The Shifty Mongoose wrote:
That is good enough for me, haha. Thank you so very much.
So I am trying to make a spell caster whose spells are hard to detect what they are as they are being cast or just hide the spell casting entirely, even in combat. (Sure the effect may be obvious in some cases, but not always) Take some buff spells for example like Heroism. The components are verbal and somantic, so if I cast a silent and still spell there is no motions or words, just you concentrating on the spell. Now by rules technically the other people can still roll a spellcraft to determine what spell was being cast even though there is no visible sign, is that correct? One way I know to make that check harder is the book says anything that gives penalty to perception gives penalty to spell craft to determine spell cast. Now by that it should mean if no words or hand gestures were done (In the case of Silent Still Heroism), one should not be able to determine the spell cast at all. The other method is Raksasha Bloodline for Sorcerers....but I want to do this for a Wizard.
If a Paladin were to be turned into a sentient Undead, most make you automatically evil. In this case it is Vampire; now in my mind when you become a vampire, you are more or less possessed by a dark spirit, or at least you psyche is changed in some way but you can still be redeemed. (If you were brought back to life, you would be back to the old you). Now, if you become a Vampire as a Paladin, do you Automatically become an Anti-Paladin if your alignment is Chaotic Evil? I am just curious if the change would be more automatic.
Starglim wrote:
Thank you very much. Magic Aura: I know, it was just a curiosity on my part mostly.
When it comes to magic items they have an Aura. If you have a magic item say a +1 Called Frost Bardiche, is the Item Moderate Conjuration, Moderate Evocation, or both. Called is CL 9, Frost is CL 8. I am thinking just Conjuration but I am unsure. When making magic items like that, is it just the strongest CL aura that shows for the item? Also if you use the spell Magic aura to mask something's Aura...does an Aura of Illusion still show up on the caster since the spell is Illusion.
So the new Season of PFS is starting up soon and I was asked by a GM to make a cleric or Paladin. I am settling on Cleric for the moment For Feats since I am first level I was thinking of
Combat Expertise
Domains
I am just not sure if I want to go for the wrecking ball of clerical pain or more of a Combat Maneuver using cleric. If I did wrecking ball of pain the trip feats would not be as helpful. Basically, some general feat tips for the first few levels. The reason I choose Zon-Kuthon is I kind of want to used to Spiked Chain even though it is no longer the beast of a weapon it used to be. ---
Frommhow I am reading it, with one of the requirements for the PRC being "Special: Must have conjured a devil using lesser planar ally or lesser planar binding (or a similar spell) and successfully coaxed the fiend into performing a task longer than 1 day." The earliest a Wizard could get into the RPC would be his 10th level since it too till 9 to get 5th level spells. Is there any other lower level spells that does simliar that would allow one into the prestige class earlier? This is a discussion between me and my GM, he likes the idea of my chracter in the party but we are only level 6. (Which other than that special requirement all others are met." My thought was through a scroll, casting the spells and doing the rituals.
Artemis Moonstar wrote:
With how it is written in the book and the SRD (I own Inner Sea Magic), I would say yes since it has a 10 foot radius centered on you. That is kind of nasty and I like it. Not sure if it is PFS legal but that would be one of those rules questions I can not answer.
Reynard_the_fox wrote:
It is an odd beast, it can also be used by Inquisitors, and Wizards/Sorcerers though with Inquisitor being such a late entry spell wise not really worth it and not many Melee Wizards and Sorcerers.
So, this all came about when I stumbled upon the Shadow Barbs spell Shadow Barbs
Spoiler:
School illusion (shadow) [darkness]; Level cleric 4, inquisitor 4, sorcerer/wizard 4 CASTING
EFFECT
DESCRIPTION
The chain radiates darkness in a 10-foot-radius spread around you, reducing the illumination level in this area by one step, but not below the level of dim light. You can wield the shadow barbs as a spiked chain as if you were fully proficient with spiked chains. Any additional abilities or feats that you possess that apply to spiked chains apply to the shadow barbs as well. The weapon functions as a +2 vicious spiked chain. Its enhancement bonus increases to +3 at caster level 11th, to +4 at caster level 15th, and finally to +5 at caster level 19th. When the spell effect ends, you can make a Will save against the spell—if successful, all of the damage caused to you by the shadow barbs’ vicious weapon quality vanishes, unless you are dead or unconscious at the time the spell ends, in which case you automatically fail this Will save and the vicious weapon damage remains. Level 7 for Cleric and Wizard, 8 for Sorcerer and 10 for Inquisitor, I think it is an interesting spell for Zon-Kuthon Worshipers. So I was wondering the thoughts of others on a Spiked Chain Cleric, or at level 7 would you probably have a better weapon if a Battle/Supporting cleric. And is there anyway to use the Vicious negative feature to your advantage. By your advantage I am talking about any abilities that kick off when you take damage, or any ways to channel the damage on myself back into the enemy. I know Vicious Damage goes over DR, and there may be a way to absorb it but I would rather do more than simply ignore the damage.
Luecian wrote:
Oh silly me, reading the spell it grants you the proficiency. So you do not even need to be a cleric of Zon-Kuthon though thematically it works well.
The Spell Caught my attention, for those who do not know: Spoiler:
Shadow Barbs School illusion (shadow) [darkness]; Level cleric 4, inquisitor 4, sorcerer/wizard 4 CASTING
EFFECT
DESCRIPTION
The chain radiates darkness in a 10-foot-radius spread around you, reducing the illumination level in this area by one step, but not below the level of dim light. You can wield the shadow barbs as a spiked chain as if you were fully proficient with spiked chains. Any additional abilities or feats that you possess that apply to spiked chains apply to the shadow barbs as well. The weapon functions as a +2 vicious spiked chain. Its enhancement bonus increases to +3 at caster level 11th, to +4 at caster level 15th, and finally to +5 at caster level 19th. When the spell effect ends, you can make a Will save against the spell—if successful, all of the damage caused to you by the shadow barbs’ vicious weapon quality vanishes, unless you are dead or unconscious at the time the spell ends, in which case you automatically fail this Will save and the vicious weapon damage remains. Level 7 for Cleric and Wizard, 8 for Sorcerer and 10 for Inquisitor, I think it is an interesting spell for Zon-Kuthon Worshipers in particular (Clerics getting diety weapon proficiency.) So I was wondering the thoughts of others on a Spiked Chain Cleric, or at level 7 would you probably have a better weapon if a fighting cleric. And is there anyway to use the Vicious negative feature to your advantage.
Luecian wrote:
To add one, why yes I will use shocking grasp at points potentially for damage, I do not plan on doing the whole shocking Grasp Murder route. While it is most optimal it is meh to me at the same time.
Half-elf Hexcrafter
Spoiler:
Stats:
STR: 17 (15+2) DEX: 12 CON: 12 INT: 16 WIS: 10 CHA: 9 Race: Half-elf
Traits:
Feats
Class Abilities
Arcana/Hexes:
At the moment that is what I have got going for me. My basic thought is a Melee support obviously with going a more debuff route with using Fridged Touch, Frostbite and Rimespell Metamagic. (And an obvious cold theme.) I have never played the Magus and I love the idea of the class. This game will be level 3-4 starting from what I know and I have been poking my GM here and there about certain aspects of the character to make sure they are okay. But I am drawing blanks on where I should go for my Arcanas and Feats beyond the point I have.
Gwen Smith wrote:
Don't ask me how I forgot about that Archetype, specially since the only non-core supplemental I own is Inner Sea Magic.
Fruian Thistlefoot wrote: "" Not sure how the idea of having an Animal Companion being the front liner slipped my mind. Summoner, Druid or Fey Sorcerer could all do those well. I have been giving Consideration to doing Cavalier or Paladin and using a Lance with a Medium Mount and charging. That is probably where I was going to end up going. I may have to go with that Sorcerer Idea...I do love Sorcerers.
I know they do not make good melee characters, smaller weapon and -2 strength suck. I am not worried about speed since both my allies are a Gnome and a Halfling. (Party of short folk.). So being a melee/close range character I was leaning towards Paladin or Fighter, I have never done a Paladin in Pathfinder so I thought it would be fun to try out. I am probably going to go Weapon Finesse/Dervish Dance to be able to put out some damage. My planned job is to be the one taking/avoiding the hits so the other two don't get squished. One of them is a Rogue, so they need a melee, the other I do not know there class other than I was informed ranged.
I was going to write out some sort of explanation for this whole thing, but instead I went against it because I do not feel like spending time to explain. Basically my choices are Gnome or Halfling and I need to make a front line fighter. Level 1, Pathfinder Society Rules and I do own the Core 5 (Core, UM, UC, APG and Race Guide.), so that is my limited material beyond whatever else PFS allows. I was thinking Dip Paladin and then go fighter, or full in either/or. Though some feat and simple build suggesstions would be nice. Also, for Halfling I was thinking of taking Fleet of Foot or whatever it is that raises your speed to 30.
XMorsX wrote: Yes I see, it's been a while since I post here. Well, nice to hear it. Keep it like this. I understand Mors. I am going over things now with my RP, should be a fun build. Also, there really is not a lot of feats for mounted combat huh? Also the Armor Check penalty is going to hurt, other than being a cavalier is there a way around this or lessen it (Well, also other than Mithril armor.)
XMorsX wrote:
Bonded mount says they have at least an Int of 6 so that wont be a problem. And I am doing a bit better.
Thank you guys very much for your input. I would have gotten back and thanked you sooner had it not been for some medical issues I was handling over the week. I may comment again after reading through and absorbing the info more. I glanced and saw some interesting things though, some things I had clearly missed. Also, lots of evil outsiders is very much a possibility.
Well, Nature mystery can be changed but I wold have to edit the character background slightly (My Gm already knows I will be a rage Prophet and little late for me to go back now since I gave him an outline for my background). I love the idea of the Rage Prophet and the background I am going with is a Tribal Society. Do to being the only divine caster (This will be interesting) and the only frontline fighter (Oh lord) this will be an interesting game to say the least. Party is a Gunslinger, a Fighter (Using Bows), a Summoner, and myself. So me and the Eidlon are the front liners, the Summoner will also said he is investing in UMB and will have wands of Cure LWs (We are level 3) My thought was Barb-Oraclex4-Barb-Rage Prophet 7. My race, Suli (Ehehehe), though I am not sure what to do for feats. I am seeking advice on how to do this. Also, sorry if this is very jumpy, forgot to take my meds plus I had coffee today (Mistake on my part). Also 20 Point buy attributes, I also no traits no matter how much I tried, I get to play a suli though (And it is background important at this point so it wont be switching). 3rd level again to repeat that.
Is there a spell that lets you get around these effects. I have a Vampire NPC that my players are very found of Detect Undead, but for Plot, and the fact I want to stick within the rules I was wondering if there was a spell or even magic item that could be worn that would mask the Evil and Undead presence. That a simple Detect Undead or Evil wont pierce through.
Well, I have been looking through and normally I do not use the advice guides on here, but for once it was sort of helpful I am looking to do as the title says and for me this is stepping into something I normally rarely do. I am mostly Wizard or Fighter (Or Rogue, Barbarian, melee with no Spellcasting. Witch also, that was interesting) So, I know for DD it's first level will be your 6th. This character is starting at level 3 (Oh fun) and for the group we have two Melee (Full up Barbarian) And a Ninja, then we have a Gunslinger and the last person is an unknown but they want to be ranged. I liked the idea of the Magically augmented melee fighter, and well Dragons cause Dragons. So would a 4/1 with 1 being Sorcerer and 4 Being Barbarian or Ranger (I saw the claws and the other goodness there in Ranger). I plan to be clawing things to pieces really. Looking for some tips, not opposed if people throw some low level builds out at me. 20 Point buy is what we are most likely going for, if he raises it to 25 I will be pleasantly surprised. The other potential thought was an Angel-Blooded Aasimar. But I personally, even with the -2 int, prefer to Suli. My friends would think me not minding -2 int Heresy, I am a big component for skillful or Intellectual classes I was going to post up a build but really I got nothing.
mplindustries wrote: Yes, being Crossblooded is terrible if you intend to level as a Sorcerer. It's really best for taking a 1 level dip in Sorcerer to grab two arcana for your other spellcasting class (orc/draconic for blasting wizards or magi, or something like undead/serpentine for an enchanter). Thanks, may still work for the idea I was going for..Just only probably 1 level of Sorcerer instead of 4 now.
So, to quote Cross-Blooded "Drawbacks: A crossblooded sorcerer has one fewer spell
Everything after the furthermore I am understanding. I got confused since that means, and I will use 4th level as the example, even though I can cast at least 3 times for level 2 spells (Higher based on Cha of course) I know 0 Level 2 spells, since at 4th level I would only earn 1, and I know one fewer which is 0. I am understanding that correctly, right?
With how things go with this Group, even though we are starting at 3 I doubt we will get past level 8. The first Pathfinder Game I did with this GM we got a months worth of sessions in before he decided to stop running because his life was to busy. Only reason I am bothering to put decent work into this character, is if this game fails I am going to use the Concept again.
So I am working on a Samsaran Witch for a game I am going to be in, and I am allowed to take Mystic Past Life, so I now have 5-6 Spells (Depending on if I take a 19 or 20 int) to work with but I am fairly new to Pathfinder so I come here looking for some good suggestions. Due to being the only caster that can cast heals I will be learning the heal spells for my companions (Though I in no way am going to be a dedicated healer). In essence, I am looking for 5-6 spells not on the Witch List (I will probably be Deception patron) that is not on the witch list already. I want to see some of the best choices that help a Witch do what a which does best which is debuffing and being a support caster. I saw Summoner's Get haste as a 2nd Level instead of 3rd, which is real nice. And no they do not all need to be silly broken like having Haste at 2nd level instead of 3rd (My GM is asking that I play Fair and not be broken). I do not know exactly what the entails so I will see when I am done the build.
Blueluck wrote:
Looking over weapon master Willie there I do have a question, where is his dodge Bonus of +2 coming from, I know one is from Dodge itself but I can not place the other. I know when fighting Defensively because of crane Style the Dodge bonus from FD is one higher (Also with having 3 ranks in Acrobatics, we get a +4 Dodge bonus to AC while fighting Defensively.) The only other sources of AC that I can see beyond armor and Dodge is the natural Armor from Amulet and the Deflection from Ring. I could just be missing something though.
lemeres wrote:
Heh, wow, Iforgot feats were the odd numbers...that is kind of awesome and I have another feat slot.
I have looked it over, I have at level 7 I have 7 feat slots to work with (1,3,6) and for fighter 1,2,4,6. I am thinking I am not going to bother with the slyph racial feats even though they are nice. I have heard our wizard is a fan of the fly spell. Blueluck: That...that is terrifyingly beautiful.
lemeres wrote:
So if I did fighter, any particular archetypes you would recommend, I am looking them over and if I do fighter, be 7 levels of fighter(I will save Magus for another time, we are not doing traits I learned today)3 Duelist. I refuse to do a paladin because the group is very...in the middle on alignment, I just can't see a Barbarian Duelist at the moment and I do not actually want to do a monk, so I have cut most options. (Except maybe Cavalier?). So what are your thoughts on class, fighter would give me a good amount of feats to work with, and going into Crane style is going to take some real feats.
ZanThrax wrote: You don't actually have to be a Monk to get the style feats, just Improved Unarmed Strike. I get what he is saying now, Drop Dervish Dance, Use a Rapier with Agile, and pick up Crane Style which will gugment fighting defensively...I just need to pick up the Unarmed Strike Feat instead of Dervish Dance so I can take Crane Style.
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