I'm playing an Archer Slayer, so there isn't any worries about that. The rest of the party are melee characters.
A Barbarian, Ranger, and Cleric of Cayden.
But I appreciate your advice Claxon. I won't be stepping on any toes. We were all told make two backup characters, one that fills a similar role as our current character, and one that is different.
I am prepping a backup character I may (probably will) need for a Second Darkness game I am in.
I like the idea of an at-will blaster type, and want to stick in that vein. Something like a 3.5 Warlock.
We already have a blast exploit-focused Arcanist, so that is out. I recently played a Bomb-focused Alchemist too. We have SEVERAL fights in a given adventuring day, and I am more than happy to give up some blast power to have the ability to keep blasting through 4-5 fights a day.
So, since I have never played, nor been at a table with someone playing a Kineticist or Calamity Caller Warpriest, can you give me any advice on these, or any other, at-will blaster types?
I'm an experienced enough player to handle anything you can throw at me.
We're 9th level. EDIT: The rest of the party are a barbarian, ranger, cleric, and arcanist.
Help me out, fellow Paizo fans!
I can't find an official ruling anywhere, so hopefully someone can assist.
Last night we had an NPC follower of a party member use a quickened spell-like ability that doesn't have a visible emanation. The debate came up that you can still roll Spellcraft to identify the spell.
The GM decided against it, since the player had been waiting 12 levels of play to reveal their companion's Bouncing, Quickened, Ill Omen spell-like ability to move things along. (They can only do that once a day, but it IS objectively pretty cool.)
But one player said you can still role to identify, and another swore they'd read somewhere that you can't identify Quickened spells or Spell-like abilities. Neither could find evidence to support their claim.
Can you all please help us with finding an official ruling?
Hi James! You may remember as the guy from Humboldt with the players from Mendocino, running Rise of the Runelords in the actual Lost Coast.
2 things. We are finishing RotR next week! Its been a great game. Any news of a collection, like an anniversary edition, of Shattered Star coming out before Return of the Runelords to drum up interest?
Secondly, in the past few months, due to the various genetic testing sites, I found out I am a Gygax. Only a 4th cousin to the man himself, Gary Gygax. The family has welcomed me in, and while I can't go to GaryCon this year, I'm going next year!
So I ask you, what do I DO with this information? I feel like I should shout it from the rooftops....but people would think I'm crazy, and we don't have tall buildings in Eureka anyway.
Some advice on how to constructively channel my newfound pedigree would be helpful.
Maybe I will start up GaryCon West. LostCon!
Okay, okay, to start off, I know most bonuses don't stack with the same kind of bonus. However....
My level 10th level Herald Caller Cleric picked up the Proxy Summoning feat at 9th, and I have a Metamagic Rod of Giant Summoning.
So both the Rod of Giant Summoning and Righteous Might say they increase the size category, and both give size bonuses to ability scores. The Rod uses the Giant Template, while the spell is more of a straightforward change, akin to Enlarge Person.
If I was to summon an Ankylosaurus, for example, the Rod of Giant Summoning would increase it to Gargantuan. Then, I jump through the hoops of casting a touch spell to trigger Proxy Summoning, and then cast Righteous Might on my Super-Ankylosaurus.
So....uh....what happens? It becomes Colossal, but do the size bonuses stack, or no? Do I use the size modification table in lieu of one or the other? Or is it as simple as both stacking, do to the size increase?
Thank you all in advance for your suggestions. My GM is on the fence, so anything you all suggest would be great.
That's a great point, Saethori. Heighten Spell and/or Extend spell would be useful for bumping things up a bunch, and probably even one with a larger adjustment to get those 1st level spells up to 4th.
*Scribbles in notes*
Thank you! I appreciate you chiming in. I really think this could be a terrific character!
Hello everyone! I am building a druid, and I would love a second set of eyes to ensure I am building this correctly. This was set off by my recent interest in Druidic Herbalism, and I’ve always been fascinated by the Naga Aspirant racial archetype, so I thought I would combine them. Then I realized the potential craziness that this combination can create. However, I am at a bit of a disadvantage, having never played an Alchemist, and some of the Druidic Herbalism features function as Alchemist Extracts.
Aspirant’s Bond (Ex)
0th—acid splash, bleed, daze, mage hand, open/close, ray of frost;
1st—charm person, divine favor, expeditious retreat, mage armor, magic missile, ray of enfeeblement, shield, shield of faith, silent image, true strike;
2nd—acid arrow, detect thoughts, invisibility, mirror image, scorching ray, see invisibility;
3rd—dispel magic, displacement, fireball, lightning bolt, suggestion;
4th—divine power, greater invisibility.
This ability replaces spontaneous casting.
Aspirant’s Enlightenment (Ex)
This ability replaces resist nature’s lure.
Naga Shape (Su)
This ability otherwise works like and replaces wild shape.
Augmented Form (Su)
Charming Gaze (Sp): The druid gains a gaze attack that affects creatures within 30 feet as a charm person spell.
Darkvision (Su): The druid gains darkvision with a range of 60 feet.
Detect Thoughts (Su): The druid can use detect thoughts at will.
Guarded Thoughts (Ex): The druid gains a +2 racial bonus on saves against charm effects and immunity to any form of mind reading (such as detect thoughts).
Poison Immunity (Ex): The druid gains immunity to all poisons. The druid’s naga form must have at least one poison-based natural attack in order to select this ability.
Poisonous Sting (Ex): The druid’s stinger becomes venomous. The naga form must have a tail stinger to take this ability. Sting—injury; save Fort DC 10 + 1/2 the druid’s class level + the druid’s Constitution modifier; frequency 1 round; effect sleep for 2d4 minutes; cure 1 save.
Spit Venom (Ex): The naga form can spit her venom up to 30 feet as a standard action. This is a ranged touch attack with no range increment. Any opponent hit by this attack must make a successful save (see above) to avoid the effect. The naga form must have a venomous bite to take this ability.
Sting (Ex): The naga form grows a stinger on the end of her tail, granting her a sting natural attack that deals 1d6 points of piercing damage.
Swim (Ex): The naga form gains a swim speed equal to her base speed.
Tough Scales (Ex): The druid’s enhancement bonus to her natural armor increases by +2. The druid may select this ability more than once. Its effects stack.
Venomous Bite (Ex): The naga form’s bite attack becomes poisonous. Bite—injury; save Fortitude DC 10 + 1/2 the druid’s class level + the druid’s Constitution modifier; frequency 1/round for 6 rounds; effect 1 Constitution damage, cure 1 save.
This ability replaces venom immunity, a thousand faces, and timeless body.
True Naga (Su)
This ability replaces wildshape (at will).
Druidic herbalism is a nature bond option that can be taken by any druid at 1st level except those with archetypes or alternate class features that alter or replace nature bond or mandate a specific nature bond choice.
Instead of granting access to a domain or an animal companion, a druid’s bond with nature can take a third form: access to druidic herbalism.
A druid who chooses to learn druidic herbalism can use combinations of nuts, berries, dried herbs, and other natural ingredients along with appropriate containers to create herbal concoctions or magic consumables that function like potions. This acts like the Brew Potion feat, but only for spells on the druid spell list. Herbal concoctions are typically thick and sludgy, and their creation time, caster level, spell duplication capabilities, and all other variables and properties are identical to those of potions created using Brew Potion. Herbal concoctions created with herbs that cause special effects when ingested retain those effects as well as the appropriate spell effect.
A druid can create a number of free herbal concoctions per day equal to her Wisdom modifier. Additional concoctions cost the same as creating an equivalent potion using Brew Potion. Druids can sell their herbal concoctions just as if they were potions (though NPCs unfamiliar with druidic herbalism may need some convincing before purchasing these wares).
At 4th level, a druid’s increasing skill with herbalism means that she can disguise the effects of her herbal concoctions. When a creature attempts a Perception or Spellcraft check to identify one of the druid’s concoctions, the concoction appears to be a different herbal concoction of the druid’s choice unless the creature exceeds the identification DC by 5 or more. The druid must designate this false result when creating the concoction. If a creature exceeds the identification DC by 5 or more, it correctly identifies the concoction, though not that the druid tried to fool it.
Additionally, at 4th level, when the druid creates additional concoctions, she need pay only half the normal cost to create them. It takes her only half the normal time to create her concoctions, and she can create concoctions of spells from any spell list, as long as she can cast the spell.
At 7th level, when the druid creates concoctions with potential false identification results, a creature attempting to identify the concoction must exceed the identification DC by 10 or more to determine the concoction’s true identity.
Additionally, at 7th level, a druid can create any herbal concoction in 1 minute. She can also create a special concoction of any spell higher than 3rd level that she can cast, but to do so, she must expend a spell slot of the same level. These special concoctions do not cost her anything to create and function like extracts created by an alchemist with the infusion discovery.
Can I use Druidic Herbalism to create extracts of the newly-added Naga Aspirant spells?
Can I use Druidic Herbalism to make extracts I can hand out of Personal-Range spells, like the afore-mentioned Divine Favor?
I would also love your thoughts on this combination, and anything it inspires to be added to the character!
So my gaming group will be starting our first Curse of the Crimson Throne game in about 3 weeks. I'm going to be playing a Shelynite Bard, and he's built with a high Perform: Oratory. I wanted to take advantage of that, and so I went about finding a song or two I could use over the course of the game.
I know very little about the story of CotCT, so please stay spoiler-free.
Here is a little more about my character if anyone is curious. Zach, stay out! Yes you, the yeti. Anyone else who ISN'T in our group, please read on. It will make my motivations a little more clear.
I'm not going to be a Shelynite bard at all. I will be playing a Hidden Priest of Milani, though the bit about the high Perform: Oratory is true. He is a Herald Caller/Hidden Priest, yes, with GM permission, and even the party thinks I am playing a bard. I am running with a Dervish Dancer, so they know I won't be able to use bardic music. Obviously it will come out eventually that I am actually a cleric, but it will be a fun ride along the way. Any suggestions on how to keep up the act are appreciated. I'll be taking a trait to make Bluff a class skill, and keeping it maxed, as well as using every roleplay opportunity to come off as a Shelynite.
Here is the song. I've already made a few changes to it, though obviously I will need to change the names of the Americans to my adventuring party when I know what their characters are named. The names Jesus and Moses could be subbed out for Golarion-specific prophets, for example. Most of the song fits already.
Please help me figure out a few appropriate changes to the song, namely anything that doesn't fit. I really want this to fit well, so when I spring it on my fellow players it works as seamlessly as possible. I bolded the changes I made.
My Shot Lyrics [HAMILTON)
I am not throwing away my shot!
I am not throwing away my shot!
Hey yo, I’m just like my country
I’m young, scrappy and hungry
And I’m not throwing away my shot!
I’m ‘a get a scholarship to the Acadamae
I prob’ly shouldn’t brag, but dag, I amaze and astonish
The problem is I got a lot of brains but no polish
I gotta holler just to be heard
With every word, I drop knowledge!
I’m a diamond in the rough, a shiny piece of coal
Tryin’ to reach my goal. My power of speech: unimpeachable
Only nineteen but my mind is older
These Korvosan streets get colder, I shoulder
Ev’ry burden, ev’ry disadvantage
I have learned to manage, I don’t have a gun to brandish
I walk these streets famished
The plan is to fan this spark into a flame
But damn, it’s getting dark, so let me spell out the name
I am the—
And I’m not throwing away my shot.
Oh, am I talkin’ too loud?
I am not throwing away my shot
I said shout it to the rooftops!
Come on, let’s go!
[HAMILTON AND COMPANY]
Time to take a shot!
Take a shot!
Not throwing away my shot
Ri— ri— ri—
Time to take a shot!
Feel free to critique away; I'm curious what you think about this idea.
Hi everyone! My life got really, really crazy, and now I am finally able to sit down and be in a game again. I am looking at a summon-focused cleric, so I am thinking Herald Caller. Basically any non-evil Pathfinder deity is available, subdomains are okay, and we will likely go all the way to, or just before 20. A 20-point buy Curse of the Crimson Throne (no spoilers please!). I’ll be with a skill-heavy Rogue, a healer/battle Cleric of Iomedae, a straight Barbarian or Bloodrager, and an Arcanist who goes into Eldritch Knight. I’m pretty much free to do whatever I want, as long as I stay in a party face capacity. Here is where I could use some help.
1. First off, I am fascinated by the Divine Paragon archetype. Is having my alignment the same as my deities going to limit me too much? The DM said they would work together; I would essentially just have the domain spells from one domain. Is it too much? What domain/subdomains should I be looking at? Any deity suggestions?
2. I’ll be taking a few other summoning feats than what is granted for free from Herald Caller, but not more than a few. Probably Summon Guardian Spirit, Versatile Summon Monster, maybe Expanded Summon Monster or Preferred Spell later on for something like Heal or Harm. What should I do? I know reach cleric is a popular addition, but what suggestions have you got for me?
3. Any items or spells I should look out for?
Thank you in advance!
I've actually been plotting this very thing for my upcoming game. Here is the basic rundown. Due to time constraints I can't go into much detail yet, but if you're interested I can go into more depth later.
I'm using the We Be Goblins line to forshadow events in Sandpoint.
We Be Goblins
If you want, I'll check back when I have a little more time and can go into greater detail.
J.J. A few easy questions.
My gaming group and I are in Humboldt, and one of my players is from the town of Mendocino. We're about to start the Anniversary edition of Rise of the Runelords, and it is the first time in this AP for the whole group (with my exception). I'm the GM.
1. Was the Lost Coast Road named for the Lost Coast of Northern California? I see some similarities (and a few differences) in the surrounding flora and fauna to our area. Was that also an inspiration? Obviously Sandpoint has a lot of forestland nearby, as does Point Arena.
2. We're considering taking a "Pilgrimage to Sandpoint" to visit Point Arena. Any time of year in particular we should go; places we should visit?
3. Is there anything else that someone so geographically close to Mendocino might recognize that was inspiration for Sandpoint, or anywhere else in Golarian for that matter?
4. For the matter, are any of the Golarian Gods/major NPCs based on people you knew growing up?
PS. If you're ever visiting home, and want to crash a Pathfinder game, we're only a few hours away!
Before you say anything, yes, I'm aware of this thread talking about maxing Craft skills. But it's been 4 years people! Surely we can do better!
The highest listed previously was as follows for non-Alchemy Craft checks (Thanks to see):
Crafting Check, Level 20
Total of +63
and for Craft Alchemy Checks (thanks to alientude):
Human lvl 20 Alchemist
For a total of +69.
Some situational modifiers below:
+20 competence bonus (not stacking with previous) - Crafting mundane alchemical substances (from Alchemist class)
That brings the total to +95.
Now for the truly obscure:
+5 from Genius Avaricious spell from Council of Thieves 6.
For a grand total of +100.
Surely with all the new feats, archetypes, classes, and spells, we can get Craft up there even higher!
And if you're wondering, yes, this experiment has a reason: A friend is planning on playing the most Acrobatic Monk he can make, trying to get his Acrobatics checks made to jump as high as possible.
That's easy, I say!
So my accompanying character will be at the mercy of the advice boards. Help me make the best crafter we can! Anything Paizo is on the table; I can always just cut out whatever the DM says no to adding.
Hello! I've been a Pathfinder GM for several years, and recently picked up the Rise of the Runelords Anniversary Edition. I plan to run it straight through, and maybe even tack on a shortened version of Jade Reagent afterwards. F2F, not PbP.
I'm in a new PbP Rise of the Runelords game, but have never been a player or GM for RotR. Can anyone offer any advice on what I should expect? Any changes that may need to be made? Any suggestions on continuing into another adventure path after the story is over? Even a link to a similar thread would be quite helpful.
Lastly, other than reading Campagin Journals, which I plan to do, is there anything else I could do as prepwork for this game? My group is a mix of not-quite-new-anymore players, and very experienced gamers.
Basically I'll take anything you have for me, forum-goers!
Well, I was talking to the GM, and I was originally thinking someone skill-based, but I actually decided on a spellcaster. That said, I'm taking a few skills that are going to be roguelike for party assistance purposes. I'm almost done, and will likely be finished by tomorrow.
I'll be able to cover the classic rogue skills, and still be spell support.
Magical Child Academy: House of Unyielding Radiance - Episode 1: New Students Orientation Field Trip!
Magical Child Academy: House of Unyielding Radiance - Episode 1: New Students Orientation Field Trip!
2d6 + 6 ⇒ (4, 3) + 6 = 13
Hmm, no bad rolls, but nothing super high either. Probably a good time to try the paladin idea I've been kicking around! I know some GMs don't like paladins in their group; will that be alright GM?
I would love this. I'll keep an eye out. I'd run it myself, if I wasn't right smack in the middle of a recruitment already. I may in the future; Hells Rebels with Magical Girls does sounds pretty terrific.
EDIT: If my schedule continues to free up over the next month or so, I'll run it. That said, if someone else is willing to, I'd much rather play!