Modoru Redgrave

Marius Castille's page

508 posts. No reviews. No lists. No wishlists.




In our home game, our party recently came across the ruins of a gnomish city. When we entered one of the abandoned homes, we discovered an oven that would magically create a warm meal. Upon finishing his meal, the PC discovered that he really wanted to stay there and not leave unless he absolutely had to (such as if another PC were in danger outside). In the way of curses, it’s not the worst I’ve seen but it got me wondering what other players opinions and experiences were?

TL;DR: Have you run into cursed items? How did you deal with them?


2 people marked this as FAQ candidate.

Dimensional Hop:
Dimensional Hop (Sp): At 8th level, you can teleport up to 10 feet per cleric level per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought.

How many times can you use this ability per round? Once or twice?

It's listed as a spell-like ability. This suggests it's a standard action and therefore only usable once per round. However, the ability functions as a move action, which suggests that a cleric could use it twice per round (utilizing two move actions). Thoughts?


Quote:
Aura of Heroism (Su): At 8th level, you can emit a 30-foot aura of heroism for a number of rounds per day equal to your cleric level. Using this ability is a swift action. Allies in the area are treated as if they were under the effects of heroism.

Is this 30-foot aura measured as a radius or a diameter?


Our GM has voiced some concerns regarding the high Armor Class of our summoner's eidolon. The party just hit 5th level and the player mentioned that, with mage armor, shield, and its ring of deflection +2, his quadruped could hit AC 32. The GM sent me an e-mail asking me to clarify this for him because he now believes a 20th level fighter or barbarian would require a 20 to hit the eidolon. I think our GM is overstating his case but the player has already agreed to give the ring of deflection to another PC.

What suggestions would make to the GM and the summoner's player so that both can continue to have fun? Our group is fairly new to Pathfinder (but not D&D; most of us have experience that dates back to 1E). So far I've come up with: gentleman's agreement to use only mage armor unless events go south, target the creature's touch AC, and ignore the eidolon in favor of squishier targets (including the summoner).


Is there a limit to the number of items a character can craft at the same time? I assumed a character could produce one item at a time but I didn't see a limit in the skill description. Any insights are appreciated.


I have a question regarding casting spells from a scroll. Say my 2nd level, 15 Int wizard comes across a CL 17 scroll containing hold portal and rope trick. As I understand the rule, my wizard can cast the hold portal without a problem. However, if he tries to cast the web spell, he has to make a caster level check of 18. Is that correct?

Spoiler:
If the user meets all the requirements noted above, and her caster level is at least equal to the spell's caster level, she can automatically activate the spell without a check. If she meets all three requirements but her own caster level is lower than the scroll spell's caster level, then she has to make a caster level check (DC = scroll's caster level + 1) to cast the spell successfully. If she fails, she must make a DC 5 Wisdom check to avoid a mishap (see Scroll Mishaps).


I started this thread to share my impressions as I build toward the Eldritch Knight prestige class. Any input is welcome. Couple of things about our game: Books are limited to Pathfinder Core and the APG. We started at 1st level. DM has ruled no heavy armors or two-handed weapons (yet, for flavor reasons) and our group rolls initiative at the beginning of each round (slows combat but gives it a more chaotic feel). My concept is melee fighter with some casting to lay down the occasional magical smack.

We just hit 2nd level. The group is comprised of a half elf summoner 2, half elf zen archer 1/wizard 1, half orc cleric 2, half elf ranger, human rogue, and my wizard/fighter. The ranger and rogue missed the last couple of sessions so I don't know if they're sticking with their classes or if they're branching out. I do know they're both thinking about two-weapon melee.

Here's my character's build for reference

Auric
Male human wizard 1/fighter 1
Init +1; Senses Perception +3
DEFENSE
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 21
Fort +4, Ref +1, Will +3
OFFENSE
Speed 20 ft.
Melee mwk longsword +5 (1d8+3/19-20; two-handed)
Ranged longbow +2 (1d8/x3)
Special Attacks hand of the apprentice (5/day)
Spellbook (CL 2nd; ASF 20%)
1st---color spray, magic weapon, obscuring mist, ray of enfeeblement, shield
0---all
STATISTICS
Str 15, Dex 13, Con 14, Int 15, Wis 12, Cha 10
Base Atk +1; CMB +3; CMD 14
Feats Combat Casting, Toughness, Weapon Focus (longsword), Scribe Scroll
Skills Climb +6, Knowledge (arcana) +6, Knowledge (engineering) +6, Knowledge (history) +6, Perception +3, Spellcraft +7, Survival +5, Swim +6
Traits Fencer, Magical Knack
SQ arcane bond (masterwork sword)
Combat Gear
Other Gear masterwork longsword, warhammer, longbow, 20 arrows, armored coat, spellbook, spell component pouch, standard adventuring gear

My first level was wizard. My character wore leather armor and cast shield for defense. Between the ranger, rogue, and the summoner's eidolon, melee was covered, though I got the chance to step up and swing the longsword a couple of times (not proficient yet--ick). The 10% spell failure from the armor kicked in a few times (twice with color spray and once with shield) but it wasn't as off-putting as I expected. Our enemies have mostly been kobolds and skeletons (disrupt undead got a lot of use and it never once fizzled). Also used hand of the apprentice a few times. Neat ability, even if my attack bonus stinks.

Added fighter at second level. Massive difference. Proficient + weapon focus = my character's now a credible melee threat. Hand of the apprentice gives me some decent short range effectiveness. The ranger and rogue aren't around for these sessions so our front line isn't clogged. My character picks up an armored coat (re: badass longcoat). 20% spell failure is noticeable but I'm determined to minimize the amount of time buffing when a fight starts. Next level i'm definitely picking up arcane armor training. Haven't had a chance to use obscuring mist or ray of enfeeblement. Also haven't been put in a position where i'm casting and provoking an AoO.

And that's where I'm at right now. I knew going in there would be some compatability issues between fighter and wizard levels but aside from the ASF, there aren't any glaring need-to-fix-this-now elements.


Players spend a lot of time thinking about which items would most benefit them. But what about the other items? Which items would your characters turn down and why?

My wizard-fighter with his bonded weapon wants no part of Gauntlets of Rust. That's just asking for trouble. And while he makes pretty good use of Hand of the Apprentice + bonded weapon, I'm gonna say no to the dancing property---six seconds airborne is my limit, thank you very much.