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Azaelas Fayth wrote:
Sounds more like the Cleric Player is an Attention Junkie. As others say... A Group Intervention is needed.

Agreed.


Adamantine Dragon wrote:
Still don't know if the cleric is a PC or NPC

PC


Wizard = Neutral, level 7 Transmuter (Enhancement) specialist focusing on buffing and battlefield control.

Cleric = Elven, Chaotic(?) Good, 8th level with one domain in Community second is unknown.

Everything else is up to you, books used are core, apg, um, uc.


So I unfortunately forsee my wizard possibly needing to beat down a cleric. How would you do it?


So I've just gotten a Ring of the Ram in the last game and I'm looking for some creative ways to use it. Any good stories out there?


We're level 3 right now and undead have been pretty reoccurring so far and I'm sure they'll be back in the future. Unfortunately the choices have been made so there're no takesy-backsies.


I can see how that could be worth taking later on in levels.


Taking a look over the feats of the three books:

The APG's Spell Perfection seems handy but a steep requirement of three metamagic feats. Speaking of which, Elemental Spell seems like it may be handy but situational. Selective Spell looks like it would also be handy for blasting or any AoE spells.

In UM Spell Specialization isn't too bad and the Greater version seems interesting as well. Not sure I'd want to take them though. Uncanny Concentraion might be useful as well but a mere +2 makes me wary for the cost of a feat. Echoing Spell looks really nasty.

Nothing in UC strikes me as worth it.


Oppositions are Enchantment and Divination.


I'm currently playing a Transmuter focused on buffing and battlefield control. Are there any good spells from either the APG, UM or UC that you'd recommend or does the Core book pretty much have the best stuff?


@Benicio Del Espado: Yes I'm sadly pretty stuck on being a wizard. :)

@Tinalles: WOW! First, thanks for making such a long and thoughtful post!

First to address the specialist school issue:

Foresight: By level 20 he gets +10 to initiative and is always assumed to have rolled a 20 on such checks, can make re-rolls at approx. 8-12 times a day (depending on gear/spells) and can grant either a +2 bonus to nearly everything to all allies within 30ft or a -2 to all foes within the same range.

Enhancement: By level 20 he gets +10 to a single stat for one round twenty times a day, +5 to two other stats which can be changed daily and +5 natural armor bonus that stacks with all other natural armor bonuses. Also remember that those bonuses affect saves and skills as well; this still makes me pretty partial to the Enhancement sub-school.

Let me take each feat you mention individually as well:

Extend Spell: Totally agree with this one but if he stays with the Enhancement school Imp. Initiative would be important.

Arcane Strike: I'm STILL very on the fence about this feat. I don't feel it scales well and the loss of a swift action for a paltry bonus doesn't seem to be an equitable trade.

Quicken Spell: Quicken spell rocks on toast. Even with the +4 slot cost, being able to cast two spells a round is mucho awesome.

Selective Spell: I'm kind of a bastard I guess but if my allies are too dumb to move when I throw a flaming ball of death then let them eat it. Then again using this with Anti-Magic Field (if allowed) could prove quite useful. This one is a possibility...

Spell Perfection: I've wanted a way to fit this into the build for it's obvious goodness. More to consider...

Imp. Critical & Critical Focus: I have to say, after looking over you other changes I rather agree with these being tossed.

Craft Magic Arms & Armor/Wondrous Items: I also likes these for him especially Craft Wondrous Items, since these are what he'll be wearing for armor bonuses.

Lets try this build:

    [1] Toughness [3] Extend Spell [5] Fast Study [5B] Craft Wondrous Items [7] Imp. Familiar [9] Quicken Spell [10B] Selective Spell [11] Power Attack [13] Furious Focus [15] Spell Perfection [15B] Spell Penetration [17] Craft Magic Arms and Armor [19] Improved Critical OR Greater Spell Penetration [20B] Immortality


@Silent Saturn: I agree that the spells are whats going to make this work. Scrolls and wands will be the prime source for utility spells while spells that enhance combat effectiveness will be the ones memorized daily.

At Level 20 with a MW weapon, feats, max PA and Perfection of Self I'm looking at (if my math is right) +17/+11, 2d4+16 damage and 4d4+32 on a 15-20 critical range. That seems able to kick some butt if need be.

@STR Ranger: Yea I'm pretty keen on the wizard route but he would make an unstoppable cleric of just about anything. We've already got a cleric though and I'm trying not to step on anyone's shtick.


@Tinalles: Sadly the GM isn't allowing Traits but I might be able to take the Additional Traits feat but then I'm out a precious feat.


@Tinalles: We already have a Magus in the party or I'd likely go that route. At the moment, if I can be a wizard who can smack a fool in the face now and again then I'll be happy.


@Silent Saturn & Brambleman: I don't see anything in the core book that denies the choice of Divination as a opposed school. In regards to Read Magic, the book states:

PF Core Book wrote:

A wizard must study his spellbook each

day to prepare his spells. He cannot prepare any spell not
recorded in his spellbook, except for read magic, which all
wizards can prepare from memory.

So he doesn't have Read Magic in his spellbook but should still be able to prepare and cast it as needed. It's an interesting issue however, I will have to consult with the GM and get his opinion.

@helaman: Those stats are from a purely random roll (and probably the best I've ever had). The GM wanted to go point-buy, which I'm fine with, but got flack from other players. Oh well, I guess I benefit from it.

@Fing Mandragoran: The GM allows no swaps for prerolled stats.

@STR Ranger: Only Core, AP, UM and UC are allowed for this game so no goodies from the APs.


A lot of this has come from my previous post here but I've had no internet access and was looking for feedback on the two most recent builds I've worked up so I figured I'd just make a new post. The goal is to make a solid caster who's capable of contributing when the spells run out (or aren't an option).

The basics: Half-Orc race, stats in order are 16, 16, 16, 20, 14, 14, all stat boosts will go to INT and every favored class bonus in Wizard goes to hit points. His school of specialization would be Enhancement (Transmution sub-school) with Enchantment and Divination as prohibited. All weapon specific feats will be for Falchion.

First up is a pure wizard (Wiz20) with several combat feats peppered in. He won't have many attacks but Furious Focus will allow him to ignore the PA penalty and his lousy second attack at +1 seems to be a throw-away anyhoo. I also like that he's a full caster but armor will have to come from spells, rings, bracers and/or amulets. From the looks of it, this build seems more fun to me just because it's a little more...outside-the-box.

    [1] Toughness[3] Imp. Initiative [5] Arcane Strike [5B] Fast Study [7] Imp. Familiar [9] Power Attack [10B] Furious Focus [11] Extend Spell [13] Quicken Spell [15] Weapon Focus [15B] Spell Penetration [17] Imp. Critical [19] Critical Focus [20B] Immortality

The second build (Ftr1/Wiz9/EK10) works toward the Eldritch Knight PrC, relying on it to make him more 'fightery'. Still Spell is used to eliminate somantic components for spells that need it to allow for armor use. I couldn't justify blowing two feats and a swift action for the Arcane Armor Training/Mastery feats. The Arcane Strike/Spell Critical issue is a bit troublesome so in the end I may not take the 10th EK level. I'm not a fan of him being 2 levels behind in spell level and spells known but he's definitely a butt-kicker.

    [1] Toughness [1B] Imp. Initiative [3] Arcane Strike [5] Still Spell [5B] Fast Study [7] Power Attack [7B] Imp. Familiar [9] Spell Penetration [11] Quicken Spell [11B] Weapon Focus [13] Extend Spell [15] Imp. Critical [15B] Spell Perfection [17] Greater Spell Perfection [19] Critical Focus

Thanks in advance for your feedback!


Per the SRD regarding Alignment Steps:

PFSRD wrote:
Occasionally the rules refer to “steps” when dealing with alignment. In this case, “steps” refers to the number of alignment shifts between the two alignments, as shown on the following diagram. Note that diagonal “steps” count as two steps. For example, a lawful neutral character is one step away from a lawful good alignment, and three steps away from a chaotic evil alignment.

http://www.d20pfsrd.com/alignment-description/additional-rules


Just to clarify, I can only use Core, APG, UM and UC for character building, so no splats for me.

@karlbadmanners: Dragon Disciple does look like a really badass prestige class but I really have to think hard about switching over from Wizard to Sorcerer.

@ProffPotts: Agreed, if I stay Wizard Enhancement is it for me!

@Sylvanite: Eldritch Knight certainly allows for getting up into the action but seems ho-hum and has nothing to mitigate spell failure from armor. Perhaps some form of bonus feat? This is prestige class is certainly a strong option though...much to think on.


@ratlord: Spell Perfection is a nice feat but the 3 metamagic feat requirement is a bit high for my liking and I'm not sure where to squeeze that 3rd one in prior to 15th level anyway.

@Phasics: These spells sound very useful for being able to kick butt. Both of those spells will be in my spellbook come time.

Speaking of spells I haven't gone over the lists yet so any suggestions are welcome. You've all been a big help in getting this build focused so I want to thank you while I have the chance!

I'm still curious if anyone has tried the Enhancement or Shapechange subschools. I can see both being useful for this particular build since Telekinetic Fist seems very much of low-level use.


Very interesting thoughts there and I've come up an altered build using Rory and Treantmonk's suggestions. Also, to clear things up, yes I want him to physically kick butt, be a solid caster and be fun to play.

I've decided to go with a familiar because that seems more fun to me (especially if an improved one can talk). Also, having the Scent ability seems fun and only Half-Orcs can do it so I'd like to take advantage.

S: 16 D: 16: C: 16 I: 25 W: 14 Ch: 14 (random rolls)

Half-Orc Wizard Transmuter (w/Arcane Bond: Familiar, anti-Div, anti-Enchant)

(1) Scribe Scroll
(1) Keen Scent
(3) Toughness
(5) Weapon Focus (Falchion)
(5B) Extend Spell (MM)
(7) Power Attack
(9) Furious Focus
(10B) Quicken Spell (MM)
(11) Improved Familiar
(13) Defensive Combat Training
(15) Improved Initiative
(15B) Spell Penetration
(17) Combat Casting
(19) Greater Spell Penetration
(20B) Immortality (AD)

Some of the later feats would be nice to squeeze in earlier but I don't see how. Also, what's the opinion on the Enhancement and Shapechance sub-schools? I'm kind of liking Enhancement...


I have an idea for a Half-Orc Wizard who can do his race proud and keep his own in a fight. A real kick-in-the-door adventurer type that would be fun to play. Right now I was thinking of going Summoning but maybe a blaster is more what I'm looking for? I still want to be effective but so far what I have doesn't seem so great so maybe y'all could toss a few suggestions this way.

(1)Scribe Scroll
(1)Keen Scent
(3)Weapon Focus (Falchion)
(5)Intimidating Prowess
(5B)Fast Study (AD)
(7)Dazzling Display
(9)Spell Focus
(10B)Quicken Spell (MM)
(11)Augment Summoning
(13)Shatter Defenses
(15)Defensive Combat Training
(15B)True Name (AD)
(17)Toughness
(19)Death From Above
(20B)Immortality (AD)


Quick question; would a character with Crane Riposte, after deflecting an attack with Crane Wing, be able to take additional attacks of opportunity because of Combat Reflexes?


Mike Schneider wrote:

20th level?

CHA is your primo stat -- it floats your boat and saves your ass. STR22? Bah. You'll get by with a 14 and Power Attack....or go DEX route with Piranha Strike and Agile weapons (and switch-hit with bows).

Paladins are a great class to have fairly even numbers in stats (with emphasis on CHA and attack-stat), especially if you're point-buying and want maximum total bonus bang.

A good point but it seems Strength would allow bonuses in more situations than relying on smiting. In this case though I think I will change them to: STR 19, DEX 12, CON 16, INT 14, WIS 12, CHA 22.

Lets try these feats: Power Attack (1), Furious Focus (1), Weapon Focus (3), Step Up (5), Hammer the Gap (7), Improved Critical (9), Critical Focus (11), Staggering Critical (13), Extra Lay On Hands (15), Stunning Critical (17), Toughness (19).

I've also been working on an alternate TWF Shield build that sounds fun to play that goes like this: STR 20, DEX 19, CON 16, INT 12, WIS 12, CHA 16.

Feats: Two-Weapon Fighting (1), Improved Shield Bash (1), Power Attack (3), Step Up (5), Shield Slam (7), Improved Two Weapon Fighting (9), Shield Mastery (11), Greater Two Weapon Fighting (13), Bashing Finish (15), Lightning Reflexes (17), Toughness (19).


Cult of Vorg wrote:
Just figured it out, you're using 3.5 power attack not PF power attack, which would make furious focus ridiculously broken. If that cheese flies, by all means stick with the one attack.

Aww hamburgers! Back to the drawing board!


Well then to heck with Wisdom, back to 22 Strength!


Those changes sound good! I'm thinking of placing two increases into Wisdom rather than Strength to allow him to be able to cast 4th level spells.

Step Up and Extra Lay on Hands were wild cards in that I saw no other feats that really grabbed my attention (other than Weapon Focus). Step Up seemed a nice way to counter casters by forcing either a concentration check or an AoO. Extra Lay on Hands seemed a good way to make the pally more self-sustainable, especially since his AC is going to be lacking due to not having a shield. The idea behind the build was to have one massive attack every round that's nearly unmissable.

With this build I see one smiting attack at +28 to hit and will land 95-139 damage, depending on the targets alignment (these numbers assume a normal weapon with no enhancements). A critical hit (which will be happening ~25% of the time) will pump that damage up by +67 and will stun the target if they're not immune to that effect.

Without Vital Strike and a full smiting Power Attack, the damage potential significantly increases. Then if, by some miracle, all four hits are critical the damage is basically ridiculous. But the attack bonuses go +28/+3/-2/-7. So hitting, let alone confirming a critical hit, seems to be a grim prospect past the first hit.


The title says it all. Here we go!

STR (22), DEX (12), CON (18), INT (12), WIS (15), CHA (16)
Level: 20
Class: Paladin (Favored [All 20 Skill Points]; No Archetype)
Average HP: 180
Race: Human
Skills: Diplomacy, Knowledge (Religion), Sense Motive, Spellcraft
Feats: Power Attack (1), Furious Focus (1), Extra Lay On Hands (3), Step Up (5), Vital Strike (7), Improved Critical (9), Critical Focus (11), Improved Vital Strike (13), Staggering Critical (15), Greater Vital Strike (17), Stunning Critical (19)
Gear: Falchion and whatever is found through adventure

My only thing is that I'm not sure how Vital Strike stacks with Power Attack. The description of VS also makes it seem as he would only get one attack, but with Furious Focus, that should be a hell of a hit, especially on a critical. Please let me know if I have overlooked something.

Thanks!


So it sounds like he gets X number of extracts a day. Once they're gone he can't make any more until 24 hours after they were last prepared. Is that about right?


Tonight during play our group was holed up in a dungeon and was ready to rest and regain much needed spells. While looking over the Alchemist class I saw nothing noting that they needed 8 hours of rest or an hour of preparation time like a Wizard needs. What is the rule for preparation time for Alchemists?


So I've finished up my Alchemist for an upcoming game and along comes Ultimate Magic and tosses a monkey wrench into my imagination (a good thing :).

I'm thinking of going with Mindchemist and Psychonaut mostly for interesting character reasons but I wonder...is this going to be the most effective build for the team? Chirurgeon and Vivisectionist seems to be a nice combo but we have a Rogue (and a Barbarian, a Magus) and I don't wish to step on anyone's toes.

What are your thoughts on the Alchemist's archetype options?


A little further info: we're only allowed to use the Core book and the APG. Otherwise, Splash Weapon Mastery may be nice but I don't believe we're using a grid and I think the secondary effects may not be as useful as in a more tactical game.

Human is a background choice but I like the extra skill point and 1st level feat. Gnome is an intriguing option though but would require rethinking my background, which is certainly not impossible.

As for poison, it seems like a spendy option that is fairly easy to negate once the opponents start getting better Fort saves. I'd rather save my money for creating potions that I can distribute to my teammates.


I've looked all about but have had no luck. Since my character is from there, I need to know what are Druma names like.

Thanks!


I'm finally getting to play some Pathfinder and I've decided that a human Alchemist looks really fun to play. I've checked out this forum and Ogre's excellent guide but I'm trying to devise a different build. My idea is a purely support character with secondary ranged support. I'm currently going with Ogre's Dr. Strangelob build but maybe someone could suggest Feats and Discoveries that would be best to take for a support role.

So far:

Human Alchemist 1
Str 8; Dex 15; Con 13; Int 20; Wis 13; Cha 14;
Feats - Point Blank Shot, Precise Shot
Skills - Appraise, Bluff, Craft (Alchemy), Heal, Knowledge (Arcana), Knowledge (History), Linguistics, Perception, Profession (Merchant), Spellcraft, Use Magic Device

At level two my first Discovery will be Infusion, but after that it's up in the air.


Well, my setting is not your traditional fantasy setting though it is fairly inspired by Mystara. It's very high-magic, has Victorian style/tech, has firearms (though only the military, police and ner-do-wells have easy access to them) and, most pertinent to this discussion, has it's technology powered by a material called Manarite.

So #3 would be happening because of the discovery of large Manarite deposits with the hopes of finding more in the depths of the steamy southern jungles. Currently the "New World" has already been discovered and has colonies established for ~75 years now.

The ocean is to the west, the east is closed due to the aforementioned undead and the Elves of the north are not happy with human encroachment (especially since they left the "Old World" thousands of years ago for the same reason) on their territory and a war seems inevitable.


That's some good food for thought. I was planning on giving them command over a few low level fighters and medic (cleric) so neither of them would feel like they HAD to be a cleric.

The Warmage conversion was the one from Silke here.

If I go with scenerio #3 then I also think giving them some kind of Disruption on their weapons may be appropriate.

Then again perhaps I need to think up another possible scenario to play up to the Warmage's blasty strengths as well.

Suggestions anyone?


In a few weeks I'll be running a Pathfinder game in my homebrew world, Everlyn, for the first time. I have 2 PCs (one is a Warmage from a conversion on these very boards and the other is pondering a Fighter/Rogue). I also know that they're going to be members of a military complete with their own little squad of level 1 grunts to command.

My problem is deciding what their main goal is because several options sound cool to me and I'm hoping I might get feedback as to what you folks, as players, would find cooler or help expand upon my ideas presented here.

My first option was to go all Hollow Earth/Savage Lands (with a touch of H.G. Wells "Time Machine") on them and have them on an expedition to another world below the surface complete with ancient cities populated by lost civilizations who are slaves to savage dinosaurmen overlords.

Option two is a jungle expedition complete with apemen, Mayan-like civilizations, ancient temples full of delicious loot. I'm really channeling Indiana Jones and the Temple of Doom for this idea.

Third is a setting specific deal: The PCs would be posted at Valorheart Keep at the opening to the Valley of the Damned; a depressing and lifeless little valley. It's magical barrier is the only thing that keeps the intelligent, demon-summoning undead hordes of the Scar from all out invasion. On the day of the first game, of course, that barrier has an unfortunate breach and from there they need to figure out how to close it or they may even get stuck behind it...