Vaarsuvius

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Organized Play Member. 933 posts. No reviews. No lists. No wishlists. 3 Organized Play characters. 1 alias.



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So the mythic path ability gives you the ability to craft any item as if you had the item creation feats. Is Mythic Crafter an item creation feat? With this path ability and without mythic crafter would I be able to craft any mythic item, just at normal speed as I wouldn't actually have the crafting feat?


Hi, I used to frequent these forums often, but eventually stopped as I moved on to other systems. That being said I've recently (it's been a few months) begun a new campaign as a player that is shaping up to be a lot of fun, and there is something I'd like to do while I'm low enough level for it to be relevant.

I really like the idea of cheap disposable minions, but ones that are relatively competent. However I have a hard time finding something that satisfies me within the rules. The thing is I have many restrictions that makes this relatively difficult to accomplish.

1. Morality: Minions are weak, minions die. I don't want minions who's deaths are a moral concern, this means that minions like hirelings or bought trained pets are out.

2. No class features: First off my build is fairly set. I'm an exploiter wizard and not particularly focused in any one direction, I don't particularly want to invest character resources into this, it just frankly isn't that important. I just want to because I think it would be fun, and that is what the game is about.

3. Money, yes, a fortune, no: Golems are cool, but I can't afford them, and would not if I could. Their prices are just dumb, besides I'm level 5 I can't afford anything on the menu, even if I could have technically taken the feat. These things are rare to buy in this world, and forget about those prices being remotely what I want to spend. That being said money is how I would prefer to get my minions.

4 No evil: We are mostly a good or neutral party and in specific one member is particularly against undead (also channeling, which could kill them, though selective channeling is present). This one is honestly really unfortunate as this would be the best and easiest method to get what I want. Raise a few skeletons for a few gold, reach my cap with a few powerful (though obviously not too powerful) undead. Great! If they die, no problem a few gold down, but we can just raise more. Easy come easy go. Unfortunately really not an option, and fair enough, it's really not a nice thing to do. It just would have been fun.

Advantages: I possess craft wondrous and craft scroll. I don't know how those might be relevant but there they are. No opposition or prohibited schools. A nice perk of being an exploiter wizard. Relatively generous GM. Nothing obscene, but definitely on the positive side of generous. Relatively permissive GM. He's not a pushover or anything, but if you propose something he will try to roll with it.

Aside from undead I considered animated objects using scrolls, but the cost was terrible from what I calculated.

I am also aware of planar binding, and while I think that would fly, it's a ways off.

Any suggestions or brainstorming are welcome. Worst case scenario I get no minions, and don't end up bogging down the initiative, and everyone (except maybe me) is better off for my failure. Still I'd like to hear what people think.

Thanks for reading my long post, and it's good to be back!


Disclaimer if you are part of the "Nobility Campaign" in Montreal do not read this post.

Greetings friends, I have a somewhat specific set of questions, that sadly is not already answered in the rules I believe.

It relates, as the name of the thread suggests, to the price of theater.

The reason for this is that for plot reasons one of the PCs has become famous, and for essentially an unrelated reason has written the greatest play of the age.

Once it starts circulating the combination of her fame and the quality of the work, all the Theaters in the city will start running it giving her royalties.

I have three brass tacks questions.

1. What would the different prices of different tickets in different quality of theaters cost?

2. How many seats of different kinds would there be in different kinds of theaters, and how many theaters would there be of different kinds?

3. And finally what percentage royalties would someone normally receive for having written the play being performed?

I'm really not looking for a "whatever feels right" answer, I'd really like some help with simulationist type rules.

I'm also not worried about balance being broken, there are two currencies in my world, and magic items can't be in general bought with gold, which is what this will be earning.

Thanks for the help!


So there is a rogue feat in 2e called 'Twist the knife'

It reads:

After stabbing your opponent in a weak spot, you tear the wound open. You deal persistent bleed damage to the target equal to your number of sneak attack damage dice.

Let's say your sneak attack is 2d6.

I read this to say that the bleed damage would be 2, but I'm not completely sure that it's not 2d6, which was my original reading.

I'm considering taking the feat with my rogue, but if the damage in this situation is just 2, I can't really say that taking a whole action for 2 persistent damage is worthwhile even if it is guaranteed.

Am I reading this right?

Am I underestimating the value of the feat?


So I'd like a clarification on what you can do with an echoing spell metamagic rod.

Lets say I have a normal echoing spell metamagic rod. It can ge used 3 times up to lvl 6, great.

I prepare heal once, and only once.

Can I cast heal 4 times using all the charges of the rod, and then expending the spell one final time, or can I only cast it twice, using one charge of the rod, but I'm unable to use the rod on the spell again?


So I saw fey magic and I wanted obscuring mist for reasons. Not important, the thing is I want to be able to cast with, say, scrolls whenever. If I'm not in my favored terrain with fey magic can I still use spell completion or spell trigger items as normal, or would I need to UMD?

Thanks in advance


I can't seem to find this anywhere, perhaps I'm just blind and it's spelled out perfectly well elsewhere, but I can't seem to find anything about undead being implicitly immune to mind affecting. Mindless sure, I think that's specified somewhere, but not sentient undead. Can I cast command on vampires?

Also I'm sorry if this is the wrong section for this I didn't put it in the spell section, because really it's a question about immunites in general and undead immunities in specific rather than about command.

Thanks in advance.


So the bewildering weapon quality looks cool, yes they get a save each round, but it's DC 17, which is decent for a weapon dc, and confusion.

My question is when do they save? Not when they get hit, that's clear. My question is at the beginning of their turn, the end of their turn, what? Normally these things specify, but not this, so... yeah. Who would like to weigh in?


So I saw mask of a thousand tomes, and I thought, well gee that's neat. On the other hand you are blind, which is tough.

On the other hand if there are easy(-ish) ways of getting alternate vision methods, that would be just great. I was thinking something along the lines of tremor boots, just not tremor-sense, as if it flies, it does not apply.

Looking mostly for items, anything Paizo non 3.5 is good. A really strong argument for something else, like a feat will be considered, but the build is already there, y'know...

Thanks in advance.


So I have a character in War for the crown, it is a very fun character (this is his second iteration) His birth name is Cragg, and is a barbarian, however he's decided he wants to be a noble, because he is enamored with their lifestyle and basically their style. So he goes by Professor Webster McAlister, and only wears armor that can go beneath his noble's outfit. Of course Common is his second language, so it's broken and with an accent, and he doesn't really get it . So he behaves like a barbarian playing at noble, rather than like a noble at all. Anywho that's the char.

Currently he is lvl 2 and his crunch is as follows:
(He has a trait that allows him to stay neutral and take levels of monk)
Str 16 dex 12 con 13 int 14 wis 10 cha 14
1 barbarian Unchained Power Attack, Catch off Guard (human bonus feat)
2 Investigator (mastermind)
3 Monk Unchained (of the empty hand) Dragon Style, catch off guard (Monk bonus feat)
4 Barbarian
5 Monk Dragon Dragon Ferocity, improved grapple (monk bonus feat)
6 Investigator
7 Investigator Extra Investigator talent
8 Investigator
9+Barbarian

At level 4 the +1 goes to con

You may notice that catch off guard appears twice, this is not a mistake. I plan at lvl3 to initially take improved grapple as a monk bonus feat, then retrain both it and my lvl 1 catch off guard, changing the monk bonus feat to catch off guard, and my lvl 1 feat to either Iron will or combat stamina.

Given this build which would you recommend o interwebs, do I need more will, or more to hit (I have a trait that gives me +2 to attack with improvised weapons, And I'll be taking brawling on my armor, and a couple of items will eventually give me more rounds of rage)

So what do I need more considering the campaign, and that I'm basically the bruiser of the team, as well as a bit of a skill monkey.


So for purely fluff reasons I'd like to be relatively effective with improvised weapons, while generally being an unarmed combatant, and I'd like help making this viable.

I know of the trait surprise weapon that gives +2 to attack with improvised weapons, and I'll be taking it, along with catch off guard, as well as probably chair breaker. It's just that there is always the sense that I'd simply be better off attacking in any other way.

I know about the monk of the open fist, and I may or may not be able to take it, depending on whether or not my GM waves the alignment restriction as it is not compatible with martial artist.

The current plan is 2 levels of barbarian, 2 levels of martial artist, 4 levels of investigator, and then we'll see (entirely role play reasons).

Suggestions?


So I have noticed a trend on paizo.com forums and that is certain important posts made by the staff are made in very light blue text.

An example of this is Sara Marie's post (a Customer Service Manager) in the recent thread on the changes to the shifter here another example of this if you need it, just look at the instructions for how to format text when posting.

Now I'm really not speaking to the content of Sara Marie's post I understand it's important to mention the things she spoke of, that's not the point.

The point is that she used very light blue text to say it. Personally I can read it, but I know people who's eyes are not good, and have a hard time reading something if written in pencil rather than pen. However, this is much lighter than pencil, and what's worse, is on a screen, implicitly, which makes it even harder to read.

If you do have a problem reading this stuff I would recommend highlighting it, it helps a lot, though it's a bit silly to need to do this.

I just wanted to recommend to Paizo that you may want to change the color you use for this particular purpose, whatever that specifically is, particularly if you are going to use it to write a block of text, if for no other reason than it makes it less, perhaps much less likely that your target audience will read it, or want to.

Thank you


So I would like to preface this my saying this was mostly accidental, I didn't realize the implications of my build until, pretty much now.

So... I'm playing a lvl 8 psychic in a home brew game and all is going pretty well. I chose the pageantry discipline because you can augment your spells by turning them into full rounds then giving them +2 cl, +2 DC, I was like sold, also the flavor was delicious.

We started lvl 5 and sometime maybe lvl 6 I decided to specialize in telekinesis. Now that had to wait till this level, but still, I took feats to help with that (And a retrain).

Then I realized that I could maintain telekinesis as a swift action by activating my fifth level power and spending another phrenic. Strong, very strong as it (at lvl 8) would give me a combat maneuver (including grapple) once per round as a swift at +18, strong but not game breaking. We tend to encounter lots of enemies with strong CMD's.

Then just a day or two ago I realized that I could hold a wand of true strike in one hand and activate it every round and grapple stuff at +38. Now we usually face many creatures at once, but suddenly BBG is grappled and pinned with near certainty in the first two turns.

I feel this may destroy the game I want to know what the internet feels. I would like to note that I haven't done this yet.


So I'm not sure where it comes from but there are alternate draconic backgrounds for the sorcerer draconic bloodlines, and considering I'm really fond of dragon disciple (in theory, I've never played one) I was wondering if anyone would like to weigh in on the alternate bloodline arcana for the outer dragons, which is:

Variant Bloodline Arcana: Whenever you cast a spell with an energy descriptor that matches your draconic bloodline’s energy type, if a creature is damaged by the spell, that creature cannot take a 5-foot step for 1 round. This effect occurs only when you’re using spells that require an attack roll (such as chill touch or scorching ray) or spells that allow a save (such as fireball or lightning bolt). A successful save against the damage or effects of the spell also negates this additional effect.

This seems very useful, but I thought I'd ask the internet what they thought, I really like the idea of a time dragon dragon disciple, and this arcana seems good, has anyone had a chance to use it?

Also am I mistaken and this is 3rd party or something?


So telekeneisis specifies that it can use bull rush, disarm, grapple, and trip. However it was released in core before other maneuvers came out. For example why would you be able to perform a bull rush, but not a drag?

Is there an errata, or a FAQ that says you can use other maneuvers?


So lets say you have cast a concentration duration spell, and you are actively concentrating each round.

Now lets say you get attacked and take damage. You aren't casting a spell, but concentrating on it. Do you need to make a concentration check or lose the spell?

I would think yes? Maybe?


So telekinesis specifies what your CMB is, but not your CMD, in terms of your opponent escaping your grapple, so is there a consensus on what this value is? Thanks in advance.


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So when my psychic levels to 8 I plan to take spell focus transmutation, varisian tattoo, and spell specialization.

However against some creatures my cmd will still be relatively low, what are some good ways to up it? I mean the other aspects of the spell are still great, but CMD can be brutally difficult, sometimes.


So I have it in my mind to cast an empowered awaken on a bristle boar for my halfling psychic to ride, hopefully next level or so. The DC to UMD a 7th level scroll is 33, next level I will have +10 to umd (I have a lot of charisma and will be lvl 6). Obviously I will not be able to pull off the umd roll under normal circumstances, and taking a feat or whatever won't help in this case. I will need an effect (probably a spell) that I can use to help get a very large bonus to a skill roll once.

A couple of things; certain very important aspects of awaken mean that I must be the one to cast the spell, or it's very much a different deal (basically inherent loyalty).

Second I am willing to pay.

Third the casting time of awaken is 24h. Any solutions must take that into account.


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When I ask what do you play, the question is almost as general as it sounds, but to elaborate, what patterns appear in your play?

Some people play brutes exclusively, some will only ever play their own gender, some play naturey people, some play rogues and rogue-likes (not the computer game genre), some play exclusively good, and some exclusively evil. Others exclusively chaotic neutral (aka b+#&~#~ crazy, an exaggeration, yes but one earned).

Personally my characters are quite varied in most respect save one, I always play a caster. 70-80% of the time a full caster, the rest a half caster, and only once a quarter caster (a paladin)

I just am not interested in pure martial, or pure skill (which are few anyways), I love magic, and I love the magic system in pathfinder, so that is what I play.

What about you guys?


So, I have an idea for a quest that I might make some players go on at some time, however it all falls apart if a player can become immune to mind affecting, not because it would make the quest easier, but because someone would have already done it.

Even racial immunity to mind affecting would be a problem so long as it was a human derivative race (teifling as an example).

So is there any way to be immune to mind affecting?


So burst of force is a really cool spell, and I'd like to use it in the future, however, undead are immune to any fortitude effect that does not affect objects. Clearly this effect should affect objects, but it specifically affects creatures.

RAI this would affect undead, I mean they are not immune to force effects, but RAW they are unaffected is there a faq on this? If not can we get one, or is there another rule that clarifies that I'm not aware of?


So I am playing a cleric once again (it's the class I play the most, I just like it) after a tpk (basically) lvl 10 in way of the wicked.

One thing we've learned is that this AP is brutal. Zero s&~@s are given about reasonable encounters, and you make one tactical mistake and well that's death you've got on your hands. Not always TPK, but death.

With this in mind I built a character using the class I am most familiar and proficient, chose a kind I liked and held nothing back. We rolled stats (the stats are supposed to be high and everyone used my rolls effectivly)

EDIT: I am a bad touch cleric if it isn't clear from my stats.

Base: Str 14 dex 8 con 16 int 14 wis 20 cha 13

After, you know, stuff: str 16 dex 10 con 18 int 16 wis 24 cha 13

lvl 10 human seperatist of asmodeous

Domains: Trickery, Madness

feats: persistant spell
Divine interference (character creation retrain)
heighten spell
Preferred spell (Bestow curse)
Leadership
Heavy armor proficiency

EDIT: I have a spiked gauntlet that gives me channel smite.

All is well as far as combat goes (theoretically, we haven't had combat just yet)

The problem is I feel a bit left out outside of combat. Even though I'm a cleric my charisma isn't very good, which means my diplomacy, bluff and intimidate are just okay, and I don't have skill points for much else. I mean I kick ass at sense motive, but that's it. I also have a very respectable perception and knowledge religion. The rest are just a few ranks each, or just 1.

My main question is how could I contribute more outside of combat. Preparing weird spells is fine because of Preferred spell, I can just convert what I don't use.

I also have some money to kill (like a few hundred gold) So if there is a inexpensive item that would make me more useful that would be cool.

I don't want to spoil the game so I won't give details about what we are doing, but general advice will probably work here. Thanks in advance.


Is there some way of delivering poison as a touch attack? Or similar? I am thinking of the sequence in the order of the stick when kabuto iirc kills the half-orc ninja with a touch attack ring with poison in it. Like the best poison money can buy.

Is there a ring or such like that in pathfinder?


I'm just curious what everyone thinks the best level 1 class is? It will obviously be a martial class so I feel under-qualified to comment, however I will start us off:

Unchained Monk.

d10hd, good.

Good saves. Will is not a "good" save but it will be pretty decent because of a naturally high wis. Not exceptional, but decent.

Flurry of blows. An additional full base attack with basically no negatives, fantastic.

Unarmed strike well at level one it prevents us from needing to buy a monk weapon, I guess, and if you wanted to buy a maneuver feat you certainly could more easily with this.

Bonus feat Well the lest isn't great, but it is nice, I mean our AC won't be smokin hot at level 1 so dodge could be great. Improved grapple could also be nice since most things aren't good at grappling lvl 1.

Now note I'm not saying this makes the monk good for a dip, I'm just saying if you must be a lvl 1 char being a monk is pretty good.


My class (cleric) and race (Human) are decided, and I want to keep my feats as is, but I'm thinking I'll need better spell penetration for non outsiders in way of the wicked.

What item type options are there to help bypass spell resistance? I know about the ioun stone that gives you +1 cl, and dwomers dust, and a metamagic rod of piercing spell. What else is there? Thanks guys.


Can I use a metamagic rod with the vision of madness spell like ability from the madness domain.

I'm a separatist cleric lvl 10, and I have vision of madness at lvl-2 this is troubling in terms of spell penetration. Can I use a piercing spell metamagic rod to improve this? If so what grade, I would assume lesser since I get it at lvl 1, but I'm asking the good people of the forums to correct me if I am wrong.


So I have an idea start a campaign around lvl 10-15, maybe with extra wealth (you will see why) and start the PC's on an adventure with the assumption that they are high level professional adventurers.

The twist is that they get transported to either another plane (and can't plane shift back for whatever reason) and this plane is basically another material plane. Or to another timeline.

Either way they can't get back the thing is about their environment is that in comparison to the PC's everyone is weak (comparatively). And not just the people that are good, the villains are just not strong in comparison. It would be interesting to see what they would do with that kind of power.

The problem is how would you handle the issue of challenge. Effectively all challenge would be gone, or nearly.

What could I change about this that would keep the spirit of the concept intact, but would allow for challenge?


So, my party has just been sent to war (I'm the GM) and I've asked what their general plans were (none of which were really about winning the war I presented the idea as a way to make money and prestige in that order). One of them stated that he intends to turn the men and women under him into butchers, killing machines. Harsh training and all that.

Now I intend to give my players all leadership for free when they reach lvl 7 (don't worry about the cohorts, it's not a normal game, the cohorts will be very powerful servants and agents, not really extra PC's). And I want that player to be able to draw on the soldiers that he trains as followers, however that means that they shouldn't gain levels, because then they would be too high level to be followers.

So I'm putting it to you fellows how should I represent the training that these soldiers undergo?

I've thought of retraining their hp to max (warriors don't get max by default lvl 1). What else could I do?


So in my Wednesday game we had an effective TPK. One of our members survived, but he is being retired and rendered an NPC. The campaign is Way of the Wicked and one thing we have learned is that either the campaign or our GM is Cheap, as in Cheap shots not in gold.

We are getting standard wealth by level, And I'm putting a good portion of that to have +2 to all my stats. That's like half my gold. Then I'm thinking a bodywrap of mighty strikes spell storing. I'll also probably spend on a Handy haversack, a bag of holding and maybe 5000 in consumables. This leaves me about 20,000 for defenses.

I want to take a light shield rather than a heavy shield as I'll want to hold a staff or rod eventually.

I have 10 dex after a +2 enhancement bonus, so I could really benefit from heavy armor, but I really don't want to cough up a feat for it.

I'm also considering splurging for an Adamantine agile breastplate. I know 2/- DR isn't fantastic, but it's not nothing and it would have made a huge difference in the last fight I had.

Currently my feats are:

Persistant spell
Quicken spell like ability (touch of madness) (I retrained at character creation)
Heighten spell
Prefered Spell (bestow curse)
Leadership
Channel smite

I'm human that's where the extra feat comes from.

I have 5 points in my fcb and 5 in hp

Next level I'll take divine interference, for the defense and I have the trickery domain also for defense.

What should I do for armor and shields and defensive items. AC seems to be super important in this game.

I appreciate the advice in advance.


So I know that you can craft a scroll with more than one spell on it. It's rarely done, but it's valid as far as I'm aware. My question is if say you make a scroll with the same spell let's say 5 times do you need to cast the spell 5 times each day of crafting the scroll, or just once?


So I'm running a game that has just started, and all is well. And I have a question of sorts in mind that I would like the thoughts of others on.

To preface the character which I will describe is not really an enemy of the PC's and it is unlikely that he will ever be. Nor will he ever be really an Ally, and as Such I will probably never stat him. Still...

So the empire that the PC's are in is a very racist empire, where humans are supreme, I won't go into details but there are very good plot reasons why this is so. The empire has endured for a thousand years (nearly) and is ruled over by the emperor a single individual, a mortal who obtained immortality, and great power. Anyways the dude is a lvl 30 Human who is a wizard based spellcaster, and his first 20 levels are wizard. Regardless of where he started out he is now most likely LE, and that in the least evil way, he is certainly evil, but he doesn't really wish people ill, he just got tired along the way and found that he just couldn't be kind or tolerant in any capacity anymore. You cause him problems? You die. Simple as that. He has been fighting another individual that takes people over like the borg but much more subtle this entire time, and this is part of why he is just so tired.

Anyways now that you have a better idea of who he is and what his personality is like, I'm thinking that I would like to have him take a prestige class for levels 21-30. What would be a sensible choice for such a person. Also he is a bog standard generalist, and not overly interested in necromancy (though he knows every last wizard spell in the books and a few more besides). My point is that he wouldn't take a prestige class based around necromancy.


So for a variety of reasons My PC's are acquiring a nice townhouse to live in. Something like 12 rooms + servants quarters. How much should this cost to buy, or how much should it cost to rent? It's in a good location and has a respectable amount of property attached to it.

Err on the side of more costly as in this setting things like this are in demand.


Can you craft a scroll with a higher caster level than your actual caster level?

I'm currently in a game in which there is a PC wizard that I would like to ask to craft me 3 scrolls of scorching ray CL11, but his CL is 8 (or 9 if he retrains which he may or may not be able to do he wants to though). Is this possible? Or do I need to buy them?


Fumblestep says that at any point during the spells duration you can as a standard action discharge the spell and perform a trip maneuver.

My question is can you cast and trigger the effect in one action? That would make it a much more useful spell.


So you have all this imagery of barbarians clothed in nothing but a loin cloth, yet defeating their enemies without undue injury. I think that would be cool, so I thought here would be a way of implementing it a feat:

Armored by presence

Prerequisites: light armor proficiency.

Your force of personality and raw ego shields you better than any mundane armor.

You add your charisma as an Armor bonus to armor class. If you have medium armor proficiency increase this number by 2, if you have heavy armor proficiency increase this number by 4.

Now I really don't think this is broken, and I think it gives a lot of flavor. The only objection I can see is that it could be really good for sorcerers. Nobody else really gains that much mechanically (Aside from not getting penalties from heavy armor). The thing is if sorcerers want to dump 4 feats (or a dip) into AC, all the more power to them.

You might say that You can double dip with dex and charisma +4 to AC. Well monks get effectively better than this for free (wisdom is a better stat, they don't need proficiency, and they get static bonuses to AC eventually). It doesn't work super well for them, they just get more mad.

Also shouldn't we encourage having a decent Charisma.

Oh and anyone who thinks for some reason that this is a terrible Idea as it stacks with Armor, no it doesn't. This is an armor bonus, Armor is an Armor bonus, no stacking. I realize most people won't make that mistake I just don't want that coming up in the thread, just in case someone didn't read thoroughly.


Is there a way to get martial weapon proficiency without a dip or going variant multiclass oracle? Ib want to know for eldrich knight. I know eldrich knight isn't all that good, but still I'm curious.


So I just started GMing a new game and I shafted my players on starting gold lvl 1 (They got more than 2000 each 2nd real session don't hate me). Anyways the first thing that happens to them (that involved rolls) was a stretched encounter with halfling pirates. So I built these dudes most of them were lvl 1 warriors with a couple of lvl 1 barbs and a lvl 3 ranger. It was like 3 encounters with no real time in between them, but they never faced more than 4 at once. It was tough, but I wasn't expecting those halflings to be such badasses.

After the first round or two everyone was still on their feet, but things weren't looking so good. So I decided whatever these halflings are a bunch of losers anyways they will now roll twice and take the worst result, attack and damage. They got through the whole thing and I think that it was pretty satisfying, but how much cheating is okay to you guys?

I mean if a player does it no that's bad, but if the GM does it in a situation like this? What's your take (citizens of the interwebs)?


So I like playing characters with an arcane spell faliure chance. Just personal preference I like full arcane casters, and casters in general. So it's no longer 2011, it's 2017. What are my options if I want to reduce arcane spell failure chance?

Methods I'm aware of:

-Make the armor out mithral.
-Make the Armor out of darkleaf.
-Arcane armor training
-Arcane armor mastery
-Hellknight Caster type prestige class.

None of these really do it for me though. What I want to do is wear Quilted Cloth armor and have no penalty, and not need to spend two feats and a swift to get there. The prestige class doesn't help as you need the feat to qualify. Though if I took it it would work as Dark leaf negates 5% of the spell faliure. Then it would be two feats and a dip. A high price for a small prize.

So are there say armor enhancements now that decrease arcane spell failure? Something?

Oh and if you are wondering why I want the armor: read the description it gives you a limited DR.


So I want martials in my world a unique ability to counter magic to some extent, so I was thinking of using a suped up version of spell storing weapon enchantment: the spell catching weapon enchantment.

So while wielding the weapon in question and targeted by a spell third level or lower and the wielder succeeds his save (if there is no save he is allowed a will save with the appropriate modifiers) the wielder can chose that the spell has no effect whatsoever and is instead trapped inside the weapon. The spell can then be released by the wielder as it's original casting time as if he had cast it using all the appropriate modifiers and statistics as if it had been cast by it's origonal caster or item. A spell catching weapon that has a spell inside cannot catch another spell until the one it is storing has been discharged, and then 1d4 rounds after.

is this too strong? It's just something I'd thought of and I'm thinking it should be a +3 or a +4, but I don't know which.

Thanks in advance.


I'm starting a campaign and I'm forcing the players to have a somewhat confined background. They must be nobles, and up to age of ten~ish they do what they want, then after ten to about 18-20 they are being trained harshly and I'm giving them the following bonus feats: Iron will, improved iron will, toughness, endurance, run.

I won't go into the details about what the training entails of it's not important. I know that those feats won't break the game, I want to give them a custom feat that will.

Greater Iron will: whenever you would roll a d20 or roll damage you may take one point of constitution damage and add your will save modifier as a bonus that stacks with all sources except itself, you may also take a point of constitution damage and add your will save to the DC of any effect that is created by you (ie not an item or some-such). As a clarification you could add this bonus to a will save, as it is a separate bonus, but you could not add it twice for two points of constitution damage. If this effect is used to increase an intimidate check add an additional +2 due to the disturbing nature of your composure. Additionally you may at the end of your turn as a swift action take one point of constitution damage to remove the conditions shaken or frightened, or spend two to remove the condition panicked. If you are immune to constitution damage, or in some way do not actually take the damage, you gain no benefit, as to be arbitrated by the GM (me).

I realize this is strong and that there are ways to easily regain constitution damage such as lesser restoration, but that's fine I intend them to actually be able to use the ability somewhat freely. I'm wondering if I should make it half the will save modifier instead of the full thing, I think that would be better.

Comments; criticisms; suggestions?


So coin shot says that it turns coins into simple thrown weapons. Wizards can cast this spell. Wizards aren't proficient in simple weapons. Wizards aren't proficient with the coins only they can use (if they cast the spell)? Is this right? Or is it RAI they are proficient regardless?


I think I'd prefer to cast lighning bolt over fireball for thematic reasons. Is there a way to shape the way the spell moves? Say alter it's course 90 degrees at one point?


So I've always wanted to find a good cheap (in terms of investment) way for a wizard to get a good standard action that doesn't need to be a spell every round. Coin shot seems good (get a wand) my question is this:

Coin shot says that it is a simple thrown weapon, as a thrown weapon do you get your strength to damage?


So I'm crafting an ironically subtle sorcerer (I won't get into the details about why it's ironic, it's not important) and I'm looking for a more subtle alternative to fireball.

What I want is the following:

1. Decent (it doesn't need to be great) area damage. So although blistering invective is cool, it's not quite enough damage.

2. Somewhat reliable. For example although Holy smite is a divine spell, it would almost be good, except that you can't rely on it because of the alignment stuff. On the other hand fireball is somewhat reliable for a few levels before immunity and resistance make it less appealing.

3. Plausible deniability. I would love if it were just -people in area take x damage, no visual effects other than pain- however I understand that's a tall order, so instead I would at least like to be able to say it wasn't me it was someone else, or my deity was acting on my behalf (I'll have the feat from ultimate intrigue that masks casting somewhat). In any case I'm trying to take no extremely overt spells.

4. I would really like it to be a level 3 spell or at most level 4, if it can be level 2 all the better, but I'm realistic, this sort of thing doesn't start till 3.

Thank you guys for your help.


1 person marked this as FAQ candidate.

So the discipline claims to be dependant in charisma, but power from pain (a rather important ability) is dependant on wisdom. Is this a typo?

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