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After choosing a conjuration wizard over the exploit wizard I'm now i need for some ideas towards traits.

We need to chose one campaign trait (rise of the Runelords),
and I'm not sure if favored-son-daughter (Ameiko, You gain an additional 10% over the amount of gp you normally would get from selling off treasure.) or exile (+2 initiative).
Are those 10% a big deal? Better than hedge magician? I could go with favoured +reactionary or exile and hedge.
For the drawback paranoid I will take the seeker trait, which seems quite suitable for such a character.
I don't plan on focus on dazing fireball so no magical Lineage or wayang, got an familiar for later umd and a simple +1 (any) save... Well could be an option...
Any thoughts on other traits? I think seeker and +2 initiative are fixed but maybe you guys can think of something better the +10%selling or - 5% crafting :)


Melkiador wrote:
What is it that makes you want to be a wizard so badly?

To be honest, I thought a lot about the arcanist but in the end it seems that the slower spell progression plus the kinda weak greater exploits are just to big reasons to not play an arcanist. The occult looks like a good archetype but my gm was bored when I played a summoner so with conjurers focus there would be a lot summoning.


Dracovar wrote:
I wish I was a wizard with conjugation - Spanish verb tenses are just killing me as I try to learn it. ;-P

Ah well, that was a good one :)

Java Man wrote:
A full, prepared arcane caster is almost always reccomended for this AP.

Where does this recommendation come from? The players guide was quite general..


Decimus Drake wrote:
Is the School Savant Arcanist with conjuration (teleportation) not an option? That way you get both.

Well, that would be an option but I would like to stay with the wizard as a class so arcanist archetypes are not really in for me.

Maybe someone played that Ap as a wizard and could give me some hints about how it went?


Hey guys,
i need some advice.
Currently I play with 2 other players and our gm and we are going to start with rise of the Runelords.
We got a Magus (Kensai) and a Ranger.
Now I am not sure what to play:
Exploiter wizard, trying to get high dcs with potent magic, focus on save or suck and debuff + utility (quick study)
Or
conjuration (teleportation), some controlling and summoning spells, less utility but with the possibility to tank some damage.
What do you like more or seems a better choice in that group?


Thanks a lot for your answer, very helpful!
About the 15ft/30ft: with every move-action he has to roll for stealth, half speed without penalty, full speed with a -5 penalty. But your right, the perception DC is higher, if the sound is more than 10ft away.

Question #1+#2: solved, thanks!

Question #3+#4: Is it RAW only the first attack which gets the stealth/sneak-attack bonus? Well, I would deny iterative attacks but two simultaneously attacks (Two weapon Fighting), im not sure about…And what about action economy? It’s not intended to use stealth between your 3 attacks in that round, but someone might read it that way (“Action: Usually none. Normally, you make a Stealth check as part of movement, so it doesn’t take a separate action. However, using Stealth immediately after a ranged attack (see Sniping, above) is a move action.”)?

Question #5: I would really like to be sure about this, with stuff like Cloak of displacement (minor) it would be quite easy to get those sneak attacks.


Hope that link works:
http://fs1.directupload.net/images/180520/tt8kzel6.png


Hey guys,
im preparing a presentation for my group cause this way we can see how new rules work. Last session we got into a short arguement about what stealth really means and i want to be sure i understood it the right way:
Look at me
So the fire should give some normal light in the brighter area, behind the red circle its dim light, the human doesn't have any abilitys to see in the dark. So the Goblin could use stealth to sneak around the campfire, right? just Stealth vs Perception every 15ft/ Stealth -5 vs Perception every 30ft.

Question 1: The goblin wants to know whats in the pot and smelling so lovely. He steps out of dim light, the human now has to make a perception-check against the lates stealth-check, failing means hes suprised?

Question 2: What happens, if the goblin steps into the red circle to make an melee-attack against the human? Stealth vs Perception for suprise round, thats it?

2 rounds later: the goblin withdraws 20ft into dim light, the foolish human follows.
Question 3: Now the goblin has concealment, so he can just hide, right in front of the human?

Question 4: If so, stealth breaks after the first attack, so even if the goblin has like 3 attacks, only the first one will be a sneak-attack, yes?

Question 5: What about Blur then? Would it work, even in normal/bright light?


Thanks for clarify!


Yesterday our wizard used burning hands to burning some evil guys asses. Unfortunatly he didn't know, that those books within the area were soaked with oil, so after the fight, the slaved librarian was very sad, especially because there was a spellbook and some scrolls within those piles, which are now gone. But the Wizard-Player was just happy, said "spellbooks can't burn" and so he could wait till the fire got out and rescue the spellbook. I couldn't find anything about this, are there rules about this? What about Scrolls, Wands and all that other stuff?


Hello there,

i could need some help:
My group switched to pathfinder and most of them already played d&d so they have some experience. I will play a summoner and as far as i know they plan to play some optimized charakters. Now i could need some advices from you, how to make my eidolon quite powerful.

I already read a lot of guides and stuff, but still dont know if it is better to focus on natural attacks or to use manufactured weapon(s)? Maybe My lack of knowledge for default AC at CR X and not knowing about what gear you usually have at level y isnt helping me either.

I think a good way for a actual adventure would be biped, 6 claws+bite+improved Natural Attack +Rend+Large+Huge+Improved Natural Armor + feats like Power Attack, Improved Natural Attack, Improved Critical, Lunge, but as i said, its just a guess when reading other guides...
Maybe some of you did some math or already played a summoner and can help me :)
Sorry for any spelling mistakes, not my native language


Hey,

i started to play in a pathfinder group and i realised that they plan to play very optimized characters. Unfortunately im quite new to pathfinder so i have still problems to think of an strong eidolon...
So my question is about the Bite-Evolution:
If i upgrade the Bite-attack to 1,5 Str-Mod, does this also apply if i attack with a manufactured weapon in the same round?