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Not a pure melee class but Rage Chemist Alchemist combo works. Mutagen adds +4 to his strength add Enlarge Person he isn't some small weakling. Take a few levels in a martial class say fighter for the feats or maybe Monk if you Wisdom is high enough.
Goblins have a racial alchemist archtype which is almost better then a cavalier. The mount is either a Dire Bat or Giant Vulture. When given the chance to enlarge the critter take the stat bump instead to keep it medium size. Their is a feat which allows you to take four levels of a different class where you still get to level your companion. So go fighter for feats. You become a skirmisher with your mount. Take discoveries that change and enhance your bombs.

Aggressive Thundercloud is actually a good spell. First you cast it and aim it. If you aim it right the monster is stuck between it and a melee warrior in your party. The monster takes damage every round he's in it without you spending an action controlling it. It only takes a Move action to direct it so you have a standard to cast another spell.
My wizard uses it a lot with pretty solid results. My wizard is an Admixture specialist so if need be I can change the damage from Electricity to something else if need be.

Noticed something never mentioned. Mystic Thuerge ability to share spell slots is only works if one casting class has to prepare spells.Neither Oracle or Sorcerer have to. So you are hurting yourself playing those to classes together. Instead of Oracle maybe consider Druid they have lots of electrical based spells. Or Wizard instead of Sorcerer. Either way one class should switch to a prepared caster.
You don't gain higher level class abilities once you hit thuerge. Fourth level for both classes. Something else to consider. Oracles and Sorcerers don't get their second level spells until fourth level. You will be 9th by the time you qualify for thuerge. A straight wizard,cleric and druid all get their first 5th level spell at 9th.
I get what you are trying to do here. You have a theme. Just some themes and concepts seem a great idea but in play don't always work.

So read through both spells and the forums and I haven't seen anything regarding my question. So I'm playing a Thuerge with both spells. So if I'm correct I cast Spiritual Weapon the next round cast Twilight Knife. Third round I can simply hide and both spells attack on my turn without any action on my part except to move them.

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Might I suggest a Mystic Thuerge build. Yes I know a Thuerge is not an optimal Prestige Class. Here's why I suggest it. You use you Arcane spell for yourself for defense and offense. Clerical for Buffs,Healing and Summoning. Until recently I was never a fan of Summoning spells. Yet our Druid in a current game has summoned two Elementals that have proven more then capable of handling monsters. At worst they can serve as meat shields protecting you.
If you take a Wizard Archtype don't take one that gives up Scribe Scroll. Here's why, you can scribe both Clerical and Arcane and you get it for free. I'm working on retraining my wizard to be a Druid Wizard thuerge to go this route and so far the numbers are pretty solid.

Probably the wrong section my apologies. So my character worships Shyka a neutral deity. I have a level of cleric and Craft Rod feat. My question is can I create Unholy Water to use my Rod of Burning Blood. Wish to point out I am true Neutral as well.

Yes I know this has been discussed a lot read most of the posts. But my question hasn't been addressed that I have seen. So thinking of playing an Eldritch Archer Magus. It states they get a Bonded Weapon which must be a Ranged weapon. So would this include an Exotic Ranged weapon such as Throwing Shield? The next question which I have seen once addressed without any particular answer was Bashing magic feature. Would it do the increased damage when used as a thrown weapon.
Had a few characters die in our campaign thinking it's time to play a ranged character and our group lacks a full caster hence the Magus.

Chain Mastery states if you use Multiple weapons you lose the benefit of the feat. Now spell combat states acts like two weapon fighting, hence the question. I wanted to make sure I wasn't violating any rules with this combination.

Last time I asked what seemed a Rules Question another member got testy saying it wasn't I should have posted it here in General Discussion. So that's why I posted the question here.
Honestly I'm not sure how I'd rule it as a GM. While the Magus Spell Combat functions as 2 WP fighting it's not using a weapon but a spell instead.

So Dance of Chain feat allows you to use your Dex for damage instead of Str. It also allows you to extend the reach by 5Ft. The last sentence in the feat states you lose these benefits if you use a shield or fight with multiple weapons. Now Magus has Spell Combat which acts like 2 Weapon fighting except instead of a second weapon you cast a spell. So the question is do I lose the benefits of the feat when I use my Magus spell Combat?

I apologize. I looked up the spell under rules question thinking that's where I'd find it. Thank you for the link it did anwer my question.

I read all of them and none answered my question. It is a Rule Question so I posted in the Rule Questions section.

So the spell sat when you direct it it moves until it moves into a square with a creature. When you don't it stays at rest and crackles with lightning. My question is what if a creature still occupies the square, Does the creature have to make a save on your turn to avoid damage. Say for instance the creature can't move out of the square. Does the spell simply go inactive until you control it again or would it continue to damage the creature until the spell is moved or it moves out of the space where the spell is?

So the spell sat when you direct it it moves until it moves into a square with a creature. When you don't it stays at rest and crackles with lightning. My question is what if a creature still occupies the square, Does the creature have to make a save on your turn to avoid damage. Say for instance the creature can't move out of the square. Does the spell simply go inactive until you control it again or would it continue to damage the creature until the spell is moved or it moves out of the space where the spell is?

Combat Casting is still a useful feat for your other spells. For race I'd choose Assimer due to the racial channeling feats available.

Been reading this thread for a while and it seems to me a lot of confusion when there really isn't. All characters and even monsters follow the same basic rule. You have a set of actions per round. You get a Move action, A Swift and a Standard Action. You have the option to take a Full Action giving up all your other actions. Some spells and actions require you to take a Full action. More then one attack is considered a Full Round Action. Even monsters follow this.
It doesn't matter if the martial moves under his own feet or something else he still moved. He gets one attack. Now once he's in the enemy's face he can swing as many times as he has attacks.

As I said the groups I played with allowed Wizards to gain those two spells going up as Thuerge.
I disagree Doc about Prestige class being good for clerics. Channeling and the variations now allowed is almost as powerful as the clerical spells. Almost all Prestige classes freeze that ability when a cleric goes into it. Holy Vindicator is the only one that doesn't that I know about.

I ran and played an evil campaign. Me and the rest of the players had a blast doing it. It was such a change of pace we all decided we wanted to run more evil campaigns just because. Most of us had over ten or more years playing good guys so evil was refreshing. Now we did some things a GM would cringe at and normally ban. However the group had been together for years so party conflict was all RP and in fun. We didn't include a couple of players for that campaign since we knew they would be disruptive and ruin the campaign.
It's not so much alignment as players. I ban Chaotic Neutral more then evil because that alignment has caused me no end of headaches. The one line I hear after a player does something is. "I'm playing my alignment." What they really mean is I'm a world class jerk I want to screw with everyone. Chaotic Neutral characters cause far more problems then an evil could. I have actually seen an evil rogue work with a Lawful Good Paladin without major problems. Sure the Paladin and Rogue hated one another but it didn't ruin the game. Yet you get a player playing a Chaotic Neutral and I'd be shocked if the campaign actually survived.
Yes it should be the GMs call if you can play an evil Necromancer. The only real issue I had with Necromancers is they tend to create an army of undead making it difficult for the other players to get involved in melee combat. an army of one hit die skeletons can slow combat as well.
Me I like the idea of a Gnome Necromancer. It's different.

Not sure if it helps, there is a Feat called Magic Trick allowing the caster to ride on the Floating Disc. The skill needed is Fly. So I'd treat it more like flying rather then mounted.

I just looked up ruling on Clerics,Domain spells and Mystic Thuerges. The consensus was they get their Domain spells as well as normal spells going up as a Thuerge. So why wouldn't a Wizard. While the Prestige class has changed the way I have always seen it played it is this. You get the spells learned, spells per day and spell level. That's it. You don't get school or domain abilities or channeling. That stays at whatever level you stopped being a Wizard or Cleric. So most characters have the class abilities of a third level cleric or wizard. But cast as a much higher level.
For example my character is an eighth level character. Three levels Cleric,three levels Wizard and two as Thuerge. So my channeling and Domain and Wizardly abilities are at third level. But I cast as a 5th level Cleric and 5th level Wizard.

My first experience as a GM was in First Ed module series. It was the one involving genies. Anyway the module called for the players to go from point A to point F following along the coastline of this glass sea. The module made the mistake of having a specially designed ship to go across the glass sea. Rather then follow along the coat like the module assumed players would they took the ship directly across missing a chunk of experience and treasure and knowledge needed to complete the module. That and a couple of other things made me swear of GMing for years which was the players plan.

I'm in my early fifties and getting back into gaming after a five year break. Three campaigns for me. The first was set in First ed. Somewhere we all aqquired nicknames of Ye Holy followed by what our character was famous for. Mine was sharpshooter being an archer in the back. Back then Precise Shot didn't exist so if you missed the bad guy you ran the risk of hitting your own party. I did a few times. DM seemed to favor me hitting the one character whose player didn't like me.
The second campaign was in Rifts. I started running it as soon as the books came out. Add the fact I had almost no experience as a GM I made mistakes. My one friend played a dragon while another played a mortal knight. From that small group of three it expanded to include my friend's son and wife and several others.
The third campaign was in Pathfinder. I ran it using the Sun Orchad Elixer to start. I made the mistake of letting them get six vials of it. The party became richer then sin. The fact the party was at best neutral didn't help. Before the end of the second session everyone had slid down to evil. We ended up becoming devil worshippers trying to become devils ourselves. We ended the campaign due to our power level too difficult to run at the time. It was being evil that was the most fun of it. None of us were Chaotic and our one neutral evil was more greedy then evil. The biggest challenge for me as a GM was motivation. What motivates an evil party to go adventuring to save innocent lives?

In Pallidium's book of Deities to become a god you need personal power, a bit of luck and massive amounts of worshippers. At least a million if not more. So in Raziman's case he lacks the numbers of worshippers and probably the power as well. It's been stated in his case he is a mortal human of venerable age. While a high level wizard nothing I have read has suggested he is more then that. In the case of mortals becoming gods they were special. Cayden and Iomadea were very famous for their adventures before taking the test.

My fighter was an Unbreakable which proved very useful. Endurance and Diehard for one bonus feat. Since I wasn't taking him past third the lack of Weapon Training wasn't an issue. What replaced it is sweet though.

Recently I died in Rise of the Runelords. Reincarnated from a dwarf to a Halfling. The strength loss and smaller size hurt a lot. I was planning on being a tanked out Eldritch knight. Losing the dwarf racial traits hurt a lot too. I could wear full plate and move full speed. I can't as a Halfling since I'm not going up as a fighter to seventh. I've had to rethink my character a little.
If your GM is nice like mine was your equipment resized to your new smaller size. If he did you are okay. The strength loss hurts but the smaller size can be overcome with the spell Gravity Bow. If you need more damage potential switch to an Orc Hornbow. It's an exotic but it's worth the extra damage.

I have a question regarding my character. I went from a Dwarf to a Halfling. Now I've made the physical stat adjustments as the spell says to. Here's my question. As a Dwarf I get a +2 to Wisdom do I lose that or keep it? It says nothing about mental stats being adjusted.

While he was like my fifth character for Rise I was playing a dwarf fighter wizard planning to go Eldritch Knight. He was surprisingly tough.

While I applaud you for an interesting character you have some issues. The first is you size. Small. I recently died and went from a medium dwarf to a small Halfling. It hurt me Bad!. The strength loss cost me use of my Composite bow first. Second my weapon damage output dropped. I went from a d8 and a d6 weapon to a d6 and d4 weapon damage output. The strength loss made it worse.
Issue number 2 is wielding two scimitars. That is going to be minus four with both weapons. My dwarf was wielding two chain flails with that penalty I rarely hit. I was a fighter with an 18 strength.
Might I suggest two Sickles. Both are light weapons and Druids are proficient with them. Another suggestion is use you TRex as a mount and skirmish with him. Use a single scimitar and get Ride by attack. You can hit and get out of melee. For a Druid this would be better since Druids armor choices are limited. No heavy armor without a feat or multiclassing.

So our group is playing Rise of the Runelords. In one of the areas we found an Admantine Longsword. Last session my dwarf was killed then reincarnated into a Halfling. He has been offered by a player and GM to retrain his fighter levels to Ninja. Considering how badly he has been in combat I am considering changing. My main issue is I want to keep the Adamantine longsword since Adamantine is expensive.
So my question is since I have Craft Weapons as a skill I was wondering if I could reforge the longsword to say a Katana or a Wakizashi. I have not seen anything regarding this issue so I'm asking here. I myself am unsure if I'd allow it or not.

I know this is going sound counter productive but consider this Trappings of the warrior Panolopy. You take a one handed weapon say Bastard sword or Katana and then heavy shield. For a trait you can use the shield as a light weapon. With Panolopy your BAB goes up by one for every four points of mental focus you have up to your Occultist level. You take two weapon fighting your damage potential stays comparable to a single heavy weapon. Take armor enchantment enchant your shield with Bashing. Use the spell lead blades and now both weapons are dealing improved damage. Cast Enlarge before lead blades both spells stack for damage improvement. Possessed hand reduces two weapon penalty.

Thank you Syries. My original plan was to do a 2 level dip into the class for the darkvision. The d6 blast would be used but without any interest adding to it.
I like the class but I do think it needs a revision to clarify things and maybe change some of the utility abilities and when there are available.

We often slept in shifts with the GM seeming hating Arcane casters by having encounters always happening when they are resting. Didn't help the rest of the party was like oh well mage didn't rest screw him we did.
A suit of Restful armor over a Ring is this. I'm a true construct I don't eat or sleep or even breathe. Most of the ring's other functions don't apply to me. I already am wanting to wear armor so why not add Restful to it. It's not a magical enhancement regarding as a plus.
As stated before not trying to regain spells more then once a day! Simply trying to cut down on time needed to regain my spells.

Bummer about the Summoner. It wouldn't have turned you into a Tank per say it would have helped with the low strength. Floating Disc will though. Cast two one for you gear one for you. The feat Magic Trick allows you to hover fly. Until 6th level you can only float fly 5ft off the ground. Removes the slow speed. A normal floating Disc carries your normal gear. Charm Person is useful for getting someone else to carry your gear. "Say really strong fighter I'm your friend could you help me?" Fighter with low will save. "Sure little buddy."
Monster Codex has a section reserved for Goblins. In it they talk about Goblin Alchemists and their formula books. Instead of written words they use plants pieces of animals and other ingredients best left unsaid. For a Wizard's spellbook you could do the same. Say Lightning Bolt a small piece of wood struck by Lightning Bolt. Fireball something killed by a fireball, Uncle Bobble head?

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Floating Disc is a first level spell with a duration of an hour per level. Third level take Extend metamagic feat doubles the duration. So now it lasts two hours per level. 6 hours per casting at third level. There is a feat called Magic Trick. Right now it is only for Floating Disc. It is in Distant Shores and well worth looking into.
Another solution for the strength defiency is take 2 levels of Summoner Synthesist archtype. Your Eidolon fuses with you giving you his physical stats. So now your wimpy old goblin can function as a more robust goblin. You can sacrifice Hp to keep it alive and on you. You take all the spells from the summoner for Restore Eidolon lesser to keep it healthy. The Eidolon gives you a natural armor bonus which stacks with the armor spell. You take Magical Knack Trait which allows your caster level to be two higher equal to your total character level. So 2 levels of Summoner wouldn't hurt your wizard overall except you wouldn't get that level 20 ability. Most campaigns I have been in we never got all the way to 20.
It was pointed out Goblins are not well received in towns and cities. Take ranks in Disguise. When you get some money purchase Cap of Human guise. 800 gold allows you to look like an adult Halfling or a human child. Depending on your group and what your goblin does they shouldn't care your a goblin and work with you to keep you alive in social situations.

I do have Deadly Dealer. I'm planning on an Alchemist Magus Card Caster combination.

Meirril wrote:

This game isn't based in Golorian, is it? Goblins DO NOT FARM. Not only do they not read, they believe that writing steals words from your head. As in writing is bad for you. Also Goblins are considered dangerous vermin to most civilized people, and get treated as such.

Kobolts get more respect that goblins.
Am playing Rise of the Runelords Goblins are nasty buggers who have managed to kill one of my characters and destroy half the town. They have my respect.
Brilliant idea honestly being very original. Now as far as applying the age rule they cheated. The wizard they use for example his stats do reflect his age difference. I know I have several examples of him at various levels his age difference is in them. So I'd explain that to your GM.
Now goblins that cast spells and have spellbooks do exist. Now be aware any normal goblin will kill your character for having a spell book. Now how he casts spells is he actually got ahold of a real spell book and used Literacy to decipher it. Or he came into contact with something magical allowing him to learn and use magic.
One final word. It's like it says in the front of the Main Book. The whole point of playing is to have fun. As long as you and the others have fun go ahead and play this guy. My old group stopped using the weight rule for mundane equipment with the understanding that we didn't say we were carrying everything in Ultimte Equipment. We decided it bogged down our fun worrying if our Paladin with a 20 strength could carry his equipment besides wearing full plate and a heavy shield.

I missed the quote about ammunition. Because to use two weapon fighting with thrown weapons you do need quickdraw. Now add Rapid hot you need to draw and throw three weapons a round which you cannot do for normal thrown weapons. It's a Move action. Quick Draw allows you to do this in combat. My plan is to throw two cards a round most times.

Tinalles wrote:

Lesser Restoration has a casting time of 3 rounds. Which almost nobody knows because it's so weird.

I've got a little database of 2,758 Pathfinder spells, and only seven of them have a casting time of "3 rounds":

Find the Path
Lesser Restore Eidolon
Lesser Restoration
Rune Of Jandelay
Surface Excursion

So it's quite common for people to assume that it's a standard action.

Can add another Make whole has a casting time of 10 minutes. I'm experimenting with a Wyrwood character. They are a true construct so Make whole and greater make whole are the only ways to heal them. Looked up make whole read the spell and was quite pleased with it. Then read the casting time 10 Minutes.

I'm aware of the rules regarding spell recovery. I'm not trying to recharge my spells more often then once a day. It's the nine hours to recover spells I dislike. I have had several GMs screw me with the resting nine hours to recover spells. Ring of Sustanence and armor with Restful decrease the time to recover spells. Instead of 9 hours it's only 3. It's that extra six hour that can make a huge difference. Some dungeons and adventures have encounters set up just to do this.
I'm not trying to break the rules regarding spell recovery. I'm not looking for more then once a day. I was trying to remove something that I felt hindering. 8 hours plus an hour to recover spells. I'm perfectly happy with using armor with Restful quality and shrink that time to 2 hours then an hour recovery.

The rules suck my friend. Feather fall is a first level spell. A Kineticist has to wait until second. Now granted it's permanent like fly is later on. The blasts and their infusions don't really scale either. The blasts are all roll to hit with an Okay BAB. Now you can do this all day which is the main feature of the character. However a well trained fighter with 2 weapon fighting can almost do the same. Worse a smart wizard with a wand is doing 5d6 with fire or lightning. A wand of Magic Missiles is slightly less damage 3d4+3. Only a Shield spell which only arcane casters have is the only way to stop them. Point shoot roll for damage.
When I played my first kineticist I picked the ability as they said they were available not double their level. Didn't over power the party at all. I was the ranged blaster of the group and my other powers didn't come close to overshadowing anyone. At level made sense and worked just fine not double the level listed. I could do things the other party members couldn't but the same was for me. I could climb stone walls with almost no chance of failure. But I couldn't disarm magical traps. I couldn't track like a Ranger,

It to me seems a bit stupid. I'm not planning on rememorizing my spells every other hour to keep powered up. It was more to cut down on lag time while the party waits 9 hours for the wizard to recharge. Ended up buying armor with restful feature cutting down my need of 8 hours of calm to 2. Actually 3 hours to recharge and memorize spells.

So I'm missing something. I have played an Earth Kineticist once and had a blast with him. Now thinking of playing a Void one. However I skimmed the rules the last time since I'm now seeing and reading about wild infusions. According to the rules I have to be double the level to pick wild infusions. So flame jet is listed as 3rd level and greater flame jet is 5th level. So if I'm reading and understanding this correctly I can pick up flame jet at 6th level and greater flame jet at 10th level? Is it me or am I missing something. I like the class but if I'm understanding the rules right it seems to limit the class more then I realize.

Another option I haven't seen is take a level in Occultist. The focus of Transmutation gives you three abilities from jut one level. The first is the spell Lead Blades. It increases you weapon damage from 2d4 to 2d6. Secondly is physical boost. Improve your Con further or perhaps Dex fro an AC bump. Third is you get an ability called Legacy weapon which for one point of Mental Focus you make the scythe magical or improve it's magical capacity. You'd get another power one I'd suggest is the ability to enlarge yourself. While it loses potency stacking you can first enlarge yourself becoming large. The Scythe damage increases to 2d6. Lead Blade then stacks making the weapon damage to 3d6. Not too bad all things considered. Since you have a high Wise take the Reliquirion archtype which bases it's abilities on Wis instead of Int.

Quick Draw does state you need it to throw your weapons a if firing a bow. The character idea I'm working on is a Card caster Magus. Wuth a decent att bonus -4 isn't that bad.

So I might be needing a new character for Rise of the Runelord. My question deals with number of attacks. According to the rules you need Quick Draw to throw a weapon as quickly as you use a bow. Now you get two weapon fighting which now gives you 2 total attacks a round. Now you take Rapid Fire which adds a third. Now you become a Ninja which at second level gives you the option of spending Ki to get an extra attack. So my math says four attacks with the feats and class mentioned. Am I right?

willuwontu wrote:
To prepare his daily spells, a wizard must first sleep for 8 hours. The wizard does not have to slumber for every minute of the time, but he must refrain from movement, combat, spellcasting, skill use, conversation, or any other fairly demanding physical or mental task during the rest period. If his rest is interrupted, each interruption adds 1 hour to the total amount of time he has to rest in order to clear his mind, and he must have at least 1 hour of uninterrupted rest immediately prior to preparing his spells. If the character does not need to sleep for some reason, he still must have 8 hours of restful calm before preparing any spells.

According to what is mentioned he only needs the one hour to clear his mind to study his spellbook. The 8 hours rest is what most people need to refresh themselves. However a wrywood is a Construct requiring no sleep. So the answer is he needs just the one hour.

Wrywoods are true Constructs requiring no sleep. Normally a Wizard requires 8 hours of sleep before studying to regain their spells for the day. So the question is does the Wrywood need to rest basically doing nothing for 8 hours before spending time studying their spellbook. Personally I think they only need the hour required to study their spell book.

So far the Wrywood is closer to Warforge then the androids. To be honest I love Transformers and have wanted to do a Pathfinder version of them. The Master Summoner screams Soundwave.

I like the idea of playing in Hell. However to get there the PCs have to die. That right there is railroading and most players don't care for it. Smart players are going to try and prevent this simply because that's what they do. You probably have covered all the angles to prevent them from escaping this horrible fate. Again railroading. I have played and read modules that do this. One and only one did it where I had fun the rest made me less then thrilled. So you may want to consider other options for getting PCs to hell.
Issue number two Hell. There is plenty of source material describing Hell. The material I have read all suggest the character be fairly high level at least tenth to even consider some of the more friendlier safer places. You want a group of first level players stranded in a dessert in one of the 9 levels? Now to make matters worse you want them to have all their gear broken? Almost all devils have resistances, immunities or damage reduction. Uh why? I read to encourage them to complete a short quest. Again I'm sensing railroading. The first fight if we are lucky we can scavenge non broken gear more then likely not enough for everyone.

So read new material on the race of wrywood. They have a racial ability now called Living Machine. They are no longer treated as a true Construct. An optional racial trait called War Titan makes them medium with a reduction in speed. Here's the question. Would they still get the extra 20 Hit points by taking the trait even though they are no longer a true construct? The trait does not mention any adjustment to stats going from small to medium. It only offers the extra hit points.

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