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Goblinworks Executive Founder. RPG Superstar 8 Season Marathon Voter, 9 Season Dedicated Voter. Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path Subscriber. Organized Play Member. 13 posts (3,355 including aliases). No reviews. No lists. No wishlists. 18 Organized Play characters. 15 aliases.


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Scarab Sages

Ok kewl... I am not big on the Iron Gods type gear anyway.
(you got your Sci-Fy in my Fantasy)

Human is normally fine with me, but an Aasimar (Angelkin) or Trumpet Archon would be fine choices also. (Go big or go home)

Scarab Sages

Hi all. I am Tolvan's friend.

I am looking at bringing in a Paladin and I am currently working out the details.

I am assuming the same build criteria as on the first page of the recruitment page, but what would my starting gold be and are there any limitations on what I can spend the gold on?

first pass will be a Human (chelaxian) paladin (divine defender[APG], sacred shield[UC], warrior of the holy light[APG]) 8th level, follower of Iomedea or Ragathiel, divine bond with shield.

Scarab Sages

So are we at B8 on the map, there the star is?

Scarab Sages

Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path Subscriber

Could someone please provide some insight on the following set of rules when combined together.

Stealspell, Bard (Sandman Archtype), APG wrote:
Stealspell (Su): A sandman can use performance to steal spells from his foes and add them to his list of spells known. Once the performance is started, the bard can steal a prepared spell or a spell known from another creature with a touch attack as a standard action. The target receives a Will save (DC 10 + 1/2 the bard's level + the bard's Cha bonus) to negate the effect. The sandman may choose a spell to steal, but if the target does not possess the spell, the bardic performance immediately ends. Otherwise the spell stolen is random, but it is always of the highest level that the bard can cast, if possible. The target loses the prepared spell or spell known and the sandman adds it to his list of spells known for as long as the performance continues, after which it reverts to the original recipient. While stolen, the bard can cast the spell using his available spell slots. This use does not consume the stolen spell. If the bard steals another spell while a spell is stolen, the previous spell immediately reverts to its original owner. This ability requires visual components. This performance replaces inspire courage.
Metamagic Feats, CRB wrote:

Wizards and Divine Spellcasters: Wizards and divine spellcasters must prepare their spells in advance. During preparation, the character chooses which spells to prepare with metamagic feats (and thus which ones take up higher-level spell slots than normal).

Sorcerers and Bards: Sorcerers and bards choose spells as they cast them. They can choose when they cast their spells whether to apply their metamagic feats to improve them. As with other spellcasters, the improved spell uses up a higher-level spell slot. Because the sorcerer or bard has not prepared the spell in a metamagic form in advance, he must apply the metamagic feat on the spot. Therefore, such a character must also take more time to cast a metamagic spell (one enhanced by a metamagic feat) than he does to cast a regular spell. If the spell's normal casting time is a standard action, casting a metamagic version is a full-round action for a sorcerer or bard. (This isn't the same as a 1-round casting time.) The only exception is for spells modified by the Quicken Spell metamagic feat, which can be cast as normal using the feat.

For a spell with a longer casting time, it takes an extra full-round action to cast the spell.

Effects of Metamagic Feats on a Spell: In all ways, a metamagic spell operates at its original spell level, even though it is prepared and cast using a higher-level spell slot. Saving throw modifications are not changed unless stated otherwise in the feat description.

.

Situation 1: A 3rd level wizard with Silent Spell prepares magic missile in two of his 1st level spell slots, and silent magic missile in one of his 2nd level spell slots. Then a Sandman Bard declares he will stealspell magic missile, and the wizard fails his Will save. Which spell was stolen?

My conclusion is that it is a random chance for any of the versions of magic missile, as a metamagic feat does not change the name of the spell, but meerly adds an effect onto the spell requiring a high spell slot to prepare into.

.
Situation 2: A 3rd level wizard with Silent Spell prepares magic missile in two of his 1st level spell slots, and silent magic missile in one of his 2nd level spell slots. Then a Sandman Bard declares he will stealspell a random spell.

My conclusion is that the silent magic missile prepared spell will be stolen, but the bard will not be able to use the silent aspect as metamagic effects stay with the feat user. Additionally the bard would have to use 2nd level spell slots while he maintained the performance.

.
Situation 3: A 4th level sorcerer with Silent Spell knows magic missile. Then a Sandman Bard declares he will stealspell magic missile, and the sorcerer fails his Will save.

My conclusion is the sorcerer no longer knows magic missile and can not cast magic missile nor silent magic missile

Am I interperting the rules correctly?

Scarab Sages Goblinworks Executive Founder

The Button Makers would be honored, and welcome the listing.

Scarab Sages Goblinworks Executive Founder

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The Button Makers thank you for your recognition Erian El'ranelen of Keeper's Pass. We plan to coordinate another larger load of northern goods in a few days.

Scarab Sages

Happy New Year.... from Buffalo, New York, USA

Scarab Sages

Roland see the wisdom in Ealasaid's proposal and agrees with the idea of purchasing a wand of Curing.

Roland looks to the others after hearing Lord Ramor speak of the library, "Well what say you all, do we have a couple of hours that we can spare to do some research? Maybe some of us can check the library while others are making purchases?"

Scarab Sages

Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path Subscriber

I'll go with a (Human or Asimar) War Priest of Iomedae.

Roland de Ridonport

I was looking at the Skald, but that one needs a lot of rework according to the playtest posts.

Scarab Sages

Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path Subscriber

DajellyMan,
Thanks I would love to get into this game. Let me go over what the others have written and find a good type for the party. I also will be using the ACG playtest to make the character.

Scarab Sages

Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path Subscriber

I had some free time to look at this class and I think it is over-powered.

I did a compare between multiclass and single classes for Blood5 : Bar5 : Sor5 : Bar5/Sor5 : Blood10 : Bar10 : Sor10 : Bar10/Sor10 : Blood20 : Bar20 : Sor20

I am not comparing when special abilities are gained, just the total abilities at each level. Nor am I including the various bloodlines, there are already enough people comparing them.

Blood5
BAB +5; Fort +4, Ref +1, Wil +1; Avg HP37
Special: Fast movement, bloodrage, uncanny dodge, imp uncanny dodge, blood casting, bloodline power x1
Spells/day: 1st x1

Bar5
BAB +5; Fort +4, Ref +1, Wil +1; Avg HP43
Special: Fast movement, rage, uncanny dodge, imp uncanny dodge, Rage Power x2, trap sense +1

Sor5
BAB +2; Fort +1, Ref +1, Wil +4; Avg HP25
Special: Bloodline power x2, cantrips, eschew materials, bloodline spell x2
Spells/day: 1st x6; 2nd x4

Bar5/Sor5
BAB +7/+2; Fort +5, Ref +2, Wil +5; Avg HP52
Special: Fast movement, rage, uncanny dodge, imp uncanny dodge, Rage Power x2, trap sense +1, Bloodline power x2, cantrips, eschew materials, bloodline spell x2
Spells/day: 1st x6; 2nd x4
Cannot Cast While Raging

Blood10
BAB +10/+5; Fort +7, Ref +3, Wil +3; Avg HP69
Special: Fast movement, bloodrage, uncanny dodge, imp uncanny dodge, blood casting, bloodline power x3, bloodline spell x2, bloodline feat x2, DR 2/-
Spells/day: 1st x2; 2nd x1; 3rd x1
Can Cast While Raging

Bar10
BAB +10/+5; Fort +7, Ref +3, Wil +3; Avg HP80
Special: Fast movement, rage, uncanny dodge, imp uncanny dodge, Rage Power x4, trap sense +3, DR 2/-

Sor10
BAB +5; Fort +3, Ref +3, Wil +7; Avg HP47
Special: Bloodline power x3, cantrips, eschew materials, bloodline spell x4, Bloodline feat
Spells/day: 1st x6; 2nd x6; 3rd x6; 4th x5; 5th x3

Bar10/Sor10
BAB +15/+10/+5; Fort +10, Ref +6, Wil +10; Avg HP101
Special:Fast movement, rage, uncanny dodge, imp uncanny dodge, Rage Power x4, trap sense +3, DR 2/-; Bloodline power x3, cantrips, eschew materials, bloodline spell x4, Bloodline feat
Spells/day: 1st x6; 2nd x6; 3rd x6; 4th x5; 5th x3
Cannot Cast While Raging

Blood20
BAB +20/+15/+10/+5; Fort +12, Ref +6, Wil +6; Avg HP134
Special: Fast movement, bloodrage, uncanny dodge, imp uncanny dodge, blood casting, bloodline power x5, bloodline spell x4, bloodline feat x5, DR 5/- , greater bloodrage, indomitable will, tireless rage, mighty rage
Spells/day: 1st x4; 2nd x4; 3rd x3; 4th x2
Can Cast While Raging

Bar20
BAB +20/+15/+10/+5; Fort +12, Ref +6, Wil +6; Avg HP155
Special: Fast movement, uncanny dodge, imp uncanny dodge, Rage Power x10, trap sense +6, DR 5/-, indomitable will, rage, greater rage, tireless rage, mighty rage

Sor20
BAB +10/+5; Fort +6, Ref +6, Wil +12; Avg HP92
Special: Bloodline power x5, cantrips, eschew materials, bloodline spell x9, Bloodline feat x3
Spells/day: 1st x6; 2nd x6; 3rd x6; 4th x6; 5th x6; 6th x6; 7th x6; 8th x6; 9th x6

A summary of this comparison is that the Bloodrager is equivalent to a Barbarian of equal level plus a Sorcerer of roughly 1/2+ the levels.
When I look at these numbers I wonder why I would choose to play a single class barbarian. I know I don't get all the rage powers that a barbarian would get, but these are made up for with bloodline powers, bloodline feats, and bloodline spells. Is reducing the number of bloodline powers, feats and spells, really an effective way to create a equal class, when you are still getting the majority of the abilities of both classes still.

I believe tireless rage, mighty rage, DR4/- and DR5/-, should all be removed from the class.
I also believe that the the rage casting should only be available when the character is raging.

I am planning on creating a Bloodrager to use over the holidays, so maybe I will be wrong in my analysis.

Ok, that is all. Start tearing it apart.

Edit: Added Average HP for each one, used barbarian for 1st level on all multiclasses and used 1/2HD+1 for each remaining level.

Scarab Sages

Fraadok begins searching for drag marks again and for other possible gate blinds.

Preception: 1d20 + 3 ⇒ (15) + 3 = 18
Survival: 1d20 + 4 ⇒ (19) + 4 = 23

Additional, if Fraadok does find tracks, he would like to attempt to identify the creature type using Guidance to assist.

Survival to Identify w/ Guidance: 1d20 + 4 + 1 ⇒ (8) + 4 + 1 = 13

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On Going Effects:

Scarab Sages

Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path Subscriber

I would like to submit a possible character concept for consideration of recruitment into your group. I understand you have need of a 'face man' and would like to fill that role for you. Thank you for your consideration.

Cormick Egerton (Human Bard)
Back Story:
Cormick Egerton was born to a family of wealth and position in Coran. The Egertons are proud supporters of the Mageocracy and have made their wealth through their import/export business of exotic goods and legal magical items. As the second son, it was arranged for Cormick to attend the Tower of Heaven and one day join the Mageocracy.

While Cormick did show an aptitude in the use of magic, the lessons and training did not fit with his understanding of how magic should be used. Realizing that classwork and grades would soon begin to show his lack of understanding, he turned to other means to hide his problem. Using techniques he had seen his father and uncle use in negotiations, Cormick developed his skills of diplomacy, reading people and stealth to gain his needs. A magic scroll he could sneak into a class, a magic item with a specific cantrip, shift the instructor’s attention to someone else and on rare occasions steal a spell from another student. (The begins of becoming a Bard, Sandman Archetype.)

Well Cormick wasn’t as smart as he thought himself to be and was found out in his 2nd year of training. Expelled from the Tower and sent home in shame, he was not received with welcoming arms from his family. His father nearly disowned him, but Cormick was able to convince him to send him to one of the smaller kingdoms to the west to work at the family’s Import/Export House.

Cormick has returned home to Coran after learning of his father’s failing health. It has been 15 years since he last set foot in Coran. His brother Sebastian Egerton has taken over the family business in all but name. Sebastion has arranged for Cormick to temporarily take over the daily workings of the Import/Export House, while he attends to his father.

Future Character Growth:
Because Cormick has been gone for 15 years he is not known in Coran, but he has a very useful background for the Merchant Guild to use. He is being groomed by the Guild to become a spy (Master Spy Prestige Class).