Nickold Starweather

Sebastian Salt's page

10 posts. Alias of DSRMT.




Just wondering if it's worth it to focus on Electricity as a wizard? I know the first book has just come out, but I also know robots have a susceptibility to electricity. Is it likely to be worth it?


2 quick questions about the Cloudburst armor ability

1: it only lists the cost of 5000gp if you make it yourself. I assume you pay the normal 10,000gp, but just want to make sure... sooooo is it?

2: does resistance apply before or after the takes place?


Reading over the Blood Money spell, it allows you to pay expensive material components for spells. My question is, can I split the cost between diamond dust and the spell?

IE. If casting Wish, could I spend 4000gp and the rest in strength damage?


So I am going to be playing in this adventure soon, and I was looking at trying out the Siege Mage archtype, seeing as how this might be one adventure it can actually be useful

So just a couple of questions for people who have played a bit already
1; Is there a fair amount of siege combat, enough to make the archtype worth it
2; what schools do you think I should give up. I was gonna drop Enchantment, but it seems that school might actually be worthwhile, what with all the humanoids I'll be fighting.

Any general tips are appreciated as well, thanks in advance


Can a Barbarian stay in a Rage when they become fatigued? ie. from a spell or other effect


Ok, I'm going to open the same can of explosive worms that has been opened many times, and I'm sure people are going to get heated, but I'm curious, so I want to ask...

What abilities to wizards/clerics/spellcasters have that pure martial characters just can't compete with? What can they do that martial characters are left behind? What makes martial characters feel "impotent" around magic users?

I'm not trying to troll, or start a flame war (though I'm sure that will happen anyway) but more to get a perspective. In any game I've played a spellcaster, I've never upstaged the rest of the party, or made the GM throw his hands up in frustration, and I've always felt the Martial characters have had something to contribute to pretty much every situation


Anyone know any good one night adventures?

I have some friends joining me this weekend, and they haven't played Pathfinder ever, but are interested.

So, I am looking for a one night adventure, that isn't too difficult, as my friends would all be newbies.


Since there are now a literal poop-ton of feats out there, and since characters still only have the same finite number to choose, what would people think of feats being given out as part of a reward? Obviously not in a treasure hoard, but as special training, or something along those lines?

And, how much would that be worth in terms of gold? I was thinking a base amount (say 1000) plus an amount for prerquisites


quick question, what level does this adventure path take players too?


I am building a level 18 character for a game, and I have decided to try my hand at the Spellslinger archtype.

Stats will be rolled, and I haven't rolled yet, so I don't know what I have yet, but obviously I will be putting my two highest stats into Intelligence and Dexterity

I'm not sure if I should go straight Spellslinger, or if I should try and go for the Eldritch Knight PrC. I might be missing something, but it looks like none of the class abilities of the Spellslinger are level dependant, so that would help a lot.

What feats should I be taking? I plan on taking the obvious ones like point blank, precise, arcane strike, deadly aim, and rapid reload.

Any help would be helpful, so thanks for the help!


Hello Boards!

I've just recently picked up this adventure

Way of the Wicked

and I am looking for a good soundtrack to go with it. Anyone have any suggestions for a soundtrack for an evil campaign?


So in the Serpents Skull Game that I am currently in, we are facing a very real TPK. I don't want to give any spoilers, but we ended last session in the middle of a fight, and I don't think we have any way of hurting the monster we are fighting properly. Now, I am a firm believer that if you plan another character, you will probably survive the current TPK. Even better if you plan a character you really want to play.

Currently, the rest of the group has planned what classes they want to play next, and they are

an Alchemist
a rogue
a Cavalier
a Hellknight or a Druid, hasn't decided

and then there is me. I can't decide what gap I should fill. If the last player plays a Hellknight, I know we'll need some kind of healing, but if he plays a Druid, where is our party most likely to be deficient?


So I'm just rereading the spell resistance for armor, and it is crap. So I'm now wondering, what is the best way for a non-spellcaster, non-monk, to get good spell resistance. Or is there no way?


I'm just wondering if anyone has run into any problems bringing these rules into mass combat.


I have decided to build a Mystic Theurge in a level 16 game my friend is running. Since I have 16 levels to play with, and as such I don't have to slog through all the annoying levels, I want to try and have some fun with this class.

I know that Wizard/Cleric would be more efficient, but I am kind of interested in trying a Sorcerer/Oracle. So, as is often the case of posting on the forums, I have a few questions.

1: Would playing a Sorcerer/Oracle at this level really hurt?

2: What suggestions do people have about the build. I know that it would be a suboptimal build, but I would like to Optimize this as much as possible, as my GM runs a very optimized game.

3: Does this look infected, and should I go to a hospital to get it looked at?


I just read these two in the PRD, and it lists the whip as a one handed weapon, but the scorpion whip as a light weapon.

Are they meant to be two different sizes, or is one right and the other wrong?


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I am reading over the Knowledge Pool Magus ability, and I was basically wondering if it let's you add spells to your spellbook.

It basically let's you memorize a spell for the day as if you knew it. If I take the Scribe Scroll feat, would I then be able to scribe the spell onto a scroll, then scribe it into my spellbook?


If I use Wand Wielder to activate a magic staff with spell combat, can I wield the Staff two-handed at the same time?


So I just picked up my copy of Ultimate Magic, and so far am very happy with how everything is looking. I am going to be starting up a Campaign soon, and started looking over the Words of Power section. To me, it feels like it makes the most sense for spontaneous casters (Oracles, Bards, Sorcerers) to use words of power, while prepared casters (clerics, wizards, magi) to use regular spells.

So, my question is, if I made it so all spontaneous casters were word casters, what kind of impact might it have? Would the spontaneous casters become too weak? too strong? would it all work out in the end? Any advice would be welcome


Hi all!

I wasn't sure what thread to put this under, so I stuck it under the General Discussion one, hope it's ok.

Anyway, I'm running a Kingmaker campaign, and have been looking at some of the adventure modules as a way to add a little more story to the game (not that it specifically needs it, I'm just looking to throw a little extra at my players)

So I wanted to know if there were any adventure modules that might be a good fit into the Kingmaker Campaign?


A lot of people on the boards have been talking about how Spell Save DC's don't scale well enough, and I know I've experienced that a lot myself. Looking through the bestiary, if you're facing something straight out of the book, and you target their bad save, you should have something like a 63% chance of success.

The main problem comes from NPC and that darned cloak of resistance, which ups all their saves. This is the equivalent of a magic armor bonus to AC. The problem? There is no equivalent magic bonus to the spell "attack".

So, why not make a magic item that allows spellcasters to increase their Spell DC the same way Fighters increase their to-hit?

Obviously this would take a lot of balancing. Cost. Item slot. Would affect all DCs or just one school. But for now, all I'm looking for is a yes or no from people to see how viable it is.


Im assuming you can't actually summon an Outsider with the keyword 'Native' but I can't seem to find a specific ruling on it. Can anyone clarify?


Just a quick question. If I multi-class a monk and a magus, and I want to use flurry of blows, can I still use spell combat? Or do you only get 1 or the other?


Ok, maybe my understanding of the spell is flawed, but it seems to me that if you want to use Planar Binding (any of the three will do) you first have to cast a Magic Circle Against __________, which works for anything with the correct alignment (Law, Chaos, Good, Evil)

My question is, what do you do if you want to summon something that is True Neutral?


Vain attempt at a bump?


Ok, I'm looking for peoples opinions on what the best, non-standard classes from 3.5 are to bring into Pathfinder.

I know that any classes CAN be converted, but I just wanna see what people think are most worth it.

I'm looking for classes
- that easily balance with other Pathfinder classes
- aren't excessively redundant with other classes (Favoured Soul & Oracle)
- have good flavor

My personal first two choices are
Dread Necromancer (Heroes of Horror)
- I know there were a lot of Necromancers, I just always preferred this one
Artificer (Eberron)
- actually, pretty much everything from that setting is good for me, lol


My friend is starting a campaign where all the characters are essentially pirates, having left military life to strike out on our own. Obviously, a good portion of the adventure is going to take place on the open ocean.

However, another good portion is going to take place in the jungle and on land. I'm just wondering if anyone has any ideas for a good Druid animal companion (Half-Orc if it matters) to take that would be useful in both places


So I'm looking over the Celestial Chainmail, and am trying to figure out the cost. The +3 is 9000gp, the flight once per day would be 5400gp, the armor itself is 300 gp, which totals 14,700gp, which leaves 7700 gp.

My first question is, is the overall price lowered because the creator "must be good"

My second question is, can the enhancements listed under Celestial Armor's base statistics (+6 to max dex, -15 spell failure, -3 armor check penalty) be applied to other Armor's (like platemail)


1 person marked this as FAQ candidate.

If someone has, say 5 fire resistance, would that make them any better at resisting high temperatures? Would they still sweat enough to dehydrate? And same with Cold Resistance and sub-zero temperatures


I have a friend who wants to play a Daggerspell Shaper in an upcoming game I'm running. I'm just wondering if
A:) Anyone has done a conversion
B:) Anyone considers it a over/underpowered class

Any feedback would be appreciated, thanks!


Just wondering if it's possible, after you have used a wand, to re-enchant it, with either the same or a new spell?


Hey, just a quick question.

I've heard a few people talking about a "Dervish" related feat that lets you use dexterity for your damage with schimitars, and I'm just wondering where it is


Nobody?


Hi all.

I'm trying to design an army of "clockwork soldiers" and want to include clockwork spellcasters. I realize that constructs are mindless, and don't want to take away from that, but I also wanted to have them be actual spellcasters, not just a few spell-like abilities.

So I was wondering if anyone else has tried to make mindless spellcasters, if anyone had any suggestions, or if anyone wanted to scream blasphemy at me?


Hey, don't know if this has been asked before, but I'm just wondering if using an immediate action uses up your swift action for the round, or if they are two separate actions.

The core book states that an immediate action is 'similar to a swift action' and my GM thinks that is enough to say they are similar enough that using one negates use of the other.

What are your thoughts?


Hi all

I just picked up the factions book, and so far I'm loving it.

I'm looking at starting a Kingmaker chronicle right now, and was thinking about adding factions into it, but I'm not sure how well it would work.

Does anyone have any opinions? Do you think factions would disrupt the flow? Or add another level of intrigue? What factions would you think are appropriate?


Hi all, just wondering, if I have the greater grapple feat and the throw anything feat, am I allowed to throw a grappled enemy?


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Hi all

My friends and I have just started a PF game, and it's going good so far.

However, one of my friends is a little annoyed with the "Spells Per Day" system, and wants to move over to a "Spell Point" system. Now, I have the Unearthed Arcana, so I have the basic system, but I know a few of the classes have changed a little with their spells per day (I'm looking at the Bard mainly) so I have tried doing a straight conversion of spells per day to spell points.

The first question I have to ask is has anyone else done this for PF? And if so, how did it work?

The Second question is how have people found the spell points in the past, before pathfinder, and do you have any advice?

Thanks in advance, and good gaming all!


Hi all!

I'm starting up an Eberron Campaign, and am trying to come up with some homebrew traits. I'll put a few up here as I come up with them, but I was wondering if anyone else has come up with their own traits?

If you have any (especially ones specific to Eberron) please feel free to post 'em here

a couple of basic ones I've thought of are;
Innocuous: you have lived most of your life in the background, and are adept at not being seen. You gain +1 trait bonus to stealth, and Stealth is a class skill (proposed for changelings)

Beast Spirit: you are in tune with your bestial side, and can interact with animals more easily. You gain +1 trait bonus on Handle Animal checks, and Handle Animal is a class skill (proposed for shifters)


I'm not sure if this has been addressed yet, but I was just wondering if an Eidolon can go into an Anti-magic zone. In their description, it says they are treated like summoned creatures, except for the few exceptions they list, so my guess is no, but I just wanted to get your guys opinion on it

Thanks in advanced!


Hi, first post ever on these forums, so please be gentle

So I got it in my head last night that it might be cool to try and convert the old Genasi races over to PF, and to me they would make great natural elemental sorcerers. Reading them over in the old Faerun setting, they all have a clerical focus in their descriptor

does this mean they should be more divine, or would it be acceptable to give them an arcane focus?