Seltyiel

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Okay, playing still.

Wart
Male half-elf (drow-descended) sorcerer (crossblooded) 1 (Pathfinder RPG Ultimate Magic 69)
N Medium humanoid (elf, human)
Init +2; Senses darkvision 60 ft.; Perception +6
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 6 (1d6)
Fort +0, Ref +2, Will +0; +2 vs. enchantments
Immune sleep
Weaknesses light blindness
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)

Melee dagger -1 (1d4-1/19-20) or
quarterstaff -1 (1d6-1)

Ranged light crossbow +2 (1d8/19-20)

Spell-Like Abilities (CL 1st; concentration +2)
At will—detect magic
1/day—dancing lights, darkness, faerie fire, feather fall, levitate

Sorcerer (Crossblooded) Spells Known (CL 1st; concentration +2)
1st (4/day)—mage armor
0 (at will)—mage hand, prestidigitation, read magic
Bloodline Arcane, Solar
--------------------
Statistics
--------------------
Str 8, Dex 14, Con 10, Int 18, Wis 10, Cha 12
Base Atk +0; CMB -1; CMD 11

Feats Drow Nobility[ARG], Eschew Materials

Traits adopted, - custom trait -, arcane depth, magical knack (Arcanist), Xenophobic

Skills Acrobatics -1 (-5 to jump), Diplomacy +1 (-1 Against creatures of different race), Disguise +5 (+9 To pose as human), Knowledge (arcana) +10, Knowledge (dungeoneering) +8, Perception +6, Sense Motive +0 (-2 Against creatures of different race), Spellcraft +8, Use Magic Device +5; Racial Modifiers +2 Perception

Languages Common, Draconic, Elven, Gnome, Goblin, Undercommon

SQ arcane bond (Arcane Familiar, thrush), bloodline arcana (+1 DC for metamagic spells that increase spell level), bloodline arcana (energy spells that match bloodline energy deal +1 damage per die), drow heritage, elf blood

Other Gear crossbow bolts (10), dagger, light crossbow, quarterstaff, backpack, bedroll, belt pouch, bird feed (per day) (5), chalk (10), flint and steel, ink, inkpen, mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), traveling spellbook[APG], waterskin, 6 sp, 5 cp
--------------------
Special Abilities
--------------------
Bloodline Arcana: Arcane (Ex) When a spell level is increased by a metamagic feat, it gains +1 DC.

Bloodline Arcana: Solar (Ex) +1 damage per die for [Fire] spells.
Darkvision (60 feet) You can see in the dark (black and white only).

Drow Heritage Count as a drow for pre-reqs.

Elf Blood Half-elves count as both elves and humans for any effect related to race.

Elven Immunities - Sleep You are immune to magic sleep effects.

Eschew Materials Cast spells without materials, if component cost is 1 gp or less.

Light Blindness (Ex) Bright light blinds for 1 rd, then dazzled as long as remain in it.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

A couple things might be bending the rules: It is debatable if he meets the requirements for Drow Nobility (Hero Lab is happy with it, depends on if a drow magic counts as drow spell like ability)

Undercommon as a language choice is technically not allowed (as he can only choose language a Drow can choose but not the ones they are automatically given)...having said that don't think it will be an issue...

TECHNICALLY: Not adopted by half-orcs, just using that to get the ability to pass for human...same basic effect, just the source is a small bit different...


Current spell plan

If Crossblooded
0 level: Prestidigitation, Read Magic, Mage Hand
1 level: Mage Armor

If Just Solar
0 level: not sure
1 level: + Web Bolt


Thank you. Will consider the stuff you said.


I grok do u wrote:
Jason Wedel wrote:
I grok do u wrote:
Yes indeed. Do note, however, your arcanist spell progression is now delayed by 2 levels. One from sorcerer level, and the first Evangelist level does not count toward your aligned class. Your level 15 spellcaster is casting arcanist spells as though level 13: 6th level instead of 7th level spells.

I am aware. I will take Magic Knack to help with the CL, but of course that does not help with the 7th level spells or the spells known.

It is a suboptimal build in some senses, so going to try to mitigate where I can...

Magic Knack IS the go to trait for multi-classed spellcasters.

I know feats are usually tight, but another option to consider for spontaneous casters is the Curator of Mystic Secrets exemplar trait. If your GM allows it, the trait lets you get multiple magic traits at the cost of taking the Additional Traits feat, and it gives you the ability to use metamagic a limited number of times per day without increasing casting time.

Thank you, was not familiar with these...was planning on taking a few Drow feats for some extra spell like abilities...


I grok do u wrote:
Yes indeed. Do note, however, your arcanist spell progression is now delayed by 2 levels. One from sorcerer level, and the first Evangelist level does not count toward your aligned class. Your level 15 spellcaster is casting arcanist spells as though level 13: 6th level instead of 7th level spells.

I am aware. I will take Magic Knack to help with the CL, but of course that does not help with the 7th level spells or the spells known.

It is a suboptimal build in some senses, so going to try to mitigate where I can...


No problem. I think I will just go with a simple sorcerer for the level 1, My goal was to have the familiar at level 1 (see the thread in advice for the character back story)...but might just have to wait till level 2...


I know that the pool point is incorrect with the last bit of the Exploit

"If the arcanist already has a bloodline (or gains one later), taking this exploit instead allows her arcanist levels to stack with the levels of the class that granted her access to the bloodline when determining the powers and abilities of her bloodline."


A few mechanical things: I know some if not all of my plan is sub optimal. I'm fine with it

Yes the plan is to go into arcanist
I do want a familiar at level 1
Yes I know about the Arcanist archetype that gives bloodlines, not interested in it.
Sorcerer spells will be more utility than powerfull. Yes I know lacking 2 spell progression levels overall. I'm good with that
I do appreciate ways to improve "around the edges" of the basics I layed out

Ability Scores:
Str: 8 HP: 7
Dex: 12 AC: 11
Con: 12
Int: 18 (16+2) Fort: +1*
Wis: 10 Ref: +1*
Cha: 13 Will: +2*
Race: Half Elf
• +2 to One Ability Score: Intelligence
• Medium: Half-elves are Medium creatures and have no bonuses or penalties due to their size.
• Normal Speed: Half-elves have a base speed of 30 feet.
• Elf Blood: Half-elves count as both elves and humans for any effect related to race.
• Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects.
• Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
• Alternate Racial Abilities
o Drow: Blooded: Darkvision 60’ Light blindness, Replaces Low Light Vision (APG)
o Drow Magic: Use Dancing Light, Darkness, And Faerie Fire once a day; Replaces Adaptability and Multitalented (APG)
o Hidden Half-Breed: +2 to Bluff/Disguise, limited to Drow Languages, replaces Bonus Languages (Blood of Shadows)

Classes (Favored Class Arcanist)
Level 1: Sorcerer
• Spells
o 0 Level (4)
o 1st Level (2)
• Bloodline: Solar
o Bloodline Power
• Cantrips
• eschew materials
Skills
Traits:
• (Magical Knack or Bifurcrated Magic<Inner Sea Races>)
• Adopted: Almost Human (Ultimate Campaign)
• Drawback: Arcane Depths (Inner Sea Gods), Xenophobic (Ultimate Campaign)
Feats: Half Drow Paragon


Character Basics
Name: Wart (might change it, but that is what it will mean in undercommon)
Half Elf (Darkborn)
Sorcerer/Arcanist (Level 1 character mechanics in second post)

Wart was a slave among the Drow, one of thousands who toil in the unseen underdark. While thinblooded by birth, he was able to “pass” for human. The whip was a constant reminder to him where he stood…However when he was allowed to sleep, the story was different. Where all he knew was the dark caves illuminated by moss, in his dreams he could see bright light coming from the heavens, and the burnt man would teach him tricks, tricks that when he awoke he could still do…

However, Wart knew that his masters would not appreciate a slave knowing how to do these tricks so he kept them to himself, each day was a struggle, then one day the burnt man told him he would send him a friend, to help him greet the son. Wart had no idea who the son was, but anything was better than dealing with his lot.
The next day, a small creature, like a bat but different (a thrush he would later learn flew) around the cave. Following it he was led to an exit from the underdark. The sun at first blinded him, but soon his eyes adapted to it. Along the way out he found the remains of a human, however unlike the slaves he had fine clothes and gear. He took the gear...

Personality: his time in the underdark has made him weary of others. He is a bit paranoid if truth be told. He also has a compassionate side for the downtrodden, and a curiosity in the new world he finds himself in.


So if it is from arcanist is "Kind of"

The bloodline is from sorcerer, however they get to add arcanist levels TO the sorcerer bloodline, so the question becomes Does the exploit still work even though the levels are no longer arcanist levels...


Thanks all. So the question becomes (IF I get everything), and this veers aways form rules question, but on topic

Choice 1: Cross Blooded: Arcane/Solar
+Familiar @ 1st level (goal)
-2 Will Save
-1 0 level spell known
-1 1st Level spell known
@ level 2 takes Bloodline Development

Choice 2: Solar
+Familiar @ level 2
-Uses feat at level 3 to buy bloodline development via Extra arcanist feat


Azothath wrote:
Azothath wrote:

...

see --> Archetype FAQ

addition: the Bloodline Tattoos(Ex) mentions bloodline spells so the exploit Will work on that ability.

spreading the bonus to your bloodline spells.

Same for Enhanced Varisian Tattoo but sadly Sor level = 1.

Sorry, sometimes I have problems comprehending simple things. Yes or No:

Does an Arcanist with Bloodline development and one level in Crossblood Sorcerer get to still progress as a normal sorcerer would (getting to choose a bloodline power on those specific levels)?

Also, a sincere apology. I am sorry, I feel my phrasing is rude, while in truth I appreciate your help in this. Just don't know how to phrase it without sounding rude...


Character is a sorcerer 1/arcanist 4/evangelist 10
Has Bloodline Development

Quote:
"SNIP If the arcanist already has a bloodline (or gains one later), taking this exploit instead allows her arcanist levels to stack with the levels of the class that granted her access to the bloodline when determining the powers and abilities of her bloodline."

Preforms his Obedience daily...

Chose Arcanist for his Aligned class
Quote:


Aligned Class (Ex): Evangelists come from many different backgrounds, and they show an unusual range of diversity. At 2nd level, the evangelist must choose a class she belonged to before adding the prestige class to be her aligned class. She gains all the class features for this class, essentially adding every evangelist level beyond 1st to her aligned class to determine what class features she gains. She still retains the Hit Dice, base attack bonus, saving throw bonuses, and skill ranks of the prestige class, but gains all other class features of her aligned class as well as those of the evangelist prestige class

Would the bloodline development still function, granting the Evangelist to the bloodline abilities


Okay, so that will not work for the concept. I can live with that (kind of).

2nd attempt: Cross blooded would still work as all of the abilities say choose one of the two bloodline abilities (or words to that effect)? or does the lack of an "s" in the Bloodline development derail it?
 
Will post the second part as a different question. Thank you for the clarification.


Azothath wrote:

the arcanist exploit works with the arcanist's bloodline OR the other(second) class's bloodline in a technical sense, how well or efficiently is the trick. Choosing a second class which traded away its bloodline powers for class abilities (which the exploit can't access/affect) and then selecting that class's bloodline is a poor choice which is only compounded by not taking class levels in the second class.

My advice would be to just pick up varisian tattoo as a feat (once or twice) and skip the second class (simpler) as you are not getting much out of it and enjoy the full powers of the Arcanist's bloodline.
A second choice is to take only Arcanist 1 and Tattooed Sorcerer X.
Third choice(no preferred order) is to just take Varisian Tattoo once or twice and skip the Arcanist exploit and the sorcerer archetype.
With multiclassing you generally want to cover the primary class's weaknesses and with arcanist/sorcerer they are too similar, see Mage-killer build. The other choice with casters is to just say 'scr€w IT' and go Mystic Theurge (everybody knows you dumped casting power to be ultimate support caster).

There is a character idea buried in this that I am ensuring rules about. I know it will be a weaker build.

So, making sure I know what I am saying: If an arcanist has one level of an (archetype) Sorcerer build, the abilities swapped out for the archetype do not count as bloodline abilities anymore and do not improve/unlock with arcanist levels (via bloodline development)?


So what you are saying is that:

Bloodline development does not work with Sorcerer archtypes?


Arcanist with 1 level of tattooed sorcerer and bloodline development exploit

As I understand the rules, the character would "learn" bloodline spells but having no spells at that level it would normally be academic

However the tattooed sorcerer allows basically a bloodline spell to be a tattooed spell

Question any reason it could not be an Uncasville spell?


DeathlessOne wrote:
Molthuni Arsenal Chaplain, is this what you are looking for?

Yup, thank you very much. What happens when I am on my phone and only do a real quick search :)


Does Arsenal Archtype have a different name (did a 1 min look for it on AoN, did not see, but did not read the whole list so thinking a regional name then Arsenal?)


Does Arsenal Archtype have a different name (did a 1 min look for it on AoN, did not see, but did not read the whole list so thinking a regional name then Arsenal?)


Does anyone have a point by point eval comparison of Paladin's vs War Priests?

I know BAB and Hit points for the

Paladin,
* Full BAB (v 3/4)
* D10 HP (v d8)
* Divine Grace (saving throws)
* Lay on hands & Mercies/ Fervor (Lay on hands is larger effect with added bonuses, but no selfcast)

War Priest
* Level 6 Spell Casting (v Lv 4, detect evil)
* 3 Additional Class Skills (Intimidation, Swim, Survival)
* Sacred Weapon (v Divine Bond, no mount option)

Equal
* Weapons & Armor
* Skill Progression
* Aura of Good/Aura
* Channel Energy

Unclassified: Paladin
* Smite Evil
* Aura of Divine Courage
* Divine Health
* Aura of Resolve (charm protection)
* Aura of Justice (Share Smite)
* Aura of Faith
* Aura of Righteousness
* Holy Champion
* Code of Conduct

Unclassified War Priest
* Blessings
* Focused Weapon (Free feat), + Bonus Feats (1 per 3 levels)
* Sacred Armor
* Aspect of War


Azothath wrote:
Azothath wrote:
I've reviewed your design ...

Several things in Sorcerer will need tweaks in Arcanist so they combine.

Familiar - Arcnst Explt Familiar(Ex). You'll then need Imp'd Familiar later.

Bloodline - it will take GM approval for Arcnst Explt Bloodline Development to combine. Tattood Sorcerer is an archetype which modifies the Bloodline and the exploit only works for non-archetype modified bloodlines. By RAW it is re-entry into a another/similar bloodline (Esoteric has two highly similar). It will take a GM to fix that for the First Lvl ability. The main thing here is the extra damage and such apply only to the sorcerer spells.

Magical Knack(arcanist) will cover up to 2 levels for duration etc.

Okay, possibly wrong about this, but it modifies PARTS of the bloodline, so my understanding is that those parts get dropped entirely (as the new parts are NOT bloodline, but the original parts are gone for the trade).

As for the modified bloodlines: no, the last sentence of the Bloodline Development exploit reads "If the arcanist already has a bloodline (or gains one later), taking this exploit instead allows her arcanist levels to stack with the levels of the class that granted her access to the bloodline when determining the powers and abilities of her bloodline." Key word is instead, everything above about the exploit is replaced by what is after the instead...

However, the FAQ is very clear that the Arcanaworks with all spellcasting.

Quote:


Sorcerer: Do the bonuses granted from Bloodline Arcana apply to all of the spells cast by the sorcerer, or just those cast from the sorcerer's spell list?
The Bloodline Arcana powers apply to all of the spells cast by characters of that bloodline, not just those cast using the sorcerer's spell slots.

General rule: If a class ability modifies your spellcasting, it applies to your spells from all classes, not just spells from the class that grants the ability. (The exception is if the class ability specifically says it only applies to spells from that class.)

The familiar is not from Bloodline development nor is it part of the bloodline, so for it to grow I would need to take a second Exploit (Familiar), at which point the bit about arcanist levels add comes into play. So it is costing me 2 exploits + capstone, plus a few of the draconic abilities. Definatly considering changing to a bloodline familiar instead of a tattooed sorcerer (less loss) but really love the idea of the birthmark coming alive...


Mark Hoover 330 wrote:

Prestidigitation: a bandage across the eyes with 2 very narrow slits to cut down on glare. Or a pair of dark or rose colored lenses.

Neither of these would have a mechanical benefit, so they don't break the function of the spell, but they both give the kind of comfort you're talking about.

Removes Light Blindness weakness is a game effect (and yes the character has it)


Azothath wrote:

well, your story and setting said Rogue to me, it's just a suggestion based on what makes sense for that scene.

There's no need to do it.
I did give a concrete example with some 'easter eggs'.

The part about multiclassing full spellcasters I get and it is sensible advice for basic simple builds in the hands of simple to average players in games that go to 20th level. The majority of games fall apart before then. PFS only went to 12th then had options for more.

I said 'Art' as it is. It is subjective and you'll have critics. There's differences between what's on paper and how it works in the hands of someone with system mastery or great acting skills. Nobody has it all...

Understood, I took no offence, and meant none.


Azothath wrote:

Backgrounds are just some window dressing with 'no mechanical benefit' that you do to make yourself happy and satisfied.

Making it part of the character's growth, leveling, skill ranks etc is a commitment To that Story and let's say organic character growth. That investment makes it real in the game. How far does it go? That's really up to you as you don't want to hobble the build too much.
It is not required by Org Play or the generic game.
So you do it for yourself.
Turning it into an effective character is an Art.

Well said, and I personally do make some distinctions between mechanics and story. Someone upstream recommended a couple levels of rogue, and I do not feel like making a rogue. It is truthful that some levels might make sense for backstory, but that would cut into the enjoyment of playing a (almost) full caster. However concedeing the idea of a few levels of Stealth and maybe sleight of hand makes sense...also as an aside, I do get 2 class skills with evangilist...


Azothath wrote:
Jason Wedel wrote:
Azothath wrote:

don't believe the bad PR about wizards, they're quite flexible. They do need a few open slots and 15 min or items to power that flexibility but it's not hard as magic items are their speciality.

They are late bloomers and start at 5th level when Third level spells kick in.
I've played quite a few, the bit above about not knowing how MANY spells I would need, was always the part that I disliked.

that answer is obvious, "MORE"

*-<8^)

LOL


Azothath wrote:

IMO you should take 1-2 level to represent that background with appropriate skill ranks. Usually it is regular rogue as the hard life of knocks is the training ground and useful to gypsies. Then you can go into sorcerer via varisian training.

If not then I'd escape the drow as a child to limit the story impact of that part.
The other part is to have the tattoo as a varisian familiar, eidolon, or trait holy symbol. The drow would have noticed spellcasting capability and used it.
Your race should say halfelf(drow).
Your languages will be undercommon, and either common or elvish.

I did something similar in PFS1 with a rogue2/wizard(transmuter)N who killed her master in cooperation with his imp familiar and ran off with his spellbook. The imp taught her the basics in exchange for her help in 'early' soul harvesting. Later she took Deskari's postion via a certain scenario. One of her tricks was to adventure via Shadow Projection with her ghost touch rapier and uninhibited ability to cast spells...

While the rogue angle is interesting, not oging to use it...however I might rearange skills to represent a little more roguish (Sleight of hands and stealth?)

Not sure if I follow your second part, IF I understand correctly, the idea is that the Drow would not be familiar with Varisian birth tattoo's (Something even the Varisians don't understand). His spellcasting would have been under the tutalage of his "Tattoo Familiar"

The race was put in by Hero Lab, and by RAW the language would still be Common and Elvish (But I think RAI would be undercommon), either way took a trait that makes it mute....


Azothath wrote:

don't believe the bad PR about wizards, they're quite flexible. They do need a few open slots and 15 min or items to power that flexibility but it's not hard as magic items are their speciality.

They are late bloomers and start at 5th level when Third level spells kick in.

I've played quite a few, the bit above about not knowing how MANY spells I would need, was always the part that I disliked.


Phoebus Alexandros wrote:

I guess I’m a bit confused about the concerns you have re: the stuff you’ll have to lose and take.

You’re talking about losing spellcasting levels, but what is the point of the Evangelist’s Aligned Class ability if not to gain” all other class features of [your] aligned class as well as those of the evangelist prestige class,” to include spellcasting?

If you do get spellcasting via Aligned Class, you’re essentially losing two spellcasting levels. One is to Sorcerer, in exchange for a familiar and a bloodline, which you can develop, meaning your powers and bonus spells will be at your Arcanist level (maximum 18th). Another goes to Evangelist, in exchange for early access to Boons. Where the latter is concerned, because the prerequisites for Evangelist are so low, you could have the Boon normally gained at 16th level as early as 9th character level. Ordinarily, that would be a pretty damn good trade, but the second Boons that Nethys grants—be they Evangelist, Exalted, or Sentinel—are really lackluster for a blaster… and there aren’t many better RAW Deific Obedience options for a non-evil blaster (in fact, I think Sivanah is the ONLY other choice, and her Boons aren’t blaster-centric, either).

I guess part of it is the almost PANIC I have seen anytime losing a spell level has been mentioned in the past. I feel like it is unfortunate but not irredeemable. I think the exchange will be a good one long term but creates some short-term difficulties. Ironically, I feel (but have not tested) that the problems will be felt more keenly in the lower levels (especially the 5-7 levels) than anywhere else. At higher levels I feel there are more options for work arounds (be they exploits, lower-level spells, etc...).

One thing that draws me to the Arcanist so much is that it is a bit of a swiss army knife, lots of different tools, without my #1 annoyance of Wizard (not only determining WHAT you need, but how many times you WILL need it)


Good questions Phoebus, and yes moving forward a bit

I envision more of a primary blaster with a secondary battlefield control aspect. There is also a very thematic thing going on of being a wild talent and maturing in abilities.

I am unfamilliar with Grappling Scarf and will definitely research. I was thinking both a bit of themeatic (the god is supposed to be Nethyse BTW). Both the early spells actually were a "IF I survive first level what will be helpful as is later, not gaining levels...However I pictured the True Stike being used with the crossbow more than bad bad bad melee

Unfortunately (and I have done the research) I will need to give up my first two exploits (or lv 3 feat and exploit) to gain both progression in bloodline and familiar... If I go evangelist, either level 3 or 5 feat will need to be deific...


Like I said, was rethinking if the spell is OP or not. I can definitely see an argument for and against at this point


So been working on a character that I am calling a series of Unfortunate choices. I know that many of the choices I am making are not optimal, however they are things that I want. I KNOW that I am giving up spell levels for the build, I know that is drowning puppies bad, doing it anyways :) . So what I am looking for is help with getting the most out of a poor build.

Right now, I am planning on the following:
Tattooed Draconic, Sorcerer-1. Arcanist-9, Evangelist (Prestige)-10

I am debating (a little) on the evangelist. I am familiar with Blood Arcanist and have dismissed it, as the only way to get a couple mechanics I need (I call them character beats) are unavailable at level 1 or 2 with that archetype.

Obviously will take Bloodline development to allow the Sorcerer bloodline to grow.

------------------BACKSTORY------------------
Keldor was born in a slave pit of the Drow to a human mother. At birth he had what the Varisian's call a birth tattoo on the back of his neck, that developed as he aged into the shape of a small bird.

Survival was tough for the young thinblood, for the slaves did not trust him, and the slave masters were extremely rough with the half blood. However, his mother knew the tattoo meant something, what she had no idea. Her reputation among the slaves as a caring and wise woman protected her son some but did not create acceptance.

As he grew, he learned to listen to a little voice in the back of his head, a voice that would warn him of danger, tell him he was born for some other reason than to just be a slave. The voice also started to talk about how to channel the power growing in his veins.

Then one day, the slave masters killed his mother and the voice in the back of his head screamed RUN! Which he did. The next year was rough, as he started to climb out of the Darklands. Avoiding the various denizens, surviving on what he could. When he finally reached the surface, he was next to dead. However, a traveling band of Varisian's found him. He stayed with them for a few years, becoming a part of their band. Here, he learned more about the tattoo, for one thing it was a living being, (Familiar name). Eventually, he decided it was time to leave his adopted family, explore this upper world, and find his destiny.

--------------------Character--------------------------
Keldor
Male half-elf sorcerer (tattooed sorcerer) 1 (Pathfinder Campaign Setting: Inner Sea Magic)
CN Medium humanoid (elf, human)
Init +2; Senses darkvision 60 ft.; Perception +6
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 8 (1d6+2)
Fort +2, Ref +2, Will +2; +1 Charm & Compulsion, +2 vs. enchantments
Immune sleep
Weaknesses light blindness
--------------------
Offense
--------------------
Speed 30 ft.
Melee bladed scarf -1 (1d6-1) or
. . quarterstaff -1 (1d6-1)
Ranged light crossbow +2 (1d8/19-20)
Spell-Like Abilities (CL 1st; concentration +2)
. . 3/day—dancing lights
. . 1/day—dancing lights, darkness, faerie fire
Sorcerer (Tattooed Sorcerer) Spells Known (CL 1st; concentration +2)
. . 1st (4/day)—identify, true strike
. . 0 (at will)—detect poison, flare (DC 11), penumbra[UM], prestidigitation
. . Bloodline Draconic
--------------------
Statistics
--------------------
Str 8, Dex 14, Con 14, Int 16, Wis 10, Cha 12
Base Atk +0; CMB -1; CMD 11
Feats Elven Spirit[ARG], Varisian Tattoo[ISWG]
Traits BETRAYAL, VARISIAN TATTOO, dungeon dweller (any subterranean dungeon), - Magical Knack: Arcanist,
Skills Knowledge (arcana) +7, Knowledge (religion) +4, Linguistics +4, Perception +6, Spellcraft +7 (+9 to identify magic item properties); Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Common, Draconic, Elven, Gnome, Sakvroth, Undercommon, Varisian
SQ bloodline arcana (energy spells that match bloodline energy deal +1 damage per die), bloodline tattoos, drow heritage, elf blood, elven magic, familiar tattoo
Other Gear bladed scarf[ISWG], blunted bolts (10), crossbow bolts (10), light crossbow, quarterstaff, backpack, belt pouch, flint and steel, spell component pouch, trail rations, traveling spellbook[APG], waterproof bag[UE], waterskin
--------------------
Special Abilities
--------------------
Bloodline Arcana: Draconic (Ex) +1 damage per die for [Fire] spells.
Bloodline Tattoos (Ex) Bloodline spells are cast at +1 caster level.
Darkvision (60 feet) You can see in the dark (black and white only).
Drow Heritage Count as a drow for pre-reqs.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +3 bonus on Diplomacy You gain the Alertness feat while your familiar is within arm's reach.
Familiar Tattoo (Su) A tattooed sorcerer gains a familiar as an arcane bond, as a wizard equal to her sorcerer level. Her sorcerer levels stack with any wizard or witch levels she possesses when determining the powers of her familiar—this ability does not allow her to
Light Blindness (Ex) Bright light blinds for 1 rd, then dazzled as long as remain in it.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Varisian Tattoo (Evocation) Spells from chosen school gain +1 caster level.
--------------------
Brass Dragon: Actually "solar" dragon, all game mechanics as Brass Dragon

TRAITS
BETRAYAL
Source Spymaster's Handbook pg. 6
You were reported to a dangerous authority such as the Gray Gardeners of Galt, the high inquisitors of Cheliax, or the Council of Mwanyisa of Mzali, and narrowly escaped death. You second-guess your instincts constantly, leaving you never sure whether or not to trust someone and endangered if you encounter that group’s agents again. You can roll twice and take the lower result on Sense Motive checks to get hunches. You cannot reroll this result, even if you have another ability that would normally allow you to do so.

VARISIAN TATTOO:
Source Varisia, Birthplace of Legends pg. 8
Requirement(s) Human—Varisian
You bear the elaborate tattoos of your people, marking you as a free son or daughter of the road. You gain a +1 trait bonus on saving throws against charm and compulsion effects. Additionally, you are proficient with bladed scarves and starknives.

Source
Varisia, Birthplace of Legends pg. 8
Spymaster's Handbook pg. 6

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Yup. Kind of what I am thinking now...though have not finalized the idea...


For me it actually is rather another cantrip (Can't spell it but relieves light blindness) was to powerful. When I stumbled on this I was thinking that it was, but this solves the problem, with at least SOME combat versitility, so now debating a lot more...


Thank you, it was actually more about me rethinking my thoughts on another cantrip that I was thinking was to powerful on its own...but now reconsidering considering it is extremely weaker than this combo, and this combo is not great after about level 3...


Am I right in understanding that a Sorcerer with the Light spell and the Eclipsed Feat basically has unlimited Darkness castings (However they would be full round instead of standard actions)


Okay, absolutely not familiar with this title, so will wish you good luck :)


Azothath wrote:
see [non-PFS]Penumbra:K0, and Protective Penumbra:K2

I am aware. Penumbra is a very hard sell for me, I just don't think you should get past a limitation that easily (especially considering it was basically revised into a level 2 spell). Level 2 spells on the build are also a good distance away (level 5).


The basic idea (which I already abandoned) was that he would cast Night Blindness to prevent his Light Blindness from effecting him. Of course it would cost him his Darkvision while it was in effect...


If for some reason you wanted to, could you cast a "Harmful" spell on yourself?


I'm sorry for interrupting, but I don't understand the basic houserule. Which is to say I don't know what Martial traditions from spheres is. Assuming Spheres is a book, and martial tradition is a rule in it...but not sure what the book is, or what the rule does...


Okay, so I have a character rattling in my head I need to build. Not sure when I will play it (if ever)... but I need to get him out of my head :)

Now, I will start with saying that a lot of this character is probably not going to be optimal, however I am hoping for still "useful". Due to my day job I tend to think using the A,B,C,D, F scale. Happy not being an A, would like to be a C+ or greater however...

There are some mechanics I want to use, and some character beats I want to hit.

Instead of posting a bunch of different threads I thought I would gather the various helps in one spot, a summary of the questions is at the bottom :)

------------------------

Okay, the Character is going to be a Sorcerer 1, Arcanist 4, Evangelist (Arcanist) Prestige Class. Race is a Duskborn (Half Drow). I see his spellcasting as being more damage than control, but some of both...
---Key feature is having a Familiar from level 1 on (100% needed by level 2, 90% want by level 1).
The character is very much about duality, almost everything should have an opposite

The plan right now for first level:
Race Half Elf: Drow Magic, Drow Blooded, Drow Descended
Str 8, Dex 14, Int 16*, Con 12, Wis 10, Char 14
* Racial Modification (+2)

Tattooed Sorcerer-1 Dragon Born (Fire breather). The Dragon will be reskinned to represent a solar Dragon, I know it is possible to use a solar dragon as is, but, I think the reskin makes things easier (less books is a good thing, especially one like the dragon book)...

Feats: Elven Spirit
Traits: Magical Knack (Arcanist), Dungeon Dweller
---------------------------------

First opportunity to help with the bad choices :0, at level 1 I am looking at spells. I do plan on using feats to get some spell like effects from the Drow Nobility line (at least 1, probably 2 dedicated to this), so this puts me in an odd spot on taking Detect Magic @ level 1

So, looking at spell selection, this is an area where I want to look long term without killing myself in the short term. As I won't be gaining spell levels in sorcerer, they should probably not be extremely level based. I have 4 slots for level 0 and two slots for level 1.

A secondary issue is whether or not to keep with tattooed as I will lose a couple higher level bloodline traits (Arcanist exploit is obviously planned) and could just use the Bloodline Familiar instead. I like the turning into a tattoo (A LOT) and thinking the trade of Eschew Materials for Varisian Tattoo is top notch. Loosing Dragon Breath at level 10 and (depending on your opinion) a feat at level 7 is a little high (and I do mean little high, not very high by any means) for what I am getting.
--------------------
Questions put simply
What spells should I be looking at for the long term?
Tattoo Sorcerer v. Bloodline Familiar?


Phoebus Alexandros wrote:

The FAQ you’re looking for isn’t Sorcerer-specific. It’s addressed under the Race and Class section of the Pathfinder RPG Core Rulebook FAQ:

FAQ wrote:
If the archetype ability says it works like the standard ability, it counts as that ability. If the archetype's ability requires you to make a specific choice for the standard ability, it counts as that ability. Otherwise, the archetype ability doesn't count as the standard ability.
No such thing occurs with the Seeker’s third level ability. That said, I think this would come down to a conversation between GM and player, to see if their RAI reading of this ability pointed more toward innate power than mere lore that came at the cost of developing one’s bloodline powers.

THANK YOU!!!!!!

Did not look in that one because I figured that APG introduced the idea, so couldn't be in the main book...me stupid...
Don't read to much into it, it was just an example to illustrate my point :)


First let me put out some disclaimers

1) It looks like I asked about this a couple of years ago, however until I searched for it, I had forgotten

2) this stems in part from a facebook debate I was in. I do not feel the answer is different from back then

3) really looking for something "official" instead of assumed/inferred, would be helpful if you tell me wither you consider your comments to be RAI or RAW

4) This is really what I consider "Fine tip point" issues, 90% of the time it won't matter one way or another, but that 10% it might

Root Question: When an Archtype changes a bloodline ability, is the new ability a bloodline ability.

An example, a Seeker replaces his 3rd level power, then gets a robe of arcane heritage (+4 levels for powers), would he be able to use the 3rd level power (assuming he could not already :) )

Seeker archtype: https://www.aonprd.com/ArchetypeDisplay.aspx?FixedName=Sorcerer%20Seeker


Thank you


Can a Cross Blooded Sorcerer (Elemental Water/Silver Dragon) take a Bloodline familiar (based on elemental). I DON'T think Bloodline Familiar is an archetype...


Theaitetos wrote:

Pages of Spell Knowledge have to be on your person, but not held in hand.

Spell Lattices have to be held in hand.

I don't know why these items have such silly differences written into them, instead of just having cosmetic differences. For these reasons the Pages of Spell Knowledge are superior to Spell Lattices in every aspect, except that they can't hold arcanist spells or psychic spells [since they didn't exist at the time the Pages were added as items].

So only use the lattice when playing as an arcanist, psychic caster, or arcane/divine multiclass caster. Or as a follower of Yuelral, because it's stylish using gems.

Considering things, the expanded capabilities of the lattice over the pages with the extra "cost" of taking up a free hand makes sense to me. I know it is pretty fringe, but the lattice on my character is in some ways a better deal as he is both a sorcerer and an arcanist (thus getting the spell on 2 lists at the same time at the cost of one hand). however I will probably go with the page instead


Nyerkh wrote:

Pages of Spell Knowledge as well.

Spell Lattices are roughly the same, not quite as good for a sorcerer but close enough.
Other races have similar FCBs, if sometimes more focused.
There might be a couple more feats for specific spells.

I don't remember if VMCing into Oracle or Witch would allow you to get spells from the curse/patron.

...
If you reach level 20 and you're *really* desperate for more spell knowns, one of the alternate capstones is just that. Maybe the one way to get more 9th level spells ?

Do the pages and spell lattices have to be held?


Nyerkh wrote:

Pages of Spell Knowledge as well.

Spell Lattices are roughly the same, not quite as good for a sorcerer but close enough.
Other races have similar FCBs, if sometimes more focused.
There might be a couple more feats for specific spells.

I don't remember if VMCing into Oracle or Witch would allow you to get spells from the curse/patron.

...
If you reach level 20 and you're *really* desperate for more spell knowns, one of the alternate capstones is just that. Maybe the one way to get more 9th level spells ?

Spell Lattice actually is an interesting choice for the character as he is a Sorcerer/arcanist so the slightly different effects both applying is interesting to me.


Other than the obvious (get more levels): What ways can Sorcerers learn new spells?

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