I just leveled up to 2nd level and I am considering what spell to pick as my bonus spell.
Ancient Lorekeeper wrote:
So at 2nd level I can pick one cantrip from the sorcerer/wizard spell list and cast it as a 1st level spell.
Here are the spells I'm considering:
This PC has the Time mystery and the Wasting curse. Also, this is a PFS character who is focused on casting.
Thoughts? It is just a first level spell, but I'd like it to be useful in at least a few situations.
I'm actually thinking about writing a guide for the Ancient Lorekeeper. Stay tuned...
Clicking on the Pathfinder Adventure Path link loops you back to the same page.
Clicking on the Pathfinder Modules link takes you to:
Clicking on the Pathfinder Society Scenarios link takes you to the Organized Play home page (http://paizo.com/organizedplay). Close, but I was expecting it to take me directly to the scenarios (i.e. http://paizo.com/store/pathfinder/pathfinderSociety/pfsrpg/scenarios).
Clicking on the Pathfinder Adventure Finder link takes you to:
I am playing an 8th level Alchemist (Grenadier) in a homebrew campaign. He was able to obtain a sample of "strange fluids" during the campaign.
How do you think I could use this? Perhaps a new bomb discovery? I'm really not sure, but I'd be curious as to what you all can think of. Anything outside the box is fine...I'll just have to run it by my GM.
One other detail about my character...he is a recovering drug addict. Your ideas don't have to have anything to do with this, but I thought I would throw it out there.
My family has a long weekend trip every year. Next year I want to run a Pathfinder adventure for some of my kids and nephews. The ages range from 10 to 25.
One of my fondest memories as a kid was playing a DnD adventure at a local gaming convention. I was 13 or 14. When I showed up there was a list of pregen characters to pick from and the adventure was gritty and fun. I want to try and give my family the same experience.
I'm looking for an adventure with a similar feel. It could be a PFS scenario, a module, whatever...just looking for suggestions for an adventure with an old-school feel for my family.
I am running this scenario at Origins this week. I want to make sure I understand the success conditions for the scenario.
If the PCs survive 3 encounters, then:
* Each surviving PC receives a chronicle sheet
* Each surviving PC receives the boon on the chronicle sheet
* Each surviving PC receives 1 prestige point
If the PCs collapse the tunnel to the Darklands and survive 3 encounters
Is this correct or am I missing something?
I am running a campaign and the players are going to enter a dungeon that has four levels. They may explore multiple levels of the dungeon during a single session, so I would like to create a map of the dungeon that is easier to manage.
Currently, I draw most of my maps by hand and arrange the pieces as the PCs explore an area. My first thought for a 3D map would be to draw the maps by hand like I usually do, but also have a series of cardboard floors that represent each level of the dungeon.
For example, the lowest level of the dungeon would sit on top of the game table. The second to lowest level would sit on top of the lowest...perhaps the second level would be 7 or 8 inches above the first level and held up by small dowel rods at each corner.
Anyway...that is what I am envisioning. I hope my description makes sense. Has anyone done this or have a link to something similar?
The party consists of the following characters:
Human Monk 2 (ok, but not optimized)
What do you think would be a good class to add to this party?
They appear to need more melee support and there is only one caster.
My first thoughts are the following:
I thought of Dwarf because they go well with the 3 classes that I listed and they have darkvision. That might prove useful in a party of all humans.
25 point buy
I'm curious as to what others think.
My players will probably be encountering a few rust monsters tonight. I've never used one as a monster, so I want to make sure that I am using their Rust power correctly.
The description seems pretty clear. One hit and a failed reflex save and the item is broken. Two hits and failed reflex saves and it is destroyed. Is my understanding correct? Do magic weapons or armor get a bonus for being magical?
I am running Smuggler’s Shiv and my players have gone in a direction that I wasn’t expecting. I’m hoping that I can get some suggestions around where to go from here.
Here is what has happened so far:
The party woke on the beach and interacted with the other castaways. They developed good relationships with Jask, Ishirou, and Gelik. They started making their way towards the southwest part of the island. Along the way they helped Ishirou and Jask with their quests.
They eventually came to the banyan tree and met Aycenia. The interaction was friendly and she gave them some general information about he island. She described the Silent Island and asked the party to investigate and defeat the evil that resided there.
They travelled to the island. Along the way they met Pezock and were able to establish good relations with him. He would not accompany them to the island, but seemed interested in slaying cannibals in the future. The party seemed pleased about this offer of help. They made their way to the Silent Island and dispatched the vegepygmies and violet fungus without much trouble. They also investigated the Nightvoice and helped Gelik fulfill his quest.
Aycenia welcomed them back with a feast and presented each party member with a suit of darkwood armor (etched with an outline of her tree on the front). The players seemed to enjoy this unexpected award. Aycenia told them more information about the cannibals and the lighthouse and them seemed intent on traveling their next to the confront the cannibals. They even discussed strategy around how to lure the cannibals out in small groups, so they would not have to face them all at once.
Then...the timeline became interesting. :) They had encountered the chupacabra while on the island. He had dropped blood-drained monkeys and sheep on their camp and watched them at night. There was no direct interaction though. Now...they decided to travel to the chupacabra’s nest (Aycenia told them the location of the chupacabra’s nest) and rid the island of it.
They make their way to the chupacabra’s nest and discover the Tide Stones. That’s where things got interesting. I planned on the chupacabra a few minutes after they got there. The sorcerer in the party started to inspect the stones and suspected that they were some sort of magical device. He attempted to the active the stones blindly - and rolled a 26 UMD check! Lighting shot up to the sky and the water fell. I figured the chupacabra would notice this and take more care approaching his lair. He stealthed in and the party did not notice. He got a surprise round in and really took it to the party (they were only 2nd level at this point). It was a tough fight, but they eventually took the creature out.
That is where our session ended (after the party looted the nest). I suspect that the party will make their way down and enter the Temple. I’m not sure how I should handle this. I don’t think Yarzoth has arrived yet, so they might actually be the first ones to enter the temple...not her.
Any suggestions on how I should handle this unexpected turn of events?
Can someone explain this one to me? I've read the rules on page 144 of the core rulebook, but I'm not quite clear on how this ability affects it.
Can someone provide some examples of how this would affect a human barbarian's ability to wield "weapons too large for her size"? I have a player who is considering a Titan Mauler, so I want to make sure I understand what it really means.
Ouidda's speech to the People's Council is about the "Pathfinder scourge". I want to roleplay her speech, but I'm having trouble figuring out what this scourge is. Is she accusing the PFS of something specific? Am I just missing something in the story?
How did you other GM's handle this part of the scenario?
I building a Lion Shaman druid, so I want to make sure that I understand how Wild Shape works with grappling.
Suppose I am a 6th level wild shaped into a Dire Lion. I have Improved Grapple as one of my feats.
If I grapple someone successfully on round 1, then can I damage and rake them in round 1 as part of the grapple? Or does that start in round 2 (assuming a successful grapple check)?
If I make a successful grapple check, then the damage that I inflict is one of my natural attacks and also 2 rake attacks. So in the form of a Dire Lion the damage is 1d8 + x for a bite and 2 rake attacks for another potential 1d6 + x. Is that correct?
Now suppose I take Greater Grapple as a feat. I can make a grapple check as a move action, so now I can damage my opponent with two natural attacks and also make two rake attacks. I also get two chances to maintain my grapple and I only need to succeed at one. Sounds pretty nasty...especially against a caster.
Does it sound like I have it down? Please correct me if I have stated anything incorrectly.
Edit: I was reading some older threads on druids and wild shape and various people implied that you could get 5 attacks when grappling as a lion? Is that true? How does that happen?
I'd like some feat suggestions for my 4th level druid. He is a human Lion Shaman from Cheliax.
Here are my stats (20 point buy):
Str 18 (5 +2 racial +1 level)
I'm taking the Heroism domain instead of an animal companion.
I like Power Attack as my 3rd level feat, but I'm not sure about the two feats at first level. I see this character as a melee focused character, so combat feats were the first ones that came to mind. I'm not set on combat feats though if they are cool or fit the PC. Any suggestions?
Thanks for your help.
I have not been able to figure this out. For example, why does a wizard have to spend 10 gp for a focus to cast Create Pit, but nothing to cast Glitterdust?
I understand why some high level spells like Wish have a material cost, but Arcane Lock? I don't get it.
Is this a holdover from previous editions or is it something else?
I am going to run Silent Tide tomorrow evening. Something occurred to me as I was making a few notes today. Yargos replicates the signals, but then tries to alert the city after he realizes that he actually started the invasion.
Why is he eating dinner at the Soggy Piper when Nessian's ruffians grab him? Can't dinner wait until after he has taken care of the codebook and the invasion?
It just doesn't click for me. Am I missing something?
I've read a lot of the replay threads, but there was one thing that I would like clarified. I am going to Bashcon with a couple of friends this weekend. I have played several of the scenarios that are offered.
Is it okay for me to replay with a character for no credit? I've only played PFS at a game store and this will be the first chance I've had to play with these two friends. I like getting credit, but I don't mind playing for no credit.
I'm not too keen on replaying with a pregen either. :)
I'm going to run my first PFS scenario this weekend (Penumbral Accords) and I have a few questions.
I noticed that most of the rooms in the Blakros Museum have windows. What is to stop the PC's from going around back and entering the back room first through the window?
Can you see through the windows?
Perhaps I missed something when I read the module. How did other GM's handle the Blakros Museum in this scenario and the others.
Thanks for your help.
I am DM'ing Rise of the Runelords for a group of friends and we are all rather new to the game. I have a grasp of most of the mechanics, but one piece that I can't quite understand is flying creatures and melee.
Take, for example, a harpy. She flies up to a PC and attacks.
Can she hover while she attacks, so she can make full attacks? Does she have to make a fly check to do this?
Suppose she attacks with her first action and then chooses to fly away. Does the PC get an AOO?
Thanks for your help.
A couple of questions about Sleep.
1. The spell has a 1 round casting time. If I start casting the spell in round 1, then it takes effect at the beginning of my turn in round 2. Am I correct?
2. Is the spell targeted in round 1 when I start casting or in round 2 when it actually goes off.
The second part that I bolded mentions Large creatures, but how would the orb hold a Large creature if it can only engulf a Medium or smaller creature?
I'm hoping you can help me out. I have a player who would like to play a Kensei. I believe it is from Complete Warrior, but I don't have that book. My google-fu is not quite strong enough to find it in the web either.
Does anyone have a link to this class? I'd like to convert it to PF for my player.
I'm working on a cleric for PFS and I think I'm going to go with a character with an evil deity. The Madness and Trickery domains are interesting. I'm not sure, however, how much to invest in Negative Channeling. I haven't played a PF cleric before.
PFS characters have a 20 point buy. If I want to make my negative channeling effective, then I figure that I would have to have a Charisma of 14 and then invest in feats like Improved Channel and Selective Channeling.
Here is a build that I came up with. What do you think? What are your experiences with negative channeling and the feats that you have to take to make it effective? Are they worth it?
Human Cleric 1
Madness, Trickery Domains
What is your opinion of the value of the Augment Summoning feat? I don't have a lot of experience playing wizards.
My wizard just reached 3rd level and I'm going to take Summon Monster II as one of my spells. He specializes in Conjuration, so the spell's duration is 4 rounds.
I ran DPR numbers for several of the monsters and the feat does make a moderate difference, but nothing too exciting. The extra hit points definitely make a difference in the creature staying around an extra round too.
Summoning doesn't appear to be all about these types of numbers though. Other factors such as creating a flanking position, making the bad guy waste one or more attacks on your summoned critter, etc., seem as important or even more important than a few extra points of damage output per round.
My current feats are Spell Focus (Conjuration), Toughness, and Improved Initiative. If I don't take Augment Summoning, then I'll probably take Combat Casting or Spell Focus (Necromancy). He is a PFS character, so I received Spell Focus (Conjuration) as a bonus feat instead of Scribe Scroll.
My friends and I started our own Pathfinder group and I am going to DM the Rise of the Runelords campaign.
There are 4 of us total. One has never played and myself and the other two have been away from the game for a while.
I created a brief adventure for us before we started the campaign, so we could get used to the mechanics and role playing part of the game. It was a simple adventure (the PC's were "hired" to rescue the town Mayor's daughter) and it went very well. We all had a great time.
One thing that was hard for me to manage was tracking the monster's initiative and hit points. One of the encounters involved the PC's vs. 5 goblins. It was challenging to track which goblin goes first and how healthy he was. The health wasn't a major concern because one hit pretty much always killed the goblin, but the initiative was harder.
Any advice for this?
A couple of friends and I are going to start our own Pathfinder group. There are three of us. At least two of us are going to share DM duties. We are going to use Pathfinder Core rules only.
I'm not sure what the best way to handle switching DMs in terms of the DM's character. Should the DM play his character as an NPC when he DMs and then as a PC when one of the other guys is the DM? What other strategies have you used for this type of situation?
Thanks for your advice.
Another new guy question :)
I don't quite understand the process of creating items that require spells that you don't know.
Say, for example, that I wanted to create a Ring of Protection +1. This requires the spell "shield of faith". Since this is a divine spell, my sorcerer will not know it.
Would a Scroll of Shield of Faith (cast with the appropriate UMD check) work as a substitute?
Do you have to know the spell that you are mimicking when you cast these spells?
For example, suppose you cast Shadow Conjuration to mimic Web, but you don't have Web in your spellbook. Is that possible?
It seems intuitive that you would have to have knowledge of the spell that you are mimicking, but I don't see anything in these spell descriptions that makes this a requirement. Let me know what you think or if I am missing something.
I played a PFS session on 11/17 and my GM entered into the system on 11/18. When I go to My Accounts, however, and view my character's sessions, I don't see it there. Am I looking in the right place? If so, then how long does it take until I see the session in my character's profile?
The Familiar section in the Wizard description states:
If a familiar is lost or dies, it can be replaced 1 week later through a specialized ritual that costs 200 gp per wizard level. The ritual takes 8 hours to complete.
The Improved Familiar feat states:
This feat allows you to acquire a powerful familiar, but only when you could normally acquire a new familiar.
So are you only allowed to acquire a familiar with this feat when your existing familiar is lost or dies? Or can you just acquire one with this feat at 3rd, 5th, or 7th level? Do you have to "lose" your familiar on purpose?
I want to make sure I understand the number of spell that a wizard can add to his spell book as he gains levels. The book states...
"At each new wizard level, he gains two new spells of any spell level or levels that he can cast (based on his new wizard level) for his spellbook."
This means that at 2nd level he adds two 1st level spells, at 3rd level he adds two 1st level and two 2nd level, ... , at 5th level he adds two 1st level, two 2nd level, two 3rd level, etc. Am I correct?
Also, if a wizard that prepares a spell from his opposition school with a metamagic feat, then it takes up two of the higher slots, right? For example, if necromancy was one of my opposition schools, then preparing a Maximized Ray of Enfeeblement would take up two 4th level slots. Is this correct too?
I'm just getting back into this after many years. I don't think the version I last played had cantrips and I usually played fighters anyway :)
The cantrips seem very useful and I've read several threads on this site and others about them. Mage Hand seems to be very popular. Do you have to see the object in order to use Mage Hand on it. Suppose I KNOW that there is something inside a box...can I use Mage Hand to move it?
Even better....I KNOW that an orc has a set of family jewels. Can I use Mage Hand to move them to an uncomfortable position?