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Okay so one of my good friends (and the only female GM I know!) is running a one night, 1 session, combat heavy adventure next month. We are to create lvl 20 characters and have been given NO limit on the amount of gold we can spend on our gear / items and can buy any official Paizo item / gear etc (no third party stuff). We DO have carrying capacity limits though.

I would like to build a sorcerer for this and was looking for any advice as I have never had / built a character up to this level.

- What are the absolute best items for me to purchase for this session?
- What are the essential high level spells?
- Any great combos with feats, etc. I should be aware of at lvl 20?

Any general advice or suggestions would be awesome.

Thanks!


Hey there everyone. So i'm in a campaign with a solid group of players, its about 60% RPG'ing and 40% combat. We all just hit lvl 5 and are using a pretty standard point setup / progression. Just a disclaimer, this is my third campaign ever so I'm by no means an expert.

I'm having a really hard time figuring out where my Warpriest fits in with this group. I feel as though everything I can do, someone else can simply do better. Here is a bit about my character:

STR: 18
DEX: 12 (buffed with Dex belt)
CON: 14
INT: 9
WIS: 18
CHA: -2

RACE: Oread
WEAPON: Dwarven War Axe: D10
BLESSINGS: Plant and Magic (see warpriest link above, scroll down)
Feats: Combat Reflexes - Power Attack - Improved Init. - Weapon Focus

My Goal: I wanted to AT LEAST be really competent with either casting or melee then use the unique aspects of the Warpriest to twist it or enhance it. At this point i'm just average at both. I hoped to use the unique features of the Warpriest but it sounds more unique on paper than it does in play.

Here is the group setup:

Druid (better caster than me)
Ninja (hits as hard as me, and more RPG opportunities)
Warrior (hits harder than me)
Summoner (better caster than me)
Warpriest (me)
Fighter (does more damage than anyone)

As it stands, my spell casting is sometimes useful but generally not needed, I hit hard, but not as hard as the warrior, sometimes the fighter, and I try to contribute with the RPG aspects but that only gets you so far when it comes to enjoyment.

Any tips on how I can improve the above? My GM said I could change anything I wanted to since this is a pretty casual campaign. I feel like my spell list is pretty limited. I can do some healing but the group generally doesn't need it much (and I also don't want to be a "healer"). When I first set out with this character, I thought I would be able to use the blessings in combination with high attack power to make a unique feeling character and it just isn't happening.

I was trying to come up with a way to really push the Combat Reflexes feat to make me a unique force in combat. I planned to use command to try and force enemies to step away, and thus provoke an attack of opportunity. I also was thinking of using Cause Fear or some other spell that also makes them disengage from me and thus, cause an attack of opportunity. This isn't the ONLY thing I want to do, really anything that makes me more useful or unique would be great.

I really need some help here. I just picked up a Masterwork Composite Longbow so I've heard a few things about ranged Warpriests.


For starters, I've only been in 1 full Pathfinder campaign before so I am by no means an expert. That being said, we have a new GM who is going to be running the Kingmaker Adventure Path

I decided to play a Wizard for this campaign. I have a lot of things already down on paper for him but am constantly changing things. I have played a Sorcerer to lvl 20 before and loved it.

I tend to get overwhelmed when I have too many choices and I'm starting to feel that way. Here is what I would like to get out of this character and who I want him to be.

Chaotic Good

Personality: I want him to be able to converse with Nobles easily, to come off as a high and mighty Wizard worthy of standing in any noble court. However, I want this to be an act he puts on, upon leaving the company of nobles, etc. he would immediately bad mouth them and their stuffy ways. He would be careful with what he says to avoid constant bluff checks. I want him to be mischievous, a trickster of sorts with a love of gambling and hard drink. Pulling the puppet strings of the nobles to further the goals of the party.

Abilities: I want to be valuable to the party, constantly looked at to solve problems and get us out of dangerous situations, etc. However, I also want to be mighty, to cast powerful damaging spells. I would love to use a lot of spells out of the other books besides the Core book that my play group has maybe never seen before. I also love interesting combinations of spells like casting a damaging area of effect spell with a duration and damage over time on an enemy then dropping a prismatic dome over them to trap them inside. Would love some suggestions here.

Questions:

- What would you recommend on Race? I know Elf seems to be the preferred but I would love to try something slightly different that won't cause many issues conversing with nobility and elite (I doubt they would give a Grippli the time of day...)

- What would you recommend as far as the school I should go with? I've read that the Wood Elemental school is fantastic and I've also read that Conjuration is great.

- Familiar or bonded object? If familiar, any creature recommendations based on my loose character outline above? I like the idea of the improved familiar - Sylvanshee

- Any and all spell recommendations based on my Abilities section would be very welcome. Along with interesting combinations of spells.

- Same goes for feats, looking for any interesting options or must haves. I know I should take improved initiative, and probably toughness.

- Any recommendations on an archetype? Leaning towards Exploiter Wizard - Exploiter Wizard or Spell Sage

Lastly, anything i'm missing? Any suggestions on how to possibly build the character different as I may be missing something or not even thinking of something important?


So I am about to start a new campaign and me and the GM are wondering about the Improved Familiar feat. It states in the rules that part of the per-requisits is the "Ability to acquire a new familiar".

Well, what does that mean exactly? I assume a familiar, at the begging of the game if Arcane Bond is chosen for a Wizard, is just given to you.

So what does that mean for improved familiar? Do I have to do the ritual of 1 week, 200 gold per level, and 8 hours to conjure or summon the improved familiar? Or can I just dismiss my existing familiar and automatically get the new one?


I am GM'ing a campaign where I am creating a mix of home-made planes and official stuff. I found something on the page about the First Plane called The Riddled Sphere - http://www.pathfinderwiki.com/wiki/First_World

On the plane they are going next, I want to have man-made moon that the players have to travel to and solve a mystery on. I was thinking maybe I could integrate some stuff from the Riddled Sphere dungeon but I can't find much of any info on it.

Anyone have more information on this dungeon or know where I can find it?


Hello, this is my first post as I have just started GM'ing my own campaign for the first time! I am wanting to have much more dynamic combat in my campaign than in the previous one I was part of. Here are my questions. I will keep them all with this example of a fight i'm setting up for our next session:

Large room 60x100 feet with six large pillars in it.

- If I want to have a large fallen pillar laying on the ground in the heroes way when they enter this room, how tall does it have to be for them to just not "take ten" on it. I know you can't take ten during combat but I want it to be moderately difficult to get over. How would that work during / out of combat?

- If I put cracks or fissures in the ground, how wide do they have to be to be moderately difficult to jump across? I setup 8 foot gaps for them to jump across upon entering the dungeon and they "took ten" on them which seemed like it shouldn't have been allowed considering they were on a steps very high up a mountainside.

- If I want to have one of the pillars busted and close to falling over, how can I let them know this in a more dynamic way than just telling them? If they were to roll perception on the entire room, how do I know if it is high enough to see this damaged pillar?

- How does cover work? I want to have some large rocks scattered around (and the fallen pillar) that could potentially provide full or partial cover. Not sure how that works when, say, an alchemist is throwing something at a 6 foot tall enemy behind a 5 foot rock.

Any help at all would be so very much appreciated. Thank you in advance.