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11 posts. Alias of Siren's Mask.


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I'm trying to find any spells or items that can remove all shadows from an area. Does this exist? And if so how long would this effect last?

I'm trying to prepare my character's lands from a "curse" that will make any shadows particularly dangerous (as in something could be lurking in each shadow).


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PHB wrote:

Quarry (Ex)

At 11th level, a ranger can, as a standard action, denote one target within his line of sight as his quarry. Whenever he is following the tracks of his quarry, a ranger can take 10 on his Survival skill checks while moving at normal speed, without penalty. In addition, he receives a +2 insight bonus on attack rolls made against his quarry, and all critical threats are automatically confirmed. A ranger can have no more than one quarry at a time and the creature's type must correspond to one of his favored enemy types. He can dismiss this effect at any time as a free action, but he cannot select a new quarry for 24 hours. If the ranger sees proof that his quarry is dead, he can select a new quarry after waiting 1 hour.

Ranger archetypes like the Wild stalker, Warden and Freebooter loose favored enemy, but still retain Quarry and improved quarry, so how is this suppose to work if the Quarry ability is dependent upon favored enemy? Possible errata, FAQ? Or has this been answered somewhere and I haven't found it?


DungeonmasterCal wrote:
Are third party accessories allowed?.

Third party products are situational, as in maybe a feat or spell, but typically trying to stay with base Paizo material.

Christopher Van Horn wrote:
Try Juju oracle for added fun! all the undead goodness of a cleric plus you eventually get Juju zombies that share your alignment.

I was unfamiliar with this Mystery, I looked it over, it has some nice things particularly:

Spirit Vessels (Su): You can channel wendo spirits into lifeless bodies, reanimating them to aid you. Necromancy spells that create undead lose the evil descriptor when you cast them. Mindless undead created by your magic are of neutral alignment, while thinking undead possess your alignment. When using the animate dead spell, you can control 6 HD worth of undead creatures per caster level rather than 4 HD. In addition, any zombies or juju zombies you create using animate dead, create undead, or similar spells possess maximum hit points.

have you played this class or seen it in play? do you know how it compares to the undead lord cleric?

As for the wizard purist, I sympathize, I would love to play one ( way better offensive spells, but they just seem weaker than the divine classes in terms of necromantic power/ abilities.


So after looking around at some suggestions I've narrowed list down a little...

Assuming I build up until I becoming a lich, possible at (lv 13)

1)Magus 4(hexcrafter)/ cleric 3(undeadlord/ mystic theurge 6
2)Cleric (undeadlord)13
3)cleric 6/ bonelord 7 *(if allowed)
4)Summoner (synthisis) 10/ Anti-paladin 3
5)Wizard 13 (generalist/ Absolum arcanamirum crafter)
6)Sorcerer( wildblooded- sanguine)4 /cleric 3(undeadlord/ mystic theurge 6

...if any other nice combo's are out there let me know, or if you have experience with these.

Okay with some of the choices I know I need:
(Human) spell focus necromancy
1st varisian tattoo necromancy
3rd spell specialization
5th undead master
7th * undecided- is skeletal summoning good? possible craft wounderous
9th thanotopic spell
11th undecided
13th undecided

any suggestions?


SmiloDan wrote:

So....do you want to be an animator/army commander?

Do you want an army of mooks, or a band of a few powerful underlings? How do you plan on incorporating your undead underlings with the rest of the party?

At lower lever I would use mass amounts of undead, while at high I probably would just have a few stronger ones. regarding the party members, one of them is going to play a dervish bard who is essentially my servant, but will kill me if I prove to be a failed ritual. so I don't think they will mind the undead to much, the other characters I don't know how they will react yet. I had planned on animating there corpses if they died.

As for the idea about the mystic theurge, i hadn't thought about that too much, but it might work. Anyone know how a sorcerer/ oracle one would play?


So I have been DM'ing without a break for awhile now (5 years), and I finally get to take a break and play in a campaign again and I am very excited. One of my players has decided to run a dark/evil campaign. We are of varied levels 1-4 and have a 25 point buy, as well as few bonuses (because we are evil, and his logic is you either need to be strong or smart). My group tends to play pretty well and have a nice grasp of the rules, I tend not to allow power gaming too much, but it appears that in this campaign it may be somewhat of a necessity. My problem, I need help creating an effective necromancer(or something that mimics it) and I truly cannot decide what to play. After looking at Wizard, sorcerer and cleric(undeadlord), it seems that cleric is the only real choice in terms of real necromancy, is their something i am missing? Help please.

character fluff/ progression- I am playing the equivalent of a damphir, in a world in which there are no others. My character was created in some elaborate ritual by heretical noble cultists that worshiped the god of death. He has been raised in a secluded mansion that has no windows or doors(apparent), and has been groomed in magic, religion and the knowledge that he is special (his teachers and servants tell him so every day). He has not been pampered(evil wizards/clerics tend not to pamper disciples) and has never seen the outside for fear that the true sunlight might destroy him.This is going to change. I want to focus on the magic part, but am not apposed to multi-classing to get martial or special abilities, oh and I intend on eventually turning him into a lich.

Ideas i have thought on:
1)wizard (necromacer)
2)sorcerer undead(wild blooded/sanguine)
3)cleric undead-lord
4)oracle -Life(asking Dm to change positive to negative energy)
5)synthesis summoner with undead path


Monkeygod wrote:

It's in the Carrion Crown Player's Guide/Companion, which I am pretty sure is free :)

I am thinking of getting myself a Harrow Deck, glad to see you like it so much

Awesome, thank you! I was hoping they would have individual card usage, though I suppose that'd be too much. I guess this allows for more leeway by dms :^3

I'm a bit disappointed about the back of the cards. It just doesn't offer the feel of a mystical deck when there's the HARROW logo sprawled across it. Also the deck box is far too big to hold the cards comfortably after opening :(


I recently bought a harrow deck (so far loving it) but for the life of me I cannot locate the book or information on each card's role in the hero point alternative. I keep reading snippets of it throughout the forums but I haven't been able to pinpoint it.


Thanks a lot for the quick responses! I'm also happy I wasn't the only one missing the previous options :)

After reading the official responses, I can see how difficult the task can be and appreciate all the effort put into the Core to allow clickable spells.

I do hope the expandable alphabetical spell menu will be a feature included in a later date. Rooting for you, new PDF magician employee!


So far I am adoring Ultimate Magic, but this has been severely bugging me. In previous PDFs I could simply click on a spell's name and magically be transported to its full description. I enjoyed it because it saved time and mindless scrolling. Now the spells in UM are listed by letter instead of by spell and I cannot instant click.

Also, the spells in the wizard and sorcerer listings are not separated schools. This makes it difficult for me as I have to look up every individual spell, which is made more bothersome by the current menu limitations.

Just my two cents on a rather minor issue, but still something I wish could be improved upon.