order of the Staff
Arcane Subdomain
Channel the Gift(donates a spellslot)
Arcane Concordance
Font of Spirit Magic

Missing another spell lv2-4 but I haven't been able to find it again since I first found it

There's also several teamwork feats but they have to take them as well or you have to jump through a lot of hoops to be able to be both able to cast and give them to allies.


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Puzzle Box. Cast it on literally everything

Shrink Object. Need to carry something? Need through a wall? Can't get the door open? Ever wish the floor beneath your enemies just wasn't there? This spell is more useful than a dagger both in use and what you can just carry around with you. I really don't know how many times a quickly deployed wall has saved my butt

Full Pouch + Alchemical Tinkering. Between these two spells you are the greatest alchemist in the game. All those lists of alchemy items at your fingertips within 2 actions. Not only that but if you invest in heighten spell they all scale with your level

Create Demiplane. Such a fun spell series. Create your own worlds with all kinds of fun rules to play with. Makes everything from literally inescapable prisons to awesome beach house downtime areas

Secluded Spellbook. Also a touch attack


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Hmmm. Seems like a disagreement on expectations. As gm you really can't be wrong here. Consequences are a part of the world you make and how harsh they are is ultimately up to you. In this case it seems there was a player/dm discrepancy in expectations so I would recommend a bit of mercy but not so much so that he doesn't get the point. I would give him a really really tough time of it but not an auto kill. Probably around 30% chance of living should do so CR15/16 if its solo probably with a few lesser encounters to weaken him first. I like the idea of a herald but there was one particular thing from 3.5 that might do better. Basically it was a clone of the player that pissed off a deity sent to kill that person. It had some nice buffs on top of the copy pasted stats notably that it couldn't be harmed or hindered by any but whoever it was sent for. The goal is to put him into a situation serious enough that he learns not to F*** with OP world individuals while still giving a fair chance of survival


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nicholas storm wrote:

When you consider that we are playing a game in which you break into beings homes (i.e. a dungeon), murder them and take their loot, I don't see how any of the OP encounter is evil.

If you think it's evil, play another game.

Well not everyone plays the same way even in the same system

Just in Pathfinder I've seen
-a completely nonleathal dungeoneering party
-a group of evil murder hobos living in a world where they somehow are the least of all evils
-a group that refused to attack anything that they couldn't confirm already committed evil acts. Even then they only did it to bring them to the authorities
-a group that regularly tried to rehabilitate villians
-hack n slash the villain of the week


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You can add persistent for another +2 but that would put you at your level 9 cap. Spell perfection limits the highest you can get up to a 9 TOTAL level. IE you can only add a +6 net value in additions to a lv3 spell. The largest addition is then marked off(typically quicken at +4) and whatever remains is the spell slot spent. Magical lineage actually pushes this up by 1 level by lowering the cost before being considered

Ex with your setup
Persistent + Quicken + Piercing Slow- 9 levels total. 5th level slot used. Cannot be heightened
Persistent + Piercing slow- 5 levels total. 3rd level slot. Can be heightened up to 4 levels
Quicken + Piercing slow- 7 levels total. 3rd level slot. Can be heightened up to 2 levels
Quicken + Persistent slow- 8 levels total. 4th level slot. Can be heightened 1 level
Persistent Slow- 4 levels total. 3rd level slot. Can be heightened up to 5 levels
Quickened Slow- 6 levels total. 3rd level slot. Can be heightened up to 3 levels
Piercing slow- 3 levels total. 3rd level slot. Can be heightened up to 6 levels

Of course you can fill in the heighten levels with other metamagic but it makes for a good example due to its flexibility


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Bard
-another healer
-backup face and knowledge skills
-can fill in the missing rouge skills
-built in buffs
-fair ranged attacker
-unique butt saving spells like saving finale
-fun as hell to RP


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Alright going to do this step by step
Slow Lv3
Quicken +4
Piercing +1
Magical lineage -1
Spell Perfection -largest(4)
Final Slot lv3

Technically you can apply lineage to quicken first making it a lv4 spell but there is no benefit

Heightened spell is the odd duck of the metamagic family. Due to the wording it cannot be reduced by cost metamagic modifiers by RAW. It doesn't "change" the level of the spell, it just allows you to prepare the spell at a higher level and reap the benefits of that. Heighten spell means you can cast it with a higher level slot to gain the benefits of it being a higher level spell(namely save dc but there are a few other instances where it matters). Keep in mind though that if you apply quicken spell with spell perfection this caps at a +2 level increase due to spell perfections lv9 limit

Please let me know if you need anything clarified


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Wand of mount. Its so very useful. Cover, mobility, trapfinding, meatshield, dps, and bonus perception checks all rolled into 1.

Pearls of power are good however they are not meant for the same purpose as wands or scrolls. Wands are for spells that are good with low CL and benefit from spamming. Scrolls are for emergency spells that save your butt even without CL or spell save dc and normally aren't worth preparing. Pearls of power are for refreshing your day to day spells

Cloak of Res, Ring of Protection, Bag of Holding, Boots of the Cat, Ion torch with heightened continual light, Hat of Disguise


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Ring of Wizardry
Doubles spell slots of that level. MAX bonus slots:4
Lv1 20000 vs 4000 for 4 pearls of power
Lv2 40000 vs 16000 for 4 pearls of power
lv3 70000 vs 36000 for 4 pearls of power
LV4 100000 vs 64000 for 4 pearls of power

Pros
No actions spent
More variation of spells prepared

Cons
Price
Ring slot

Ring of Spell Storing
You can split the spell levels around. For price comparisons I will use the most expensive possible pearls of power for equal levels of spells
18000 for 3 levels of spells. VS 9000 1 Lv3 pearl of power
50000 for 5 levels of spells vs 25000 1 lv5 pearl of power
100000 for 10 levels of spells vs 82000 for 1 lv9 and 1 lv1 pearls of power

Pros
Varied levels for spells

Cons
Price
Lower CL
Ring Slot
Must decide spell and spend spell slots in advance

The Nethysian ring has a lot of potential though due to the spell level reduction

Do note that while more cost efficient than pearls of power, echoing rods are not the most efficient for ALL spell levels(1,4,7) and cannot be used with other metamagic rod


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I meant use a rod of echoing spell to recast a spell study spell. Echoing spell rod is actually a really cost efficient alternative to pearls of power


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Occultist. Partial caster and partial combatant. He could be using old pieces of their parents adventuring gear for implements. With the right build he could end up outdoing either his brother or his sister

BTW stealing this backstory for some NPCs. Nice job


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Bed of Iron, Expeditious Construction, Open and Shut, Clarion Call, Petungrelo’s Validation, Mount Communal, Alchemical Tinkering, Full Pouch, Mindlocked Messenger, Aqueous Orb, Enlarge Person


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Training(inner sea intrigue) +1 enchant- the wielder* gains a combat feat determined at the time of crafting so long as they meet all other perquisites. You may not use feats "gained" this way to meet other prerequisites

Paraphrased but you get the idea. They can give anything from improved initiative to dodge to arcane strike to quickdraw. Very nice for finishing a feat chain or just grabbing a nice stat boost. Do note that wield is an undefined term so it is up for debate


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Firstly I would address the EVIL of necromancy. Some groups follow RAW and say that since necromancy is "inherently evil" you can't remain good if using it regularly. The feat "Wretched Curator" removes the evil tag for those tables.

Animate Dead, as Dasrak covered, is your go to spell for reanimating corpses. It does have a lesser version available 2 levels earlier that I recommend you take and trade out once you get the real deal. The feat False Focus helps tremendously with early onyx costs and is useful for many other common spells. The False Priest archetype gives you false focus and provides an upgrade to most bloodlines. Notably the ability to spend spellslots to use scrolls without using them up. This effectively gives you access to all the lovely cleric spells. Repair undead is another needed spell. Lastly Enervation, Possession, and False Life are my favorite non undead necromancy spells

For bloodline I would go Arcane. Undead bloodline is lackluster. Meanwhile I have yet to see arcane bloodline be a bad idea

While I agree with Dasrak its a bad idea, an Arcane Archer build is possible. Let me know if you want more details on that


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NE. It to me represents Power at any Cost or in this case knowledge at any cost. Definitely south of neutral given his willingness to kill for knowledge. As others have pointed out the pursuit of knowledge is neither chaotic nor lawful. That axis would best be decided by factors not yet given about how he goes about discovering these laws. Also pointing out most of Cheliax is neutral not evil


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http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/m-p/needl es-of-fleshgraving/

I can't find a size/weight limit


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Also Red Fel did a brilliant guide to the alignment in 3.5

http://www.giantitp.com/forums/showthread.php?448542-Compliance-Will-Be-Rew arded-A-Guide-to-Lawful-Evil


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I trust them until given reason to not. The vast majority of DMs will do what is best. That said I have never had a GM that I agree with entirely. The trick is to make sure everyone is having fun


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Race Human- racial favored class bonus + bonus feat
Traits- Wayang Spellhunter + Magical Lineage. If you want anything else feel free to grab additional traits
Dragon Bloodline- solid all around for you. I recommend silver as I like the ice version better. Take all the blood havok
Feats- empowered/maximize(pick based on how gold generous the dm is), quicken spell, rime spell, spell perfection, spell focus, spell focus greater, spell specialization, mages tatoo, spell pen + greater, irrisen ice mage(pretty sure there is a flavor requirement here missing from pfsrd), craft rod
Spells- Snowball, Ice Spears, Dragon's Breath, Ice Storm, Cone of Cold, Icy Prison, Cold Ice Strike

Plays mostly like a fireball blaster but with Dragon's Breath instead. Costs you a bit more on rods but you a wide variety of CC you can use while hitting them


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Been going through material trying to get as many spell slots as possible that I can decide on the spot or at least in less than 15 minutes. To be clear I am not looking for versatile spells like summon monster. Exceptions are those that actually let me prepare spells. Just wondering if I missed anything

Bonded Item
Preferred Spell
Spell Specialization Greater
Maagambyan Arcanist PRC
Fast Study
Exploiter Wizard->Quick Study
Flexible Wizardry
Improved Flexible Wizardry
Psychic Assylumn
Mnemonic Enhancer
Annihilation Spectacles- pretty sure there's something like this for necromancy but I can't remember the name
Planned Spontaneity
Amulet of Magecraft


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I would say something like(L to R is better to worse on tier)

1 Wizard, Witch, Caster Druid, Cleric, Melee Druid
2 Sorcerer, Shaman
3 Alchemist
4 Paladin, Fighter, Barbarian, Brawler
5 UMonk

Caster druid and cleric were close. Fighter and barbarian are also close. Probably just my biased love of brawler that puts it at t4 for me

General Rules
1 Prepared Full Casters
2 Spontaneous Full Casters
3 6th level casters
4 Everyone else who works well
5 Classes with difficulty functioning on par with everyone else


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Yeah they should be fine assuming their builds are decent

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