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This is the discussion thread. I am hoping players will post the appropriate information in the player and character threads, I'd like to be clear on everyone that is playing and their character's motivations for taking up the charter to map the stolen lands before we begin! Getting excited guys! -Vicon
"Be it so known that the bearer of this charter has been charged
That's your letter of Marque. The Bureaucrats back in Restov that gave your group the charter didn't seem to think they'd ever see or hear from you again, but they stated flatly that if the wilderness didn't kill you outright, Restov would be sending reinforcements to Oleg's Trading post -- where you are supposed to check in, in a matter of days. On your last nights in Restov before departing by Cart for Oleg's Trading post, Chatter about your group regarding the charter to map the stolen lands was met with incredulous faces or outright laughter. One loud drunkard thought enough to consider the charter as good as a death warrant. People had gone to the stolen lands before, and they'd never been tamed. No matter how many parties that seemed to be sent, nor how many greedy nobles wished to see the region pacified. Perhaps this expedition would be different...
I'm starting a new campaign with a new group and really want to shine as a support cleric. I'm restricted to basic and APG -- and I really want this to work out well so I'm asking for handholds from people who really know the class, I've read one of the class guides but I'm still ultra-nervous and want to make the best of optimizing my character within the parameters I've already chosen. I'm particularly concerned about how I should do my point buy/attribute points as 20 is a lean number compared to what I've been used to. My character will have luck and Liberty domains, and the character will be human, (or possibly dwarf if there is a really good reason over a human cleric) What feats should I choose? I am thinking scribe scroll and improved initiative to start with. Most importantly, how do I spend the 3000gp I'm starting with? I really want to be able to shine as a support character and know the knowledge base on the advice board is really spectacular. I thank anybody for taking the time to read and reply to this.
Just wondering what the mechanic for this is -- how do you determine coinage taken from field, or is it handled in the regular basic units of wealth? If lots of participants in the battle are assumed to have some (or even a lot) of magical gear, how is that rolled/handled, shared out? Pardon me if this question is totally daft, but wanted to get some enlightenment on this (or an idea on where to get this information) before actually buying the AP... Thanks for all who can help, and include any house rules if you have them that work for you!
This is totally blowing my mind, I am either completely missing something in front of my face or there are bedrock obvious reasons this should never, ever, be done that somehow escape me. Without boring the hell out of anyone getting into they whys, I simply need to know if there is a quick reference (preferably online to show other players) for how the point-buy system works if the GM allows you to start with stats bought below 7? Ie, how many points to spend else where does one get if they take a 3 in a particular stat? If I was creating a character with a point buy system -- how much would values of 0, 1, or 2 be? (I know 0 should generally mean dead or unable to act, but believe me, I have a good reason for asking these questions and REALLY don't want to try and reinvent the wheel if I'm missing something in front of my face.) Any wise ones out there want to let me off the hook?! THANK YOU FOR CHECKING THIS THREAD! -V
Hi there! I was thinking of getting a few players together for an interesting open-ended, sandbox campaign set in pathfinder for a PbP -- check out my idea and tell me if you'd be interested! Not a traditional pathfinder game, the characters will be various monsters in a dungeon setting, that start as lesser creatures but rise up the food chain taking higher CR forms as conventional players might level. I have various ideas for how this would work in game terms (from mind-control parasites to incorporeal spirits or outsiders that clone/hijack bodies... But players with other ideas may be welcome as well. The idea is you could be a different CR creature every level as circumstances permit, or maybe in case of creatures with class levels progressing that way.. If your form dies you must find a new host/body if able, and the entity the player uses to control those bodies would be for conventions sake very vulnerable without a body. More details for players should this get off the ground. The goal of the campaign is for the players to start in level one of a mega-dungeon ecosystem, and as they level descend deeper and deeper into the underdark, extending their influence and growing in power via influence and higher CR forms... With the ultimate goals being dominance of the entire dungeon, or various objectives sought by the players. Any thoughts on this? Anybody have info on monster campaigns or ideas similar to this (so I needn't re-invent the wheel!) If you're interested in playing something like this let me know your ideas (and/or PM) and what threshold of activity you can handle. The old "fighting fantasy" monster, the "gonchong" from "island of the lizard king" gave me the idea for this campaign, but whether you know the reference and think that's cool, or fancy being an angry ghost with a penchant for living puppets, or a formless evil from beyond the dark tapestry ... A party of body-snatchers ate the protagonists of this story!!
Hey guys! My party and I have recently lost our tank so were thinking about pooling our resources and crafting a GLASS GOLEM to serve in that role. Problem is, we're risking a LOT OF RESOURCES (about 20k) which at the party's level of just recently making six, and in Serpent skull (which seems very light on loot and not much access to everything we need) -- I really need some help thinking outside the box to improve the roll to complete the golem. This is what I have so far in the way of bonuses, let me know if you if you have better ideas, or I've missed anything... let me know... We have a level 5Bard/1oracle, Level 6 Cleric, level 6 Wizard. So far we have though of this to improve the skill roll: +4 (Heroism+moment of greatness to double a morale bonus for 1 round) (morale)/ +3 Touch of Good (Sacred) / +2 Inspire Competance / Fox Cunning +2 (Enchant) / Prayer +1 luck bonus / I know this excluded circumstance and any untyped bonuses, anybody know any? Can you think of any other or better bonuses we can apply or get access to creatively without access to a shop or town? Another way to help: Is there any way the party can summon a creature that can cast any of these spells for us? : animate objects, flame strike, geas/quest & spell turning? Any way of getting a hold of any of those spells would make the construction much easier. PLEASE HELP! Counting on this forum's brilliance!
Hey everyone out there! I host a game in Noe Valley, SF and we're looking to add another player. We presently have 5 people, but one person can't make it all the time and we'd like at least 5 people at the table. We meet at my house just outside the Castro, almost every sunday (we shoot for at least 3 out of 4 sundays a month) from 12 to 6PM, sometimes a little later. We're presently playing "Serpent's Skull" AP, we're on Chapter 2... we also have a side-campaign that is "test of the starstone" but for now, we're stuck on serpent's skull. Please be clean, educated, tolerant of others. We're four men and one lady. I generally serve snacks. Hit me with a PM telling me more about you and what you're looking for, and I'll hit you back with any questions or details from my group. Game on! -V
Hello everyone! Hoping I can get a good answer for this from folks better versed than I, My GM asked me to come up with the likely contents of stashes/caches at roadside or wilderness shrines common to the faithful of Desna. My GM asks: "One question related to the way shrines, can you come up with a small list of items likely to be present for the traveler in need? I'm thinking that some items might be available to any traveler, and other items might require a channel positive energy use to open a nook or compartment. You guys might have an opportunity or need to use some of these supplies on occasion." What should I tell him? Right row our party is 4th level, what do YOU think such stashes/caches would contain? I'm kind of stumped, but I imagine more experienced players (and GMs) could populate a stash like this in moments! Please help, either by sharing examples or method!
Here's my question -- alchemists at 8th level get an extra attack it seems.... and Feral Mutagen enables two claw attacks and a bite attack. So... how many attacks do I have now? 3 claws and a bite (from the extra attack?) 2 claws, a bite + 1 attack of any other kind? (weapon, bite, claw?) No extra attacks at all? How does this go?
Hello Forum! I have to create an 8th level alchemist for an upcoming game on short notice - the campaign consists of the challenge of the starstone... and should be from 8th to 20th level. I want to create (or find) the ultimate build for a "Jekyll and Hyde" type alchemist, melee based instead of bombs -- as the theme suggests he should be a hideous beast from his mutagens but capable of intellectual endeavors as well. Can anybody point me in the right direction? I am on very short notice and designing builds is NOT my strong suit. I got advice in the forums for a GREAT bard build months back, so I am hoping I get good advice or referral so I don't have to reinvent the wheel! Please and thank you! Very grateful to all who read, and especially to those that post.
Hey guys, So one of the people in my gaming group who is normally a player wants to run a game occasionally on the days when our regular GM cannot, or just to shake things up from time to time. I need help coming up with ideas/suggestions for a character for this new campaign for the following parameters: The campaign is supposed to be entirely encompassed in "The test of the Starstone" -- the party will all be different characters which I suppose will be forced to cooperate, but I suspect they must also compete so that ultimately only one player gets to ascend to (Demi)godhood. If I'm going to play, I want to play to win, so I need advice on making a character that will not only be fun to play, but I expect it will have to be good in PvP... I'd like to be able to help the group, but helping the group is secondary to individual survivability -- I almost always play support characters and helper-types, so this is VERY unfamiliar territory for me. Please help! GM says backstory is very important, and may have big impact on the game, so not only builds, but very cool character concepts, suggestions, motivations for a particular character or characters to be seeking the starstone are also appreciated. SPECS: Character is story-wise an epic level character, so that should have an impact on any backstory suggestions, but the CHARACTER ITSELF has to be 8th level -- the GM is basically saying all our characters are epic level badasses with their own reasons or motivations for seeking or feeling entitled to godhood, but the cathedral of the starstone will weaken all our Epic-levelness down to 8th level as part of the first session. (So suggestions for beyond 8th level is appreciated, but to start out I only need an 8th level character) Character must be a 25 point buy. Quick thinking is critical as the GM intends to punish/confuse players who do not declare what they are doing within a few SECONDS of their turn starting... so doing only a couple of things really well might help, limited options that still make the character viable might be a distinct advantage. I'd prefer to be a fighter type over a spellcaster, but if being insanely powerful means having to be a spell caster, and you have ideas/suggestions that work (but won't necessarily give me millions of options which will cause me to run out of time before making decisions) I'll hear anything out! Any alignment is welcome, and I can have 40k worth of equipment. So any suggestions on classes, builds, backstory concepts, must-have items... I'D LOVE TO HEAR IT. THANKS EVERYONE WHO READS/POSTS!!!
Hey guys! My character is a Bard 4/Oracle 1 .... with the blindness Curse... My vision improves through character progression, but I have recently learned that a multiclass oracle does NOT improve against curses as rapidly as a normal oracle (progression is 1:1 for oracle levels but 2:1 for non oracle levels... at "5th level" my darkvision extends from 30' to 60' -- I can never see anything beyond my dark vision... and this is a considerable hinderance, though I am managing so far. So my question is -- are there any items, feats, obscure rules that help mitigate an oracle curse or help to advance progression with it? I know that the curse cannot be lifted or dispelled without an act of a diety -- but I am not looking for a cheat out of getting around my curse, just wondering if there are things I can pay in gold or feat/trait/whatever that will help me get to the next tier in my clouded vision so I can get that 60' dark vision before I would otherwise... which at my current rate would be 9th level. (oracle1/bard8!) Any help appreciated!!! -V
Hi there! I've got a level 1 Oracle/4 Bard I am running in my current gaming group (Extra thanks again to everybody in the forums who helped me with the build if you're out there -- he's not without challenges, but he's a lot of fun to play) -- I have a couple of questions about progression for him, but for this thread I'll stick to feats. About my character, so choices can play to their strengths: They are NOT good in combat. Under the best of circumstances at 5th level I have +3 BAB, +1 Size Bonus, and may benefit from inspire courage after I drop it, but I normally employ weapons only as a last resort, though I often find myself in harms way doing touch-healing, using scrolls, and buffing. My character doesn't exceed in combat and I don't expect him to -- he's a buffer, and where he shines truly is out of combat... I am a personified skill monkey and try my best to serve as a party face. So feats that give the best bang for the most skills or diplomacy/intimidate/bluff are also likely useful. I would entertain taking "Additional traits" if two additional traits could help me fill my role better than one additional feat -- I basically rock all INT based checks, but CHA might benefit from improvement... So my Question -- what feats are cool for bards? So far I have "Extra Revelation" and "Breadth of Experience" (character is a Gnome), BUT I HAVE NO IDEA WHAT FEATS TO GET MOVING FORWARD, at least not until 9+ level. So what feats are good for every character, or bards specifically? Improved Performance and Greater performance seem to be about combat maneuvers and not performing musician skills... so that threw me off. I intend to save my level 9 feat (GM will allow it) to get "Discordant Voice" at level 10 (need 10 ranks in sing), and take "Divine Interference" at level 11 (Need CL 10 and don't know any ways to efficiently or otherwise raise my CL)... but no idea what to take before or after. I was thinking of taking "Dillitante" at level 7 (as I will meet the prereqs by then or before then) Thought about Arcane strike, but that seemed too weak, Craft wonderous items is already covered by somebody else in the party. Improved initiative seems nice as it may help me drop my buffs earlier, but beyond that... ZERO IDEAS. I could go with a skill focus for diplomacy, or Intimidate, or Bluff, but I am not sure if that's the best use of a feat. Dodge for the +1 to AC seems attractive but my AC is 24 already and as I said I try to stay out of combat when I can -- not that it can always be avoided. Something that would increase my Bard CL to get me Divine interference faster might be nice. Your thoughts?! -V
Hey guys! As a GM, to what extent should I be trying to make sure my players are having a good time, and how much of it is simply making sure the adventure runs coherently and the system is adjudicated correctly? If I can tell a player is not having a good time over a couple of sessions, what if anything should I be doing about that, or should I just let the cards fall where they may, as bad stuff happens to adventurers and it's really not my problem (or within my ability to control) how the rest of the people at the table react to situations. Should I be leaving things as "Just the facts" -- or to what extent should I be trying to give players a sense of accomplishment, and if so, how? -V
Hi forum! I just want to ask a couple of questions to see if my GM is out of his mind being a skin-flint, or tight-fisted or whatever... or if in fact the way I am experiencing the AP is the way it's meant to be played. My party and I have gotten off of smuggler's shiv and are in the initial phases of chapter 2 I believe. WITHOUT SPOILERS, please if you've read the story and know how the campaign is supposed to be run, confirm or deny that this is how the AP is supposed to be run... 1) We've been asked to scout ahead of and reach the ruins of S.Y. first, but our GM says that we're only allowed to take away what we ourselves find there +3500gp... meanwhile, the faction we are supposedly working with gets to take EVERYTHING ELSE. The shank of the treasure of a massive city of treasure and we don't even get a percentage for FINDING IT FIRST?! 2) The glory of finding the city too, must be in the name of one of the associated factions. so... we're not even discovering the city for our own glory... the shank of the treasure AND glory are going to other people? If the above is true.. when does this AP actually become a story about the protagonists, the players? I understand that giving the players some unchecked amount of treasure would upset game balance... but if the AP covers 1st-15th level or so... why does it matter if they are absurdly rich and can retire at the end of the adventure? Maybe this is the way it's supposed to be in the AP but my GM has done a bad job of making it seem like we'll be sufficiently rewarded... as it seems to me we're doing all the work and assuming the greatest risk, and giving all the best of the rewards to NPCs. I'm not afraid to get the answer I'd prefer not to hear... but I have never felt less empowered in a role-playing game before playing this AP with this GM. I cannot be sure if it's the negative/antagonistic demeanor of my GM... or if the AP is just written up that way. If you know the answers because you've read the module, let me know without giving anything away. -V
Does it say anywhere in the rules that you lose a feat if you don't pick it at the level you acquire it? The reason I ask is there are two feats I'd like, but they will both become available at level 11. would it be possible to go without picking a feat at level 9 and take BOTH at level 11? I figure unless the rules contravened this, it makes sense because I'm giving up the benefit of the feat for a considerable period of time... a price to pay for the later benefit. The feats I want to get at 11th are "Discordant Voice" and "Divine interference" for my Oracle1/Bard10... So if you can think of a way to get either of these feats BEFORE level 11 that would also solve my problem... and would be even better because I wouldn't have to go 9 levels without a feat. -V
Hi guys! I am playing a Bard with a 1-level dip in Oracle... and i am wondering if I can take the feat "Divine Interference" when I reach 10th level of bard. It says in the Feat Prereqs:
I am a divine spellcaster as an oracle can cast divine spells. I will have CL 10 for bard when I level up to Oracle1/Bard10... In the definition of "Caster level" is says: "A spell's power often depends on its caster level, which for most spellcasting characters is equal to her class level in the class she's using to cast the spell." This is relating to a feat and not a spell, so I am not sure if this statement means anything one way or another (supporting because it is saying usually but not necessarily always in the class in question) or what-have-you. So... Is there anything in the rules definitively that I can CITE that would enable me, or not enable me to have this feat? Would like it, but not enough to break any rules! Please help!
Hello there! My party is going through the serpent's skull campaign and one of the things our wizard has a fancy for is the Gargantuan Vehicle, the "Steam Giant" -- So I have a few questions, for those familiar with the device (or those willing to look at it) 1) The device costs 80k... is it worth it for what you get? The party is of 4 people, and I suppose everyone can ride in it as a kind of battle platform... but does it seem vulnerable for what you get? any liabilities we might not have foreseen? 2) Because we don't know about Serpent's Skull, how late into the AP do you think it will be before one player could accumulate 80k, and still keep their progression competitive item wise? Is it even possible? If not, to what extent would the party have to contribute to make the goal attainable? 3) What items/spells/combinations/improvements would go well towards making the Steam Giant even more formidable? Any ideas? Thanks!
The item Authoritative Vestments reads as such: "Typically worn by senior members of a faith, these cumbersome but splendidly ornate garments create an aura of dignity and gravitas that few dare to challenge. When activated, the garments make you seem more impressive and worthy of respect to all viewers within 60 feet of you; you may make a single Diplomacy check to change the attitudes of these viewers as a swift action. You can only use this ability on a particular viewer once per day (additional attempts have no effect, though you can still persuade viewers normally without the help of the focus)." The operative word is CUMBERSOME. It states these robes are ungainly -- but does not quantify the penalties, if any -- for wearing them. So what does one do? Does one take the description with a grain of salt and assume that when expedient they are not so burdensome (beyond the whopping 7.5 lbs they add to load out, which can indeed push one into weight-capacity penalties) -- Should I just get over it and enjoy my item purchase? Or am I missing something... I don't want to take a benefit while skirting the liabilities... it's just in this case the text seems to imply, but not quantify... Please advise!
As a bard, I find a certain security in knowing that I'll always be able to perform with Sing skill, considering it does not NEED an instrument... but ARE there instruments that can be employed with sing anywhere in the rules, or a magic item that could have a sing skill bonus mounted on it? While Masterwork bonuses cannot be applied to versatile performance (I believe I read that somewhere) I was hoping there was an instrument for sing that could bear such a bonus, or one could simply make an item for some spell-slot that would improve sing. Through versatile performance this would enable me to improve my bluff and sense motive amicably. Any ideas or items in the minds out there?
My character has an Ioun stone that gives him familiarity with Nets -- so I got a masterwork net. Does anybody know any good Magic weapons that are nets? My character is also "Small" -- and as such the largest creature I can use a net on without penalty is medium (nets only work on creatures up to one size-level higher than the weapon)... any items or ideas on how to overcome this? Any help appreciated!
Ok, here's the situation: The party wants to assert right to nobility in a backwater country that is racist and suspicious/unwelcoming to strangers. The reason for this is because the party has, by sweat, ingenuity, and good intention, cleared an area of land in this country that was accursed and dangerous -- which thanks to our efforts is now clean and safe. We were paid a pittance and denied any rights to build or develop there. Our GM is hard-nosed and despite my having HUGE knowledge skills and good rolls to boot, says there is "No precedent" for an outsider to take custody of such territory, even if it is used as part of the parent sovereignty and in good faith and service to the country. I have an idea for perhaps making that precedent, but I need help in mechanically getting the initial fib to work. Here's my idea/plan. My character has through powers and skill ranks a GREAT linguistics skill. My linguistic check to forge would be D20+10 skill+20 from a special ability. So that's AT LEAST a 31 on how convincing my forgery will be, and I intend to forge false documents proving a member of our party is a few generations removed from a long deceased noble who helped found the colony in question. The documents will argue that one of our party members was an infant niece of one of these nobles or a relative thereof in the home country from which this colony sprung -- when the noble died after the founding, the fortunes of the family back home soured and they were forced to leave that parent country (ostensibly for the country the lady is actually from.) We have a ring of mind-shielding that while worn prevents the wearer from being effected by detect thoughts/discern lies/magical alignment detection -- We will no doubt have to go before one or perhaps a council of nobles to make our argument for her actually being an heir/of noble blood in this country. So the concern is -- how can be BEST make sure our lies hold water? The ring covers ONE of the two people required to make the con work (I'm the party face, lore guy, and guy with the diplomacy and bluff skills, though my bluff is far secondary to my knowledges and linguistics (my bluff is basically D20+12 -- by no means a guarantee to hit out of the park, and the would be heir is a very attractive specimen, but a barbarian by trade and likely not skilled at maintaining the ruse themselves. My idea is to show the documents of her lineage, vow that to prove her worth as one of the nation's noble daughters undertake a great quest, and return successful from that quest, and standing the requisite scrutiny, assert control of the territory in question. So my questions are: 1) How can I maximize my bluff with minimum of expenditure so that while wearing the ring (or if I am required to give the ring to her so she can stand any chance at all of her lies carrying the day that I can be certain mine are convincing. Are there any ideas out there for boosting both of our bluff and diplomacy skills at the smallest expense? 2) By not telling HER the documents are forgeries, could that be enough to narrow the path of scrutiny only to me, for if she cannot know, and the documents are supremely convincing even to experts, doesn't that make her proof to scrutiny as it may very well seem to her, however unlikely, that she IS the heir? Is there anything else we can do to make her seem more the part either by idea or mechanically to the game? 3) What additional probes, tricks, counters should I prepare for so that I can pull the con off? If I get a great bluff roll perhaps that will carry the day, but the idea is to mitigate the risk as well as possible. Are there spells or potions that will improve my chances? 4) How if in any way could you improve the plan? MUCH appreciated if you have any help or counsel!!!
Hey guys -- quick question here to see if anybody can answer this question, maybe tell me something I don't know... The issue ahead of my party at this point is that we have a 3.5 MONTH expedition overland into the interior of Sargava (rivers, jungles, but with a fair amount through relatively flat terrain as well. The party mage wants to craft items during this time, but has been told that the wagons/conveyances will not be stable enough (bumpy, turbulent) and that would preclude the construction of magic items -- it's just not a suitable environment to get crafting done unless we can justify otherwise. So I'm asking -- does anybody have ideas for items, spells, powers, equipment, strategies to address this problem without electing to slow our travel any more than we otherwise would and still get some crafting done? If it matters, they're "wonderous items"... Do let me know what y'all can think of!
Bardic Knowledge says: "Bardic Knowledge (Ex): A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained." Are fractions rounded up or down? It is written anywhere one way or another? For instance, does a level 3 bard have +1 Bardic Knowledge or +2 Bardic Knowledge? Thanks so much if you can shed light on this! If you have a definitive answer I'd love also to know where to find it in the rules myself!
Ok guys -- If I know anything about D&D/Pathfinder, it's that there is more than one way to skin a cat. My party I am adventuring with is turning into a wandering devotional to Cayden Cailen, and as such is mortified at the prospect of running out of alcoholic beverages wherever they travel. We are approaching the 2nd chapter of the Serpent's Skull Campaign and there was actually a serious period of concern -- not that we might run out of food and potable water, but that we might run out of beer. Naturally this type of shenanigans is something I want to encourage as it brings most everyone in the group closer together -- but we're still low level and have far more pressing monetary (and weight limit) concerns and so I'm hoping to come up with a solution using "craft wonderous item" that will keep the party happy (and 'stung' to the degree that is safe) without burning all of our hard-fought loot. So the challenge is this -- what's the cheapest and/or best magical device one can purchase or create that can provide (one or more people) with booze? The best equation I can come up with is to Base it on create water (level 0 spell) ... that would make the equation: 1 spell level x 3 CL x 2000gp) divided by 2 for 0 lvl spell = 3k... is that right? If the item was made class based, that could save 30%, correct? making it 2.1k? Seems awfully steep for plentiful beer. Is my math checking out, are there better ways or pre-existing pathfinder items that will do the job? Our GM is pretty rigid on "pathfinder only" also -- though he is willing to hear suggestions from 3rd party sources MADE for pathfinder. PLEASE HELP!
I am just wondering, because it seems cheezy to be able to buy a wand perfectly new (for example 2000gp) -- and when it is down to 1 charge left be able to sell it for half it's price (1k) even when it only has one use left? Who would buy it? It would seem to make more sense that each charge would be worth 40gp... but I can't find anything in the rules that substantiate this -- maybe I missed them? or is this really the rules as intended? Thanks so much if you can chime in! -V
Ok -- My question is two fold here: 1) Scrolls can be made with meta-magic feats -- but how is the cost for these scrolls calculated? I know the basic scroll formula is "Spell level x caster level x 25 gp" -- So does that mean a "Heightened Continual Flame" is spell level 4, (3+1 to the spell level?) Does that make the caster level 7 because that's the minimum level to cast a level 4 spell now? 4x7=28 ... multiplied by 25 = 700gp for the scroll, yes? Ok... now the second part: 2) "Light spells counter and dispel darkness spells of an equal or lower level." -- So, a item with heightened continual flame, being a level 4 spell, will always trump the normal version of darkness that would regularly counter it (which I believe is level 3 deeper darkness)... right? I was thinking of casting one of these spells on a magnet and sticking it to my armor like a friggin' "tap-light" they sell on infomercials -- maybe magnetize a cup to sit over it when I want the light to be off. Does this work? Why or why not?
Why or why don't you think so? It's been argued that undead are immune to illusions -- because illusions are mind-affecting spells. But the undead template seems to indicate that phantasms and patterns don't work vs. undead, but figments (of which the above spells are labeled) are decidely not listed as spells undead are immune to. Meanwhile, if you look at the template for Oozes, it says they are immune to illusions specifically -- wouldn't it say the same on the undead template if they were immune to all illusions and not just the sub-types indicated?
Hey everyone! I really hope I can get a concrete ruling on this (citing RAW) but if not please share how you handle it as GM (or if you are a player how your GM handles it)... ...Basically I have a Gnome that is almost 150 years old starting the Serpent Skull AP, and I've given him Breadth of Experience as a feat. Breadth of experience (in addition to +2 to all knowledges, gives +2 to professions -- and enabled you to use these skills untrained... which got me thinking... How many jobs might may character have had, having lived almost a century and a half? Since I can use the professions untrained... how many can I give myself? My wisdom bonus is +3 so with Breadth of Experience each profession I have starts at 5 without even putting a rank into it... the thing is, I could easy make an argument that considering my lifespan, having become competent in even a couple DOZEN professions is thoroughly reasonable. I don't want to break the rules... so I'm wondering what the guidelines are?
Hey guys! I saw it somewhere else on the boards that there was a rule somewhere that, one the pretense of clerics sometimes having splinter philosophies, are able to take ONE domain of their two that is outside the normal portfolio of the god. Does anybody remember what this is CALLED, and where I can find this rule? It would help tremendously and I wish I could find the thread where I initially discovered this... y'all are brilliant for sharing... I wouldn't know half of this stuff without the forum! APPRECIATED!
Hello forum! I have been asking questions on the forum recently because I am starting a new campaign with friends which while generous in a certain scope, is constraining in others. Specifically, the GM has given us permission for a FIFTY (50!) point build, but in all likelihood no punches will be pulled and difficulty will reflect that 'epic' fantasy level, and the party will only have three members -- so while our characters will be strong, we have a lot of bases to cover. I am very new to the pathfinder system (only a month or two) of actual reading/playing... so while I understand the mechanics, I really don't have experience with potentials or higher level material. Right now I have two ideas for characters- Take one level of oracle then all the rest levels of bard, and using the lore mystery that switches AC bonus from Dex to CHA, as well as the trance mystery to take 20s on skill checks, and go full skill monkey with that -- buffing my allies and making them tougher... but I'm afraid with only 2 people to screen me I won't be able to keep my performances going and be viable. I am most enamored with this character concept (I was also considering making him a gnome with breadth of experience as a feat) -- but even with a 50 point build I'm scared he will constantly get sacked in combat. My other concept would be a pure alchemist. I would like to be able to use Mutagens as a safety-net to fight if monsters got close to me (or use it to turn into dragons and giants at higher levels for fighting situations) -- but primarily hang back, throw bombs like a madman, and use my powers to buff up my comrades. I am confident an 'alchie' can be a good skill monkey also, but not sure what traits would complement them... and if an alchemist with 2 other party members is still a good idea, considering such a small party cannot screen for him. So basically any ideas for point buys for these builds, wisdom associated with these character concepts, a better bard concept than the oracle bard, or even if you think there is a better suggestion for a 3 character party if a bard or alchemist won't do? Your help is appreciated.
Hey there! wondering if anybody knows any elegant or sneaky ways to make an Alchemist excel at diplomacy as early and well as possible. It just seems that in all the builds I see Charisma is the alchemist dump stat... is there any way to get diplomacy checks based on a different attribute, like intelligence?
Failing stat substitution.. other suggestions or means appreciated. Thanks!
Hey there! Just fleshing our new character concepts and I was wondering if people had any advice on classes with shapeshifting... I am sure there are a couple of classes out there, so anybody what knows how to do these things, if they could point me in the right direction or share builds I would be really grateful.
Hello there! By literal interpretation of the rules, a handy haversack can hold 120 lbs. and still only weigh the total 5 lbs. of the item. As such, what prevents a player from filling his handy haversack with other handy haversacks to get around the weight restriction of 120lbs? Furthermore, as a handy haversack can 'summon' any desired item inside of it, could one not 'summon' an item that was packed inside of one of the haversacks contained in your haversack? So... is a handy haverSTACK legal? if not, why not?
Hey forum! Thanks for checking this thread. I'm creating an Oracle/Bard for PF and PFS and using the "Clouded" curse for my character. As such, I begin with Darkvision 30', but cannot see any further than that normally. I am not necessarily looking for any way to seize mechanical advantages that nullify my curse (though I'd certainly love to hear all options) ... but what I am most concerned of is mitigating it's effect for my character on the roleplaying level. Ie, if the DM says they're a castle on the hill it'll be troublesome if I need to rely on somebody else at the table to echo everything the GM indicates the party sees but is beyond 30 feet. So far I have come up with 2 ways so far that helps with this: 1) Breadth of Experience -- for landmarks and structures and otherwise large static objects I can RP that my character has already been there, and therefore remembers basically where large things are and what they look like. "That castle probably looks a lot older now... the last time I passed by it was spanking new! Still had scaffolds up!" 2) Spyglass -- I would constantly be peeking through the spyglass to see things at distance. I don't think it could be used to make perception checks beyond my darkvision range (at least not good ones) but it would be a justification I'd see what the rest of the party sees at distance if I'm constantly peeping through the spyglass to get glimpses of things far away. The downside is spyglasses are 1000 gold, which is a LOT for a 1st level character to save up for something that has little more impact for the character than fluff. Magnifying glass and eyeglasses are also things I'll buy fluff-wise... but I don't expect them to really justify my character being able to perceive things outside my 30' darkvision range. So... are there any items (magic or otherwise) that will help me role-play/mitigate my short-range of vision (mechanically advantageous or not?) the less costly the solution, the better -- but I'd of course like to hear any ideas!
Hello Forum! I am thinking of making a Gnome Oracle1/Bard X with breadth of experience as his defining feat. He's basically going to be somewhat to very old, and while grumpy very welcoming and helpful to those around him (his party purpose is to be an ultimate skill monkey and super helpful to his allies)... my question is - where are some good suggestions as to where a gnome like this would be from? Are there any cities/communities/areas that are particularly gnomey so I can read up on those... alternatively, how about places not too far from absalom or lake encarthan that have a notable gnomish population -- or just fun places in your opinion for where gnomes can be from that would have good relations with most other races? In short, where would you advise a gnome be from, and why?
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