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Pathfinder Roleplaying Game Superscriber. Organized Play Member. 166 posts. 1 review. No lists. 1 wishlist.



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Sovereign Court

Pathfinder Roleplaying Game Superscriber

Good evening,

Our GM is converting the Curse of the Crimson Throne to PF2E.

He is using the free archtype rules.

I would like to run a Dwarven Fighter and was looking for builds that would be suitable for this Adventure Path.

I am looking forward to your responses.

Regards

Prux.

Sovereign Court

Pathfinder Roleplaying Game Superscriber

Good Evening,

My party is starting Rusthenge, before moving onto Seven Dooms for Sandpoint.

We are using the new Core rules, including Player Core 2.

Does anyone have a Sorcerer build that they would like to share that would be suitable?

Regards

Prux.

Sovereign Court

Pathfinder Roleplaying Game Superscriber

Good Evening,

I'm in a group that is about to start Quest for the Frozen Flame, and I was thinking about running a Wizard

If anyone has any advice on how to build one for this AP, it would be greatly appreciated.

Regards

Prux

Sovereign Court

Pathfinder Roleplaying Game Superscriber

Good Evening,

I am running a Half Elven Rogue in the Age of Ashes AP. I've just hit 10th level and have 1,500gp to spend on magic items in a level 7 city.

I was wondering if anyone had any suggestions for what magic items I should try to purchase?

I currently have:

+1 striking dagger
+1 striking rapier
Striking shortbow
Boots of Elvenkind
Cloak of Elvenkind
Doubling rings
Dragons eye charm
Monkey pin
Rod of wonder
Antidote Greater
+1 resilient leather armour.

Any advice would be much appreciated.

Prux

Sovereign Court

Pathfinder Roleplaying Game Superscriber

All,

I'm running a 4th Human Cloistered Cleric of Sarenrae in the Extinction Curse, and I've got to say that I'm not really enjoying it, primarily because it seems to be so ineffective. It pretty much stays at the back of the party and heals the other characters.

My GM allows players to tweak characters up to 5th level, so I'm after a bit of advice on how I can make this more effective.

My current build is as follows:

Str - 10
Dex - 12
Con - 12
Int - 10
Wis - 18
Cha - 16

Ancestry feats - Natural ambition (domain initiate)
Domain Fire & Healing

Background - Barker, Group coercion

Class feats - Directed Channel & Healing hands

General feats - Battle medicine & ward medic

Skill feats - Continual recovery & quick identification.

Spells
0
Daze, detect magic, divine lance, guidance, light
1
Burning hands, fear, Ray of enfeeblement
2
Sound burst x 2, sudden blight.

Focus points 2
Fire ray, Healer's blessing.

Any advice on what I can do to make this a more effective in general game play would be very much appreciated.

Regards

Prux

Sovereign Court

Pathfinder Roleplaying Game Superscriber

Good Evening,

I'm after a Rogue build for the Age of Ashes AP, which I'm starting in a couple of weeks.

I've only played Plaguestone in Second Edition and I was running a War Priest, so this will be the first Rogue that I've built.

I'm thinking of maybe a Half Elf with the Thief Racket. I want to use the AP backgrounds and was considering Local Scion.

I'm not into archer type builds.

Any advice/guidance would be much appreciated.

Prux

Sovereign Court

Pathfinder Roleplaying Game Superscriber

All,

I am running a 9th level Paladin (Oath of Vengeance), and I'm looking for suggestions on what magic items I should target for purchase or trade.

Regards

Prux.

Sovereign Court

Pathfinder Roleplaying Game Superscriber

All,

I'm looking for suggested fighter builds for Return of the Runelords.

It's a 20 point build with Paizo books only.

Our party currently consists of a Catfolk Wizard and a Human Inquisitor.

Any recommendations would be much appreciated.

Regards

Prux

Sovereign Court

Pathfinder Roleplaying Game Superscriber

All,

So after a hiatus of a few years, our gaming group is heading away this Friday for a full weekend of Pathfinder.

We're currently in Book 5 of Giantslayer and we have to take spare characters with us in case of deaths.

I'm currently running a 13th level Conjurer and am hoping for two things.

One - any advice on what 8th level spells I should take in the unlikeliy case that we hit 15th at some point.

Two - A backup character in case my Wizard snuffs it. It's a 20 point build that would come in at 13th/14th level.

Any 'out of the box' ideas would be welcomed.

Thanks in advance.

Prux.

Sovereign Court

Pathfinder Roleplaying Game Superscriber

All,
This is a follow on from a previous post where I asked advice about 6th levels spells.

I'm running a Human Conjurer (Teleport) that's just hit 13th level Human Conjurer (Teleport).

I'm playing in the Giantslayer AP.

I'm after advice on what 7th level spells I should use, and also a general sanity check on what I've got in my spellbook thus far.
I can't say that I'm a big fan of the 'summon' spells as I've found that they really slow the game down, so I'm keen to steer clear of those.
My opposition schools are necromancy and enchantment.
My spellbook contains the following spells

Wizard 1
Abundant Ammunition
Adhesive Spittle
Adjuring Step
Bed of Iron
Burning Hands
Comprehend Languages
Disguise Self
Endure Elements
Grease
Mage Armor
Magic Missile
Ray of Enfeeblement
Shield

Wizard 2
Acid Arrow
Bull's Strength
Continual Flame
Create Pit
Darkvision
Fire Breath
Invisibility
Protection from Evil, Communal
Scorching Ray

Wizard 3
Dispel Magic
Fireball
Haste
Slow
Spiked Pit

Wizard 4
Black Tentacles
Dragon Breath
Invisibility, Greater
Secure Shelter
Stoneskin

Wizard 5
Teleport
Overland flight
Fire snake
Permanency
Stoneskin communal

Wizard 6
Chains of Light
Disintegrate

Any advice would be appreciated.
Prux

Sovereign Court

Pathfinder Roleplaying Game Superscriber

All,

This is a follow on from a previous post where I asked advice about 5th levels spells.

I'm running a 10th level Human Conjurer (Teleport) and I'm close to leveling to 11th.

I'm after advice on what 5th level spells I should use, and also a general sanity check on what I've got in my spellbook thus far.

I can't say that I'm a big fan of the 'summon' spells as I've found that they really slow the game down, so I'm keen to steer clear of those.

My opposition schools are necromancy and enchantment.

My spellbook contains the following spells

Wizard 1
Abundant Ammunition
Adhesive Spittle
Adjuring Step
Bed of Iron
Burning Hands
Comprehend Languages
Disguise Self
Endure Elements
Grease
Mage Armor
Magic Missile
Ray of Enfeeblement
Shield

Wizard 2
Acid Arrow
Bull's Strength
Continual Flame
Create Pit
Darkvision
Fire Breath
Invisibility
Protection from Evil, Communal
Scorching Ray

Wizard 3
Dispel Magic
Fireball
Haste
Slow
Spiked Pit

Wizard 4
Black Tentacles
Dragon Breath
Invisibility, Greater
Secure Shelter
Stoneskin

Wizard 5
Teleport
Overland flight
Fire snake
Permanency
Stoneskin communal

Any advice would be appreciated.

Prux

Sovereign Court

Pathfinder Roleplaying Game Superscriber

I'm now a 10th level Conjurer with the following crating feats:

Rings, wands, wondrous items, arms and armour

I'm after suggestions on what I should be crafting for my party, which is comprised of:

Barbarian, dwarves fighter, arcane trickster, ranger and myself.

Thoughts?

Sovereign Court

Pathfinder Roleplaying Game Superscriber

All,

This is a follow on from a previous post where I asked advice about 4th levels spells.

I'm running an 8th level Human Conjurer (Teleport) and I'm close to leveling to 9th.

I'm after advice on what 4th and 5th level spells I should use, and also a general sanity check on what I've got in my spellbook thus far.

I can't say that I'm a big fan of the 'summon' spells as I've found that they really slow the game down, so I'm keen to steer clear of those.

My opposition schools are necromancy and enchantment.

My spellbook contains the following spells

Wizard 1
Abundant Ammunition
Adhesive Spittle
Adjuring Step
Bed of Iron
Burning Hands
Comprehend Languages
Disguise Self
Endure Elements
Grease
Mage Armor
Magic Missile
Ray of Enfeeblement
Shield

Wizard 2
Acid Arrow
Bull's Strength
Continual Flame
Create Pit
Darkvision
Fire Breath
Invisibility
Protection from Evil, Communal
Scorching Ray

Wizard 3
Dispel Magic
Fireball
Haste
Slow
Spiked Pit

Wizard 4
Black Tentacles
Invisibility, Greater
Secure Shelter
Stoneskin

Any advice would be appreciated.

Prux

Sovereign Court

Pathfinder Roleplaying Game Superscriber

All,

I'm running an 8th level Conjurer (teleportation) that is about to hit 9th level. I took craft wand as my previous feat and am going to take craft wondrous item next.

Can anyone provide me with some tips on what wondrous magic items I should craft? I'm thinking of Goggles of Night as we have three humans in the party (myself included).

I welcome any other suggestions.

Prux

Sovereign Court

Pathfinder Roleplaying Game Superscriber

All,

I'm running a 7th level Human Conjurer (Teleport) and I'm close to leveling to 8th.

I'm after advice on what 3rd and 4th level spells I should use, and also a general sanity check on what I've got in my spellbook thus far.

I can't say that I'm a big fan of the 'summon' spells as I've found that they really slow the game down, so I'm keen to steer clear of those.

My opposition schools are necromancy and enchantment.

My spellbook contains the following spells

Wizard 1
Abundant Ammunition
Adhesive Spittle
Adjuring Step
Bed of Iron
Burning Hands
Comprehend Languages
Disguise Self
Endure Elements
Grease
Mage Armor
Magic Missile
Ray of Enfeeblement
Shield

Wizard 2
Acid Arrow
Bull's Strength
Continual Flame
Create Pit
Darkvision
Fire Breath
Invisibility
Protection from Evil, Communal
Scorching Ray

Wizard 3
Dispel Magic
Fireball
Haste
Slow
Spiked Pit

Wizard 4
Black Tentacles
Invisibility, Greater
Secure Shelter
Stoneskin

Any suggestions on what spells I should use moving forward would be much appreciated.

Regards

Prux

Sovereign Court

Pathfinder Roleplaying Game Superscriber

Can anyone explain to me what the benefits of a lesser disruptive metamagic rod is? I don't understand how it works.

Prux.

Sovereign Court

Pathfinder Roleplaying Game Superscriber

Hi All,

I'm about to start an all day Giant Slayers session and I need a spare character in case mine dies (at the GM's request), and have no time to build one. Does anyone out there have a pre-made 6th level wizard that I can steal? Preferably in a hero lab file.

Thanks in advance.

Prux

Sovereign Court

Pathfinder Roleplaying Game Superscriber

Can anyone please explain to me the best way to use a 'Demand' Spell?

One of the monsters in my campaign has it and I can't see any logical way to use it as it doesn't really seem to be useful.

Regards

Prux.

Demand

The gadget spec URL could not be found
School enchantment (compulsion) [mind-affecting]; Level sorcerer/wizard 8, witch 8; Domain charm 8, nobility 8; Subdomain torture 8

EFFECT
Saving Throw Will partial; Spell Resistance yes

DESCRIPTION
This spell functions like sending, but the message can also contain a suggestion (see the suggestion spell), which the subject does its best to carry out. A successful Will save negates the suggestion effect but not the contact itself. The demand, if received, is understood even if the subject's Intelligence score is as low as 1. If the message is impossible or meaningless according to the circumstances that exist for the subject at the time the demand is issued, the message is understood but the suggestion is ineffective.

The demand's message to the creature must be 25 words or less, including the suggestion. The creature can also give a short reply immediately.

Sovereign Court

Pathfinder Roleplaying Game Superscriber

Can a wizard use a spell to coup de grace someone?

Sovereign Court

Pathfinder Roleplaying Game Superscriber

Surely if a Dragon uses its tail sweep attack those that fail the DC reflex are knocked prone?

Also, if a Dragon uses 'Crush' can it still attack targets while crushing the poor unfortunate it's sitting on?

Prux

Sovereign Court

Pathfinder Roleplaying Game Superscriber

I'm about to start the Giantslayer Adventure Path and was thinking about running a Wizard.

I could really do with some advice as I've pretty much been GM'ing for about 4 years and am a little out of touch with character generation.

Our GM has given us a 20 point build to start with.

I like to have fun with my characters, they're generally Chaotic Good with a dash of madness and bravado, with delusions of grandeur thrown in for good measure.

Any tips would be much appreciated.

Regards

Prux

Sovereign Court

Pathfinder Roleplaying Game Superscriber

I'm about to start the Giantslayer Adventure Path and was thinking about running a Wizard.

I could really do with some advice as I've pretty much been GM'ing for about 4 years and am a little out of touch with character generation.

Our GM has given us a 20 point build to start with.

I like to have fun with my characters, they're generally Chaotic Good with a dash of madness and bravado, with delusions of grandeur thrown in for good measure.

Any tips would be much appreciated.

Regards

Prux

Sovereign Court

Pathfinder Roleplaying Game Superscriber

I'm currently running Into the Nightmare Rift, which is the 5th part of the Shattered Star AP. The characters are currently 13th level and will soon be 14th.

The players and I are finding that combat is taking an inordinate amount of time.

Having run 10th level modules before I've found that this is symptomatic of the Pathfinder game.

Does anyone have any ideas on how we can speed things up or maybe simplify things?

Prux

Sovereign Court

Pathfinder Roleplaying Game Superscriber

I'm after some advice on a 20 point Paladin build for the Giantslayer Adventure Path.

I want to steer clear of the sword and board type and go for the two handed weapon option, probably with a falchion.

A few years ago I was given the following build based on rolled stats, but a lot has changed since then and there might be something that can add to it, or is better:

18, 14, 8, 11, 14, 14

Human Paladin (Oath of Vengeance)

Attributes:
STR - 14
DEX - 14
CON - 14
INT - 11 (+1 at 20th)
WIS - 8
CHA - 18 (+2 racial bonus, +1 at 4th, 8th, 12th and 16th)

Traits:
Reactionary
Purity of Faith

Feats:
1st - Fey Foundling
1st - Power Attack
3rd - Deadly Aim
5th - Extra Lay on Hands
7th - Extra Lay on Hands
9th - Extra Lay on Hands
11th - Extra Lay on Hands
13th - Extra Lay on Hands
15th - Extra Lay on Hands
17th - Greater Mercy
19th - Ultimate Mercy or Radiant Charge

Any help would be much appreciated.

Regards

Prux.

Sovereign Court

Pathfinder Roleplaying Game Superscriber

My party is about to enter the Guiltspur Depths in part 5 of the Shattered Star AP, Into the Nightmare Rift. This entire part of the dungeon is subject to the spell Dimensional Lock:

You create a shimmering emerald barrier that completely blocks extradimensional travel. Forms of movement barred include astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spell-like abilities. Once dimensional lock is in place, extradimensional travel into or out of the area is not possible.

A dimensional lock does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extradimensional perception or attack forms. Also, the spell does not prevent summoned creatures from disappearing at the end of a summoning spell.

My first question is, does this spell prevent teleport etc within the area, say from one side of a room to another, or does it only prevent it from entering and leaving the targeted area?

I would have thought the former, but am happy to be proved otherwise.

My second question is on summoned creatures. In the description above, it states that "the spell does not prevent summoned creatures from disappearing at the end of a summoning spell". Does that mean that they can't be summoned into an effected area in the first place?

Regards

Prux.

Sovereign Court

Pathfinder Roleplaying Game Superscriber

Hi,

Any idea when this order will ship?

Prux

Sovereign Court

Pathfinder Roleplaying Game Superscriber

If a sorcerer uses a bloodline power with an opponent in a threatened square, does it invoke an attack of opportunity?

Also, is a bloodline attack, such as a ray of fire, subject to spell resistance?

Prux

Sovereign Court

Pathfinder Roleplaying Game Superscriber

Can you please add the following to this order?

Pathfinder Pawns: Rise of the Runelords Pawn Collection Print Edition $16.99

Pathfinder Dice: Mummy's Mask $11.05.

Also, I was wondering when my PDF for the Occult Adventures book would be available for downloading?

Regards

Prux.

Sovereign Court

Pathfinder Roleplaying Game Superscriber

I'm about to start Into the Nightmare Rift. I have the map set for the Shattered Star AP, but I can't find Guiltspur on it anywhere. It's supposed to be in the northern extremes of Storval Plateau.

Does anyone know where it is located on the map of Varisia?

Regards

Prux.

Sovereign Court

Pathfinder Roleplaying Game Superscriber

Good morning,

I just looked at my account to check the status of Order 3519452, and it is listed as being complete, however I haven't received it. Can you please advise what has happened to it?

Regards

Prux.

Sovereign Court

Pathfinder Roleplaying Game Superscriber

I'm currently running Beyond the Doomsday Door, which is part 4 of the Shattered Star Adventure Path. After a recent death, one of the players decided to play a Ninja, a Tengu named Polly, which was created at 11th level to fit in with the rest of the characters.

Is it just me or are Ninja's more than a little over the top? The player has taken the Master Trick Invisible Blade, which has created a veritable killing machine.

Invisible Blade (Su): Whenever a ninja uses the vanishing trick ninja trick, she is treated as if she were under the effects of greater invisibility. The ninja must have the vanishing trick ninja trick before selecting this ninja trick.

Polly has two Kukri's (threat range 18-20), Two-Weapon Fighting, Improved Two-Weapon Fighting, and 6d6 sneak attack. Throw in the standard party buff of haste, and during a full round action he gets 4 attacks (not including his beak attack) at a flat footed opponent with a max damage of 4d4 + 24d6 + the inevitable critical hits (alas we also use the Critical Hit card deck).

That's every round, for up to 55 rounds (5 Ki points @ 11 rounds per point). No I acknowledge that a lot of those rounds will be used moving to targets, however if he even spends just a third of his time in full round combat that's still 18 rounds; you can do the math.

Needless to say Polly is pretty much carving up everything he comes across, and has the real potential to seriously unbalance the game.

I'm keen to get other peoples thoughts on this.

Regards

Prux

Sovereign Court

Pathfinder Roleplaying Game Superscriber

This order is currently pending. I selected priority post in error. Can you please reset to cheapest?

Sovereign Court

Pathfinder Roleplaying Game Superscriber

Are there any alignment restrictions for the summon monster spells? For example, can an evil aligned Conjuror summon Hound Archons (which are LG).

Prux

Sovereign Court

Pathfinder Roleplaying Game Superscriber

Are there any alignment restrictions for the summon monster spells? For example, can an evil aligned Conjuror summon Hound Archons (which are LG).

Prux

Sovereign Court

Pathfinder Roleplaying Game Superscriber

Can someone please release my following orders which have been suspended:

Order 3342457
Order 2602277
Order 3342448
Order 3342440

I asked for this to be done last week but for some unknown reason they have not been processed.

Prux

Sovereign Court

Pathfinder Roleplaying Game Superscriber

I just went to purchase 26 items via the Great Golem Sale, totally around about $100. I was horrified to see that I was to be charged $107 for shipping to Australia. I tried to look for another option instead of 6-10 day delivery but could not find one. Is there another slower postal option that I can use? I'm really only buying these modules for collection purposes and won't by using them any time soon.

Regards

Prux

Sovereign Court

Pathfinder Roleplaying Game Superscriber

I'm currently running the Asylum Stone in the Shattered Start Adventure Path. The 8th level Wizard in the party has 2 4th level spells per day and he's taken Enervation. This spell is causing absolute mayhem in the game. All he needs to do is hit with a ranged touch attack and the target loses 1d4 levels (no save but Spell Resistance applies).

In my opinion this is one of the most unbalanced spells that I've ever encountered, and I've been playing RPG's for over 30 years.

Are there any DM's out there that can give me suggestions on how to deal with this? I don't want to persecute a character out of the game, as it's all supposed to be about fun, however I'd like to balance things out a bit if I can.

Cheers

Prux.

Sovereign Court

Pathfinder Roleplaying Game Superscriber

This spell does 3d6 strength damage, but it appears to be temporary as it has a duration:

'once triggered, a symbol of weakness simply remains active for 10 minutes per caster level. A creature can only be affected by this symbol once.'

If a character is reduced to below 0 strength, do they die even if the damage is temporary?

Regards Prux

Sovereign Court

Pathfinder Roleplaying Game Superscriber

When a character is grappled by a Lurker Above, do they take half damage from all successful attacks against it? Also, if the Lurker Above does grapple a character, can it still attack with its slam attack?

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