Good Afternoon! My group is preparing to embark on the Ruins of Azlant adventure and I was looking for assistance in building an Azlanti Wizard. My GM allows 3rd party content so I am trying the Iounmancer archtype as Azlanti love ioun stones. I have the standard point build option as well. I am hoping to find some assistance in terms of universalist or specialist, if specialist what school (conjuration or void), prestige class (Ioun Angel or other), and feats to get me to level 10. I have checked previous threads but a lot of new content has been released in the interim. I appreciate the input as I know these are a lot of questions but I know that more knowledgeable players than I post here!
I think I will tweak the magic system to sync with current Golarion standards. It doesn't make sense to me personally that magic would have weakened or wizards vanish when planets and locations in the setting are/were known for having such individuals. It is fine to be rare (like Azlanti as a race) but it should still be there.
I actually read about the White Necomancer class and it looks pretty fun. It is like the sorcerer class in terms of cha and limited spells. Just yesterday, I found a source from Little Red Goblin Games called Tome of Ethical Necromancy. That is a great source if you want to make a good aligned necromancer.
I recently had a player use this spell to forbid the opponents to attack. Then the remainder of the party easily moved in and slaughtered the opponents. My question is this, is that how the spell is supposed to function? If so, what prevents the spell from being employed to forbid attacks by opponents in every single fight in which they fail a savng throw? Would the opponents be broken out of the compulsion if they are directly attacked? What are the moral implications for a good character using this spell and then allowing the opponents to be killed? It seems a bit too strong for a 5th level spell with the area of effect of a chain lightning. Has anyone else encountered this spell in their game and how did you deal with it?
James Jacobs wrote:
Thank you so much for responding! I have a player who was impatient to start making the mine "work" for him! lol
In the Pathfinder adventure path (31) Stolen Lands it was said that in the following adventure path (32) the procedure for turning the gold mine cave into a working mine would be given. When I looked over the pdf for the second part I did not see mention of this information. Can someone tell me if I missed it somewhere in the module? |