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At lvl 7 I am going to upgrade my owl to a water mephitis
I have the stats from the beastiary listing feats and skills

his HP are half mine
his HD are same as mine for hit dice related issues other than hit points
when I level up
does he level up?
Does he get new feats
do I add ranks to his skills?

Also I want him to be able to use a wand
he is humanoid with fingers
does he take UMD
or do I have to take the skill and put ranks in it?
And then he uses my skill points for his role modifier


I am planning on taking the leadership feat at lvl 7
my GM is cool with it, mainly because no one he has every played with has ever used it

my question/statement/rant is about how " broken" the feat seems to be
I am not planning on abusing the feat but it appears there is no mention that the cohort could not also take the leadership feat , etc, etc

this would cause number crunching breakdown if only one player took it and if everyone in a 4 player game did would be uggggghhhh

maybe in a 2 player game?

it is as bad as making your third wish from the genie being for three more wishes, over and over again

I am not going to even try this, but has this been brought up before, or am I missing seeing that line in the feat description


I wizard with craft magic item and inhave never done this before
Our rogue requested a crown that can cast 1st lvl spells on herself, basically sheild and true strike
her reason is she needs help when fighting the BBEG with high AC and high to hit

base cost is 500
plus 1200 to cast 1st lvl spells 3 x a day
I assume this means the same spells, not pick any you want at the time
so to be able to add a 2nd spell I would have to add the ability again
but at what cost?
Another 1200 or double that?
The rules are not clear in that section regarding items with multiple abilities

or would it be better to make 2 separate item each with a different ability

also items have alignment too
do I pick the alignment or is it random?

If she has 2 intelligent items, will they " get along"
or is that up to the DM?


My lame search fu failed to find any Guide to help me making a rogue
except for many requests , nay pleas for Treantmonk to make one.

Could someone please lend some advice on feats, weapons and magic items that are handy for a low level rogue, say, up to lvl 10?

and what to avoid

Thanks


" generic newb opening phrase"
I am a newish player to pathfinder and am currently at lv 6 Wizard and have been looking into spending some loot on some magic items

I found the idea of intelligent item intriguing, ESP the ones that cast spells 3 x a day

I know a wand would be much cheaper but an item that can communicate empathically with me that it senses that this is a good time to cast protection from evil and casts it during my turn, freeing me up to also cast another spell of my own the same round seems like a great asset and worth the extra cost.

from my reading that is how I assume they work, please correct me if I am wrong

Either way please tell me what you have found to be your favorite/ most bang for your buck items. Please mention some that are afford able at lower levels and some higher too ( I like having a goal to shoot for)

thanks


I know the standard answer is " it is ok if your GM says it is ok"
and my GM is pretty liberal
but
I want to know if it is ok before I ask him so I will not be embarrased, because it breaks some rule I am not aware of.

a sword of true strike - the spell of true strike is crafted to the weapon so that after a sucessful hit, the next attack by the weapon holder gets a +20 to the attack roll. If the user has two weapon fighter feat then the off hand attack would get the bonus and never fail unless a 1 is rolled

Back story,

my wife is joining our group ( geeks dream come true) which is at lvl 6
and has 12000 gp to spend
she wants to play a half elf Rogue and I want to outfit her with some cool weapons. My calculation shows that this would add 2000gp to the price
1st lvl spell x caster lvl 1 x 2000

she wants the two weapon fighting feat
and so I am going to get her 2 bastard short sword

I want them to have a magical power added
so here is my idea
the primary sword


I am a wizard getting close to level 7 and I have been eyeing the leadership feat
Our group has. 6 players and I have been focusing on control and buffing
I have school spec in conjour and have augment summoning and the pack of dogs have done a great job of locking down multiple foes and doing serious damage

group info
half Orc ranger
halfling barhalf elf rogue
human monk
dwarf cleric

I was thinking another wizard would help with take some of the buffing duties and could lay down some more and different control options or lay down some more summoned monsters. Plus in the down time he can be busy crafting stuff

or a cleric for even more healing
or a paladin to be my personal body guard
who can heal too, although being. 2 levels below the party woul make him a backrow player

all sound good is one better than the rest


I have a kinder gentler GM , so far, but as our team is leveling up I find my wizard more and more the primary target after the tank is engaged

I am stillnalive due to some amazing luck at will saves. He has a thing for phantasmal killer and undead

Please give the newb wizard some tips at staying alive and keeping my spellbook save
I have a handy haversack and I have captured a defeated wizards spellbook and almost died from the traps protecting it


I have been enjoying all the illusion and silent image threads and thought up a use that I want to run by all of you before embarrassing myself

Can I cast the 10 x 10 cube/ box around my target with the inside painted like stone or metal?
At the same time the group bard ( who has the real high bluff skill) shouts " aha! Our wizard has trapped you in a metal box!

I am assuming the target would have to interact with the box to test the illusion and that this would take up an entire round of action

thus silent image can be used a one round hold, on one target or as many as you could position inside the cube, at least at low levels

am I correct?


Is there a two wand weilding feat similar to two weapon fighting
and if so what are the drawbacks

my idea is that I use wands to buff team mates and firing them off quicker would be a big help

Wands are not so powerful in later game
but duel rod or duel staff could be broken though

if it exists please let this newb know the reference material so I can ask my GM if I can use it


I AM a new player finally up
to 5 th lvl
wizard and I would appreciate some help picking lvl 3 spells

I am a conjourer with augment summon feat
so summon monster 3 was a no brainer

as was haste and dispel magic

my group is big 4-6 show up most of the time
our tank is a half Orc ranger and we have a
monk rogue cleric and a bard

since the ranger is not the ideal tank class we all try to buff him alot
with enlarge person and bull strength false life etc

the bard and I team up for crowd control spells

what other lvl three spells get alot of mileage or are just too good to pass up

thanks


I am nearing lvl 7 on my wizard and I saw a feat called leadership
I have enough charisma and other leadership points to have a cohort ( NPC) who is 2 levels below me and a few followers

I assume I can make a npc apprentice wizard who is my sidekick and basically he doubles my spell casting output and nearly doubles my know spells
inwould have him pick different forbidden schools so we would have a wider range of spells to choose from and have him pick a few different feats for more flexibility

this sounds too good to be true
then you add a few level 1 npcs who could be buffing characters who try to stay out of combat a bard and cleric let's say they buff me and the boy wonder and the rest of the team while we go playing mini god and son on the bad guys

this sounds too good to be true

please correct me if I am wrong
or what the drawbacks are
I assume my GM will be trying like crazy to them off so that I lose leadership. Points


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I am new to rpg and I am playing a Wizard
I am currently lvl4 and have enough gold to buy some wands

could some one please give me some tips for wands to buy
best bang for the buck, etc

at lvl seven I plan to get improve familiar and get a pseudodragon and use magic device so he can use some wands too, so some advice along those lines would be greatly appreciated

thank you


I am new to RPG and pathfinder so I am learning the basics
like a typical newb I chose a wizard instead of something easier but I love it so far
I am at lvl 3 and need help with picking feat
my DM told me to plan on reaching lvl15 by the end

my plan so far is this
1 scribe scroll spell; focus conjur, tough
3 improve init
5 augment summon conj, craft wand
7 extend spell
9 craft womderous item
10 quicken spell
11 empower spell
13 spell penetration
15 greater spell pen