Krun Thuul

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Ok, as per the rules on squeezing through tight spaces, given the 3.5'-4' of space between the door frame isn't at least half the size of the 5' space it occupies- this area wouldn't have to be squeezed through.

Cheers for the feedback folks. I think I'm just going to have to pay more attention to the map designs in the future and/or clarify before we begin.

RumpinRufus wrote:

I think his example was: thin wall separates two rooms, 3.5' door connects the rooms, combatants stand directly on either side of the door.

So more like this:


Where "E" is the enemy, "P" is the PC, "_" is showing there is a wall, and "#" is an empty space. It isn't shown in the diagram, but the doorway between E and P is narrow, less than 5 ft. wide.

That's the scenario exactly.

Although someone above did raise an interesting point about squeezing. I'm away to scour the rules again. ;p

So, a recent scenario has popped up where a character fighting a medium sized creature, on the other side of a doorway, called on the rules of cover to gain a partial cover bonus.

Citing the rules for cover, which seem quite clear in this case:

when making a melee attack against an adjacent target, your target has cover if any line from any corner of your square to the target's square goes through a wall (including a low wall).

So we all know how the line drawing works, it requires any line to pass through even a low wall and it will offer cover.

So a doorway, typically 3.5-4', centered in a 5' square, doesn't really seem to offer a lot of room to maneuver when you're talking about swinging battleaxes, swords, etc. Piercing weapons would fare must better, but there's no exceptions for weapon types so it's best to just KISS.

I ruled in favour of the player. As the map clearly showed it wasn't a 5' wide door, and the lines would clearly cross the wall encroaching on the 5 square between the doorway, both combatants benefited from Partial Cover.

Is my interpretation here correct do you think? Have you had any similar doorway incidents?

If it were me I'd put it to my Con. Get it over with quickly n all that. :P

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I think in your examples option 3 is pretty much it, but for all classes.

My personal take on this has always been along the lines of - at it's core, divine and arcane are pretty much the same thing: they are, in essence, manipulating the atoms of the universe to their own will.

For divining you are weakening the atoms of an area so that you can peer through.

For summonings you are breaking down a creature at an atomic level and rebuilding them.

Necromancy is weakening the positive traits of atoms so that the negative traits can become dominant. etc etc

The power that all these classes draw from is just, there. It's all around us, ready to be tapped into. It's in the air we breath, the ground we walk. The mechanics of spellcraft are pretty much the same across all classes: clairvoyance, for instance, is the same for a priest as it is for an arcane caster. So, really, the main difference here is in how these classes tap this power.

And that's a very individual thing I think. A druid may stand beneath a water-laden leaf for fifteen minutes, waiting patiently for a dewdrop to fall and hit her tongue. She is tapping into nature here, meditating on the day ahead.

A sorcerer will appeal to ancestral powers, drawing through them as a conduit.

A priest, with perhaps no innate understanding of the molecular structure of the world, relies on faith and their god to grant them access. Because, of course, the gods do understand the universe.

And the wizard, through study, simply uses formulas to access these gifts.

That's my take on it anyway. I'm sure there's as many different takes as there are different cheeses in Peckhams ^^

The Circlet doesn't alter your Charisma 'modifier', which is what would boost channeling.

It only modifies Cha based skill checks such as UMD, Bluff, etc. It's a competence bonus to the skill checks, as opposed to the CHA stat.

Artemis Moonstar wrote:
Rumtum wrote:

This has given me the most interesting character concept for a Mwangi witch...

"Believe me, do all I ask you to do and never doubt me in any way."

"Don't you disrespect me little man! Don't you derogate or deride! You're in my world now not your world, and I got friends on the other side!"

Lol! Exactly like that. X-bones top hat and everything. ;)

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This has given me the most interesting character concept for a Mwangi witch...

"Believe me, do all I ask you to do and never doubt me in any way."

Generic Villain wrote:

I don't think this is addressed anywhere officially, but I do remember reading on the messageboards somewhere that the aboleths really seriously underestimated the payload they called down during Earthfall. Still, even if that's the case, it seems pretty weird that they miscalculated as much as they did. Like you said, if it wasn't for the...

Aboleth are regularly referred to as having plans that are far reaching; well beyond the ken of mortal men. Perhaps they knew exactly what they were doing and it is only mortal conjecture that they had made a mistake?

Like Ripley said "I say we take off and nuke the entire site from orbit. It's the only way to be sure." Only the Aboleth were too entrenched/devoted to leave.

i.e. they had only one option to rid themselves of the plague but were far-seeing enough to know that their time would come again and it was worth the risk... for if they hadn't they may have suffered an even worse fate?

Love this thread by the way ^^ Great job Op!

Tim Statler wrote:

Create Pit isn't a problem. What is the party fighter or barbarian doing. If they move to the edge, they risk falling in. Neither has great reflex saves. And if they can see the monster, the monster can see them and use ranged attacks back.

Honestly, Grease is spammed more often and with greater effect.

Aye, have to agree here. People above have already described why shooting down into the pit at enemies is problematic. And if you're in confined spaces the pit can be a hindrance as much as a benefit.

I've used it several times but it was at its most effective when it was used as a deterrent to prevent our party being flanked. Hearing your allies screaming from a pit full of spikes/acid is quite off-putting.

Grease on the other hand. Lol. I'm still disarming brutes of their weapons with this 1st level spell at 11th lvl.

Displacement, Displacement, Displacement.

This has saved our frontliners bacon more than any other spell I've cast from 5th to 11th lvl in our current campaign, particularly against the likes of dragons and other beasts with multiple attacks.

Also, as a Conjuration Specialist, remember to use Grease on big brute types with big weapons. They usually sport fairly weak Reflex saves so Grease the weapon and watch your GM grimace. AP's, I've noticed, like to present most big brutes with big weapons and feats like power attack, vital strike and improved crit. Without their chosen weapon though, they tend to fall apart. Grease has prevented a lot of damage coming our way, all for the cost of a wittle 1st level spell.

I'll also doff my hat to Aqueous Orb. While I don't get as much use out of it these days it's been a great spell for running over multiple enemies, repeatedly until they fail, providing cover against ranged attacks and generally just providing an intimidating barrier against our foes.

edit - oops nearly forgot: Telekinetic Charge. Give your barbarian an immediate attack out of turn AND set him up for a full attack on an enemy out of reach. Will become less useful later if he goes the pouncing route but my guys love it. ;)

Like any good ghost story shows - it isn't about the ghost and its scares. It's about history, its past.

Give your undead personalities. Make them vicious and aggressive. Make them weep and whimper. Make them cowardly till cornered. Mindless undead aside, many undead are victims and I've always felt they should have remnants of that past perceptively obvious.

Make it less about building a unified undead force intent on domination and more a collection of varied psychos who for whatever unique reasons are just caught up in the story.

Hell. Maybe one of them doesn't even want to be there and can help in some way...

for a price of course.

Or there are factions within playing one another.

You can butcher any number of monsters and piece a creature together but if you give it LIFE, that's what will make it memorable I bet!

You make an attack with the weapon. If the weapon hits you can discharge the touch spell, if it misses then you do not.

"Anytime the weapon strikes a creature and the creature takes damage from it, the weapon can immediately cast the spell on that creature as a free action if the wielder desires."

There is no 'other' attack roll beyond the initial hit with the weapon to discharge a touch spell, else I'd be sure that caveat would be included in the description.

andreww wrote:
Gregory Connolly wrote:

EDIT: Of course after I hit post I get that at high level it is a way to prevent anyone from using slashing or bludgeoning weapons against you, rather than offense. Do'h!

Heh, I never even considered using it defensively. That is an awesome idea.

I've used it as moveable cover against ranged attacks but personally I would have a hard time convincing my DM it could be used to negate slashing/bludgeoning weapons. It specifically states in the spell creatures within the orb gain cover, but that's it.

My 3rd lvl barbarian died because I took Step Up instead of Raging Vitality.

Take it :P

Thistlefoot's advice on the specialty is spot on.

You can of course go with any specialty and be successful; the joy of being a wizard is diversity, but the Conjuration (Teleportation) school is loads of fun and offers you fantastic mobility. edit - oops, it also has some very good offensive spells which by pass SR.

Personally I prefer not opposing Divination, but different strokes for different folks and all that. From the Divination school - Analyze Dweomer, True Seeing, Scrying, Detect Scrying - a couple of these spells are staples on my list and I would rather not be without them. Most Divinations are situational though and work absolutely fine as scrolls as Thistlefoot pointed out though, so YMMV.

Enchantment is one of the other more popular ones to drop. However as a Conjurer I've had far more success targeting Will saves on Mooks than Fort saves and have been avoiding Fort saves like the plague for a good portion of the adventure now. Charms have been valuable in providing us with inside information on a couple of key occasions, and fairly easy to land, so I absolutely do not regret keeping this one. And then there's Holds and Heroism of course.

Having played high level campaigns in the past I know Enchantments will suffer and I'm sure RotR is no exception, however, a couple of spells aside - so does Necromancy. Mechanically, end-game, Enchantment only offers buffs (unless you've invested heavily in it with a specialised build or are fighting lots of brutes) however it has a lot to offer before you get there. Necromancy offers debuffs, mostly very minimal or 0 on a successful save, but game-changing on a fail. Typically one of your opposed choices is between these two schools, so you'll just need to have a check and see which option you favor. Neither are absolutely essential. However if you're going to go Necro I would highly suggest investing in it, especially if you're going to do so early doors.

But there's no right or wrong way with designing a wizard as long as you're tailoring your daily spell selection as appropriately as you can, thinking not only about what may lie ahead but also about your parties strengths and weaknesses. What one wizard can neutralize with a Hold Monster, or a Transmute Flesh to Stone, another can neutralize with a simple grease spell on the weapon and letting the rest of the party sort it out. But I wouldn't worry about it too much either way - you can still access ALL spells regardless, it just costs a bit more.

Personally I went with opposing Evocation and Necromancy (again), as you originally suggested Napper75, and for the most part deal with control and mobility for the group and have had no problems losing out on Necromancy.

However I'm a big fan of the non-blasty Evocations - Wall of Force for cover against ranged or to divide groups of enemies in corridors, Telekinetic Charge to give our big hitters free attacks and positioning for full attacks, Contingency... and took Opposition Research at 9th to get this school back. It's also nice to just be able to throw out a blast every once in a while when the situation presents itself. =)

What Malachi said.

Cast Confusion on two guards, neither of whom are very bright, but miraculously one saves and the other fails.

The one who fails rolls and "attacks nearest creature" which happens to be the other guard. He hits and the unaffected guard decides he doesn't much like the fact he's just been hit for no reason, so he hits back. At this point they're fighting each other until someone goes down as the Confused guard is now locked in to attack mode with the other guard, no further Confusion rolls needed...

unless, before the Confused guard's turn, the wizard decides to Magic Missile both of them to finish them off in their wounded state. Unfortunately, he doesn't quite manage to drop either of them!!! Confused guard goes next, and attacks the last person who attacked him, who happens to be the wizard now.

Both guards turn on wizard.

Hmmm a couple of Transmutation spells to tie in with Outlander: Lore Seeker to really get the most out of that boost while still maintaining some longevity for later levels:

Forced Quiet: will save to make the target unable to yell or make loud noises. Seems very situational but remember if you're using Arcane Bond this is exactly the kind of spell you might use it for if it's going to prevent X from alerting his gang around the corner.

Animate Rope: Reflex save to apply the entangled condition. Not so much longevity really, but possibly quite useful early game.

We're currently about halfway through the AP and I'm playing an elven Teleportation Specialist and loving it.

Some points, based on personal experience, addressing your questions-

Arcane Bond: If you've got a GM like mine who isn't going to meta-game voodoo knowledge of your arcane bonded object then I would suggest choosing that. I went with a ring; it can be concealed with a glove and enchanted later with some goodness without having to take the Craft Ring feat. Namely Counterspells, Feather-falling, etc.

Having that any one spell per day has really been a life saver, particularly later in the campaign when surprises are thrown at you that you couldn't possibly have predicted in the morning when you were studying.

Specialty: Well... my DM allowed the Dimensional Agility feat so I went with Conjuration. I cannot have asked for a sweeter setup. I can move, cast, swift move back. Or Swift move + summon. Later you get the ability to move allies so you can move to an ally by foot, standard action dimensionally move them to a flanking position with another ally and then swift move teleport back to safety. LOVE this setup. It's gotten myself and friends out of very dangerous situations/grapples/flanks. Of course if you're set on Transmutation I would think that would work well too. As others have noted it certainly would fit well thematically and offer some nice RP options to you.

Opposed Schools: as noted above you don't actually bar yourself from casting from those schools (it just requires 2 slots instead of 1) so don't worry about qualifying for prestige classes. I chose to bar Necromancy and Evocation. Evocation was a tough choice initially but we have a sorc blaster in the party and I had planned on taking Opposed School Research to get this back at lvl 9.

Why Evocation and not Enchantment? At low levels Enchantment is actually quite good. Will saves are a very good target and I used Charms successfully a couple of times to gather information from both humans and 'other' things. Also, well, it fit with the character's portfolio...

I got Evocation back at 9th to get access to various nice control spells; walls, etc and add a bit of punch to my offensive capabilities if required.

Also, there's a fantastic RotR trait available from the APG called Outlander: Lore Seeker. If you cast arcane spells, pick three spells on your spell list. You are particularly adept at casting these spells, so they function at +1 caster level when you cast them, and their save DCs (if any) gain a +1 bonus.

I popped this on to Charm Person, Stumble Gap and Grease. The boost to Charm Person really helped in the lower levels but the Grease boost is just a gift that keeps on giving. I'm chucking out DC 20 Grease spells (Trait + SF:C + GSF:C) on enemy weapons now and it makes me giddy when I see those weapons fall to the floor. At 12th lvl that should be 22.

I think regardless of the choices you make you're going to enjoy the adventure. I would poke the Dm to see just how much you learn about the history before you embark as well as you may both enjoy the fact you could potentially be a scholar on Thassilonian lore. That was the case with us and it allowed the DM to use me as a means of sharing certain historical viewpoints, although in my case from a skewed, anti-human, elven point of view lol.

Currently halfway (I think...) through the campaign as an elven Conjuration (Teleportation) Specialist from the Mordant Spire and really enjoying it thus far.

When I'm not buffing or throwing out debuffs or controlling spells - I'm moving our heavy hitters around the battlefield and giving them as many full attacks as possible. It's a very busy character and I can't see boredom setting in anytime soon!

Not sure how important this will become later in the game but given the subject matter... I'm sure I won't become LESS relevant. :P

Waving wands. Flanking with mirror images. Observing the battlefield and making sure he isn't going to be caught in a bad position.

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Lol, hands-up to playing the exact elven conjurer Remy has alluded to. :D

But while arrogant, haughty, and hailing from the Mordant Spire so just a tiny bit racist... my elf is anything but a flowery pansy.

Author of numerous books regarding Azlanti history and life in the Steaming Sea he's an extremely reliable source of knowledge on many different subjects. Well versed in languages, history, architecture and religion... he's the go to guy in my group for extra bits and bobs and of course is always full of insightful stories to share.

He's also a sex-addict with a fair amount of interest in the kink and a self-proclaimed rock star (think steampunk glam rock star without the rock) although he has no official skills to back this up, just the raw talent that comes with having a high intelligence and the Charmed trait. So while he is certainly learned, there is a playful crudeness about him too which others easily relate to.

Despite some of these traits pointing to an egocentric character, he's fiercely loyal and spends most of his time making other folk look good, a typical God-wizard I guess. Even when it comes to working with a mostly human party he manages to put aside the ingrained racism most grey elves carry ... for he is his own elf, and left the spire to forge his own fate "not MUCH to do with the fact the other grey elves weren't too keen on me sharing the secrets of the Spire..." he frowns.


this is all a front.

Really he is a spy for the Mordant Intelligence Network, tasked with exploring the world for signs of old threats in this Age of Lost Omens (we're running RotR).

Although he has written the books his name is printed on, it is not his name and is only a character profile he and MIN have been working on for 40 odd years in preparation for him leaving the Spire. Much of the information within is half-truths and propaganda MIN wish to spread of the Mordant culture and history.

Although he seems obsessed with sex, it is a false trait to make him seem more human or 'flawed'. It's also pretty good for studying the human ego/psyche as he observes the intimate interactions between workers and their clients.

And even though he is all for the propelling the story forward and helping the party to the best of his ability - it is always in the interest of the Spire.

"It is not enough to watch the waves for threats to our kingdom. We must explore the wilderness of the savages; it is out there we will find corruption's heart."

His real persona is so far removed from his pretense it's scary. And yet as he continues on this journey he finds himself slowly growing closer and closer to the group to the point where doubts have begun to creep in and the strain of being duplicitous is beginning to show... I'm sure the DM has some future test of faith to spring on me and looking forward to that moment to see what will happen with the character and group as, at this point, even I don't know what I will do. ;)

tl/dr (sorry I didn't expect to divulge all that, feels good getting it out actually!)

- every character, despite how cliched it may seem, has the potential to be richly developed through RP, player and the DM so that it breaks the mold. I say forget about what everyone else thinks and just focus on making your pc come alive and have fun with it. You'll probably find that everything else just falls into place. =)

The Beard wrote:
It's pretty easy to get your AC on a spell caster pumped up far higher than martials of an equal level would have, honestly. ... And I highly recommend doing it.

Would you mind expanding on that? I would love to see how you're easily surpassing a fighter's AC without spending the whole combat buffing yourself. And even then, I still don't see it.

Yep it's been said already but I'll add anyway - Mage Armour is great as a long buff you can cast and forget about, especially at lower levels when all it takes is one or two hits and it's lights out!

Shield, not so much after the first few levels. I've only really engaged with a shield buff on against casters; magic missile immunity is a nice thing to have. But most things attempting to hit an arcanists AC are going to have an easy time of it.

Mirror Image, Invisibility, Displacement (or Blur at lower levels) are a better investment of time. Of course they won't really help you against certain enemies but most things walking around with blindsense or the likes are usually walking around with a nice 'to hit' number to boot.

I'd stick with the wands ;)

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H'Vitoth the Whispering Usurper

Just wanted to point out you missed another advantage of the Create Pit - "In addition, the edges of the pit are sloped, and any creature ending its turn on a square adjacent to the pit must make a Reflex saving throw with a +2 bonus to avoid falling into it."

A small thing, but would have been in favour of the party and could have delayed both enlarged orcs even more.

Nicely done overall though. Was very interesting to watch ;)

Coast EE Chee

Some of my favourites:
1) Rod of Lordly Might (I loved this multipurpose tool and was gutted when it was stolen by a vrock in RttToEE)

2) Pearls of Power (just having some spells back is so juicy)

3) Sword of Sharpness/Vorpal (immensely powerful but having one of these made for some very intense combats back when we played in a very harsh and unforgiving Forgotten Realms)

4) Wayfinders and Ioun Stones (love some of these combinations and the wayfinders are so full of flavour)

5) Helm of Brilliance (another old favourite. Loved it on the same character that had the Rod of Lordly Might and actually died when I failed my save against a fire dragon's breath. KABOOM. AGain.. gutted when it was gone lol)

Poke poke! We run a large ROTR group on Maptool and would to give this a beta bash :D

Agree with that, wholeheartedly ;)

Hell no don't avoid it if that's what you want to play! Not sure where this other player is coming from really. Is it stated somewhere that every hellknight is a devil worshiping mortal hell-bent on collecting the souls of the innocent? In fact I could be wrong but I'm sure I've seen Lawful Good hellknights discussed. They're just elite soldiers after all.

Runelord Spoiler:
Alignment aside I'm fairly certain a nation as powerful and influential as Cheliax would find the return of a powerful runelord alarming, at the very least! Perhaps you've been sent to infiltrate this group and find out more about the situation. It's not impossible that someone in Cheliax will be aware of the pit fiend at Skull Dam - a possible tie in there if the party didn't slay him and instead made a deal. Devil returns to Hell, puts some feelers out - you get sent to find out more about this devil's captor and the party that are trying to thwart the big threat.

As it happens we've just had a replacement character join us for Hook Mountain who is playing a retired hellknight with a German accent and he's been a blast to play with so far. Our characters are mostly a bit suspicious of him, and he plays him as a gruff, tired, old dude who's used to people being cautious of him.

"It comes with zee territory!" he said.

So it's made for some great RP thus far.

But even if you are evil - it sounds like this other player at the table thinks a bit two-dimensionally when it comes to alignments. Personal gain is a huge motivator for all alignments but especially evil, and who better to ally yourself with for personal gain than heroes successfully gaining power and riches as they curb-stomp their way through adventures? :)

Personally I'd tell the other player (tongue in cheekly) to mind his own character motivations and let you worry about yours.

ArmouredMonk13 wrote:

2nd, I would go without multi-classing because honestly, the only thing you could really get is 1.)Healing (Not bad, but you have decent HP, Really high saves, and don't melee)2.)Extra Feats(Really, you don't need them) 3)Offensive spells (again, don't need them) 4.)Sneak attack damage (Not worth it because you would always have to be sniping and within 30 ft. until you bought a magic item.

I'm in a similar quandary at the moment where I'm torn between straight dwarven ZAM or dipping Inquisitor 2 levels for

* improved will and fort saves (+2)
* a few first level spells
* a judgement
* wisdom bonus to initiative (dropping the need for Imp Initiative in my case)
* the Conversion Inquisition... which turns my 8 CHA dwarf from a badly scarred lump of meat with no social skills whatsoever to a badly scorched/scarred dwarf with the voice of a Bodhisattva.

Ok, the straight ZAM is pushing out another flurried attack and will be shooting around corners sooner (thinking going 6 with ZAM, then 2 for Inq) but the above dip just feels more rounded. I hate playing social dead weight. I'm almost even tempted to take a 3rd level for the interchangeable teamwork feats but I'm pretty sure that's not worth pushing the flurried attack back any further.

Mind you this isn't for PFS and would likely reach 15+

P.S. sorry for the derail Op! :)

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I don't think the Aboleth could prevent the Azlanti from finding/worshiping the Gods any more than they could prevent the Azlanti overstepping other boundaries. I see it simply as the Azlanti just eventually adapted beyond Abolethen control/influence.

I personally do like the proposed link between the Serpentfolk and Lissala. It would tie in nicely with Xin's desire to expand. If you look at the world-conquering drive of the Serpentfolk you can't help but wonder just how much influence Lissala may have had on both cultures.

Given they kinda remind me of crickets I would go with something like Copperhopper

Some nice feedback here - cheers folks! Looking back I can recall similarly describing levels as 'circles' and 'tiers' too but I particularly like the Novice -> Universalist tier approach.

Alzrius - awesome post and blog thank you! Some nice detail there. Will need to look over it more carefully at lunch but could be exactly the sort of thing I was looking for :D

You know, I've played a number of spellcasters throughout the years, 20 years in fact with this same group, and this is the first time I've ever been bothered about it. Maybe it's because I'm playing an elven wizard with a very strict schooling/training in the arcane arts and playing with other casters in the group where these conversations are more likely and felt there was a need to "keep it real". :P

Guess I'll have to homebrew some elven, arcane, tiered system!

When having an RP conversation the other day I was struck with the most awkward of realizations. As I was attempting to discuss/prepare my wizard's spell list with another caster I found myself using very cliched, metagamey, terms for the levels of spells and struggled to come up with something interesting on the fly. In truth, I'd never really thought about it before and, folding, said merely "For second level spells I'm thinking of..."

How have some of you described the organisation of spells in your games? Divine or arcane. :)

ezrider23 wrote:
Another reason was the feats, i was going to take a craft feat anyway and i don't need that feat to upgrade my bonded item so thats a plus, whereas i need to take improved familiar in order to upgrade my pet.

Note that this is fine if you do not plan on taking Craft Wondrous Items (which covers amulets) but out of all the crafting feats this is the one with the most mileage. Like you I'd considered taking an amulet but then figured it would be a bit of a waste when I was going to take CWI anyway and could instead start enchanting a ring when I hit 7th level.

The flipside to that, of course, is the Amulet of Spell Cunning:
This silver locket only has power when used as a wizard’s bonded object. It allows a wizard to prepare an additional 3 levels of spells per day.

But personally I went with the ring anyway. There are a few nice ring enchants but not enough to warrant buying into the feat.

ezrider23 wrote:

Are there other ways to boost teleports and movement that would work in a legal fashion with Shift(Su) power?

Yea to each their own. My Gm felt it was keeping in spirit with the feat and doesn't see it as imbalanced though we both accepted the caveat that if it does prove to be too good we would revert that decision. In answer to your question though - none that I can think of off the top of my head.

Charm Person I've had a couple of uses for early on.

While your Dm might not approve - Windy Escape is a great defensive spell early on.

Enlarge Person - give your melee buddy reach.

And of course there's Magic Weapon.

ezrider23 wrote:

I just started piecing this guy together and here's what i've got so far
** spoiler omitted **...

Nice! Very similar to what I've done (currently at the beginning of Book 3) playing a 6th level Mordant Spire Conjuration specialist.

Some things I'll add/reiterate -

For Conjurers the Teleportation subschool from the APG is incredibly powerful. If you can sweet talk your DM into allowing it to function with the Dimensional Agility feat it becomes even better. But even without the feat thus far I've teleported to get out of reach of trouble, get past barriers, extend my movement for a round. Seriously, you will not regret having this ability and it could quite easily save your life at various points in the game.

Opposed Schools: I picked Evocation and Necromancy as my opposed schools, but there's an RP reason for that which I can't go into. It's been tough in some ways, I don't tend to throw out much in the way of damage, however we're in a particularly big party and the group hasn't lacked any oomft when it's mattered. When I'm not dropping a haste or displacement - I'm greasing floors, weapons, dropping pits, glitterdust and aqueous orbs and there have only been a few occasions where I've been plinking away with my crossbow. In fact on those occasions it's mostly been out of choice and a desire not to waste my spells. So the opposed school choice hasn't been too crippling thus far though I might take the wizard discovery later to bring Evocation back in as I do fancy the Wall and Hand spells for controlling enemies.

On spells, early doors: grease and glitterdust are your friends! Great spells targeting Reflex and Will and potentially making tough encounters cakewalks. Stumble Gap is a very good spell as well though be careful where you're placing it as it can be as much a hindrance as a boon in cramped situations. I took the Loreseeker trait to boost the DC's of Stumble Gap and Grease, my DC's for those at 1st level (with a 19 Int like yours) was 17 - very respectable!

Also - playing an elf, why not the Darkvision racial trait which replaces low-light vision. Dazzled in bright light? pfft -1 to attack and perception checks? Not too worried about that.

I personally went with Arcane Object:Ring and to be honest I'm very glad I did. I know my DM isn't going to start randomly sundering items on my person or stealing from me just to mess my character up, so the loss of an arcane object was never a concern, but I've used the "ANY spell in your book!" so many times already I don't think I could live without it. It's just very nice to have that flexibility and the higher level you get the more valuable it becomes.

Lastly, speak to your DM about knowledge skills. Mine is quite happy to have an outlandish "historian" in the group as it's a good way to reveal information though some DM's might not be too keen on out of plot reveals. Better safe than sorry ^^

It's a great adventure path so prepare to have loads of fun! This is my first PF wizard and it's been a total blast so far. :)

I want to suggest clockwork shock troops, with built in spears and shields, but it would likely be overpowered for your purpose.

Personally, as a Scot, I've never taken to the Scottish-sounding dwarves cliche. It's so very World of Warcraft, and they don't even particularly do it well I think. If anything I would say dwarves sound Russian! :P

I would go with RainyDayNinjas suggestion and place the accent somewhere in the Steaming Sea. Somewhere the weather is always grey, raining and cold as it falls across sweeping green glens and towering volcanic rock. But personally - I would definitely make it a human accent.

Dwarves sounding Scottish is entirely a WoW thing and even the WoW dwarves have terrible accents. To support Fall's suggestion - forget the Scottish accent and just go with gruff and belligerent sounding. :P

< - Scot btw

The Elusive Trout wrote:

Actually, we discovered something funny. One cannot cast featherfall on themselves when caught by a trap and falling anyway! According to RAW, ff characters can't take an immediate action! And the wording makes it seem that the spell can only be cast on other characters already falling.

"A character cannot cast a spell while falling, unless the fall is greater than 500 feet or the spell is an immediate action, such as feather fall."

It cannot be any clearer. Your GM/BF is wrong. There's no getting around that. The whole POINT of the spell is to survive a fall...

He should just man up and admit he "is wrong but is unwilling to take it back." Some gm's don't like to fess up to mistakes. It happens. Learn from it and move on or boot him in the baws and tell him to stick his silly game where the sun disnae shine! :P

The Elusive Trout wrote:

He's now seen the post, and he says JJ has no rules grounds to stand on, and that per RAW, one has to make that check.

I would quit, but the game was fun before this and the gm is my live-in bf.

Our little boy is four years old

and quite a little man.
So we spell out the words
we don't want him to understand.
Like t-o-y, or maybe s-u-r-p-r-i-s-e
but the words were hiding from him now
tears the heart right out of me...

Have you played any MS characters in your games Nighttree?

I have indeed but sadly there's very little there. Just some light flavouring to tease the appetite :)

Morning All!

As there's currently very little information on them I just wanted to see if there were any other fans of the Mordant Spire region of Golarion and what you have done with it in your own game.

We're about 2 books through our first PF campaign (RotRR) and I'm playing a Mordant Conjurer/Thassilonian specialist and thus far it's been a blast. Mysterious, methodical, somewhat cold but warming up to the more emotional members of the party with his own tales of daring-do in the Steaming Sea: tales of fighting off treasure hunters, symbiotic relationships with Sea-Spheres and other marine wildlife. Bits and pieces here and there ... but looking for something with a little more depth on the actual society itself.

The GM and I have agreed that clockwork inventions seem to be an apt fit for the race, considering their close ties with lost Azlant (machines fit thematically as well as emotionally). This also plays well with the suggestion that Mordant skiffs are much faster than normal ships - clockwork engines ahoy!

We've also established that the Mordant Spire has a vast spy network across Golarion - secret agents that frequently report from within various other factions and politics. So, overall, the feel we're going for is a technologically advanced, emotionally repressed, steampunk, MI5 society who (due to isolation) are incredibly paranoid about the rest of the world around them.

As a gm, or player, what have you done with the Mordant Spire people?

So say you wanted to create a homunculus spy (that remains tiny) - how would you guy's go about it.

My info might be off here as I'm kinda rushing this but a 6HD hom... let's call him Vito, would have an extra 8 skill points to distribute as well as two feats.

Alertness and Skill Focus: Perception?

Bumps Perception from 3 to 8. Add another 5 from leveling taking it to 13.

Tac the rest of the skill points (3) on to Stealth taking it from 12 to 15.

Or Fleet perhaps to improve it's base movement?

Gauss wrote:


Ultimate Magic p113 wrote:
At any time, a construct’s creator can deactivate a construct under his control with a touch and a standard action.
- Gauss

Ahhhh! Exactly what I was looking for. Many thanks Gauss ;)

And yea I can see how the contradictions are confusing.

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