Seoni

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Organized Play Member. 72 posts. No reviews. No lists. No wishlists. 3 Organized Play characters.




So Aasimar can be from races other than humans, any humanoids really.

Well I was wondering, if through even a combination of feats or race, get Racial Weapon Familiarity on an Aasimar. Examples being Elves with weapons with Elven or Elf in their name, same for gnomes, orcs, that sort of deal. Usually making them.

Yes, I know it is not good, but it is a flavor thing here and I can not seem to find it but even with SRD there is much I could easily miss.


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.


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
Toughness
Heavy Armor Proficiency

Combat Expertise
Improved Trip

Domains
???
I have no opinion other than Destruction seems pretty good.

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.

---
Either something along those lines or I may play a Dervish Paladin.


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.


I swear there was an item that was not Truesight goggles that could let you see through just Supernatural Darkness, does anyone know of an item, feat or way to see through Deeper Darkness since I can not seem to find it.


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
Casting Time 1 standard action
Components V, S, M (a single link from a spiked chain)

EFFECT
Range 0 ft.
Effect spiked chain-like shadowy weapon
Duration 1 round/level
Saving Throw Will negates (see text); Spell Resistance no

DESCRIPTION
When you cast this spell, you create a shadowy spiked chain that shimmers and pulses with darkness. The chain exists as long as you carry it; if you ever drop the chain, give it to another, or are disarmed, it immediately vanishes and the spell’s duration ends.

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.


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
Casting Time 1 standard action
Components V, S, M (a single link from a spiked chain)

EFFECT
Range 0 ft.
Effect spiked chain-like shadowy weapon
Duration 1 round/level
Saving Throw Will negates (see text); Spell Resistance no

DESCRIPTION
When you cast this spell, you create a shadowy spiked chain that shimmers and pulses with darkness. The chain exists as long as you carry it; if you ever drop the chain, give it to another, or are disarmed, it immediately vanishes and the spell’s duration ends.

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.


Half-elf Hexcrafter

Spoiler:
Stats:
STR: 17 (15+2)
DEX: 12
CON: 12
INT: 16
WIS: 10
CHA: 9

Race: Half-elf
Exchanged Adaptability for Exotic Weapon Proficiency (Katana? I mean, sometimes you just want to use a Katana because they are pretty cool and have good stats in PF.)

Traits:
Magical Lineage - Frostbite
Metamagic Master (Wayang Spellhunter) - Frigid Touch

Feats
1: Rime Spell
3: Power Attack
5: ?
B5: ?
7: ?
9: ?

Class Abilities
1: Arcane Pool, Cantrips, Spell Combat
2: Spell-strike
3: Magus Arcana
4: Hex Magus, Hex Arcana, Hex:
5: Bonus Feat;
6: Magus Arcana:
7: Knowledge Pool, Medium Armor
8: Improved Spell Combat
9: Magus Arcana:

Arcana/Hexes:
3: Arcane Accuracy
4: Flight Hex
6: ?
9: ?


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.


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.


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.


So, to quote Cross-Blooded

"Drawbacks: A crossblooded sorcerer has one fewer spell
known at each level (including cantrips) than is presented
on Table 3-15: Sorcerer Spells Known on page 73 of the
Core Rulebook. Furthermore,..."

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?


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.


I have seen many threads around, and I have been going around look at them as best I can, but I want to build a duelist, who uses a Scimitar and the Feat Dervish Dance.

Now the big issue is, a lot of guides say duel wield, but Dervish dance states you can not have a weapon or shield in your offhand.

I have 10 levels currently to build with and I wanted to do a Slyph, but if it is to feat intensive I may drop back down to human. (But I really wanted to do a Slyph)

I was thinking Rogue(Flank=Sneak attack) but I am not sure if that would be the most efficient way to go. So I come to the forums asking for advice since I am one who normally playes Arcane or Divine casters and those roles are quite filled.

Also, odd think...Point buy is 23....yes...23. Not 20, not 25, 23.

And do not point me to the Duelist guide here on the forums, it was not a lot of help.


I been looking through the books and I have been trying to find ways that I could play a class and gain the ability to fly through wings. I have seen some of the sorcerer bloodlines give wings at various points, but I have not really found any other races or classes that do so. So I was wondering if any of you knew of any races or classes that can achieve the ability to fly. I prefer more human looking races, and not beast races. This fascination of mine comes back from Forgotten Realms when I got to play an Avaeral Elf.


SO I only have access to the Core Rulebook and Advanced Player's guide according to our GM and I was wanting some help and advice on making a human sorcerer/ess(Playing female), with 20 point buy for Ability scores, and he does not want us to have a score below an 8. My current thought is
Str: 8, Dex: 14, Con: 12, Int:12, Wis: 10, Cha 17(+2 for Human).

While I have not been declared the groups face, being a sorceress and having a high Cha will make it easier for me to be said face. I want to go with the Elemental(Air), or Celestial Bloodlines because those are the ones I like but I know a lot of guides say Arcane is the best. So I come to the forums looking for suggestions since my Info is so limited and the guides include a lot of material I do not have access to. Also, the game is low magic, so magical rods and creating magical items is a very rare thing, so I need to get by without the aid of magical items to help me out. I could still pick up Leadership feat probably if I can come up with a good reason to have a cohort join me when I hit that level (He has not determined if 2 or 3 yet.) Though having a start and a bit of a focus to aim my Sorceress towards would be nice and I am new to pathfinder and I have not played DnD in many years.