The Full Pouch spell.... alchemical items usefulness fall off pretty quickly because of low DCs. Duplicates made with Full Pouch use the spell DC if it is higher than the original object. With high INT and appropriate feats, you can make alchemical items that are relevant well into high-middle levels.
If you took a familiar with hands, give them their very own Handy Haversack filled with alchemical goodies.
As far as Dazing spells, I am partial to Wall of Fire.
Went with Hospitaler instead It adds a dedicated channel pool and doesn't mes with my weapon bond
Gray Warden wrote:
You need 4 levels of Oracle to be able to cast Shield Other, you reported only 3.
Was planning on picking up a wand of Shield Other. May go ahead and take a fourth Oracle level....
Gray Warden wrote:
As per you feats, I suggest you pick Power Attack and then the Mercy feats as soon as you can, as they are what make the Oradin unique. High BAB, high Strength and Smite are more than enough to make you martially relevant, andthere is no point on healing an extra +1d6 at level 15. Similarly, Ultimate Mercy is a wasted feat at level 19 when Raise Dead has been around since lvl 10.
You make very valid points.
Gray Warden wrote:
Optimistic Gambler is 3.5 legacy AND a campaign trait. I suggest you pick Community-minded instead, which also acts as a minor Lingering Performance for the Skald's Raging Song.
Yes, I know, but our GM has made ALL Paizo material available. Community Minded is an outgoing bonus, not incoming. It would work with my Eldritch Heritage, but not for the Skald Raging Song.
Gray Warden wrote:
Rather than Dangerously Curious or Envoy of Healing, I would pick Magical Knack to pump up your Paladin's caster level. This will be useful for all your career, but even more so at level 15, when your caster level will be 10, and you can qualify for Divine Interference. If not, you can wait and, if you want, you can pick Additional Traits at lvl 13 to get Magical Knack in addition to the other two. In this case, be sure to pick a different trait to get UMD as class skill, as it is also a Magic trait and it would preclude you the possibility to get Magical Knack later on, for example Arcane Archivist.
Do you really think that buffing a Paladin casting level is worth it? I must admit that I have never played a Pathfinder paladin, so I truly don't know. I was just going to stick with self-buffing for the most part and use UMD to pick up wands and scrolls of spells I want.
Divine Interference is good, but is it good enough to wait 15 levels while not maxing out UMD?
Gray Warden wrote:
Improved Critical is not necessary as you can simply make your weapon Keen..
Normally I would agree with you, but Bless Weapon's auto-confirm does not work with Keen, where it does with Improved Crit
Gray Warden wrote:
As an orthogonal piece of advice, I was going to play an Oradin in RotR too, but rather than focusing on fights, I preferred to keep my casting potential up. I went then full Pei Zin Practitioner Oracle. Give it a look if you didn't know it already.
I did look at Pei Zin Practioner, but decided to keep the more martial aspect. You see, I played a pretty optimized wizard in the last campaign and want to get as far away from that as possible this game.
Our group just finished up Skulls and Shackles and the GM was getting a little frustrated by our party's ability to walk through encounters, even after he beefed them up. I think our final battle with the EBG lasted 3 rounds....
That being said, we decided to take on Rise of the Runelords and tone down the characters so that it can be run as written. Our party consists of: Kitsune Sorc, Dwarf Warpriest reach/trip, Sylph knife master Rogue, an Aasimar Bloodrager/Skald with dips into Paladin for Divine Grace and I think a level of Brawler for prereqs focusing on spellsunder and ranged combat, and me. I am playing an Oradin of Sarenrae
All Paizo material is available. 25 pt builds
Here is what I have so far. I am open to any suggestions for change.
Half-Elf(+2 CHA, Skill Focus: Survival)
STR 16 DEX 12 CON 16(4th, 8th) INT 10 WIS 8 CHR 20(+2 racial,12th, 16th)
Wielding Lucerne Hammer for reach and B or P damage, Greatsword backup for S (Will switch to Fauchard for crits later)
Traits: Opportunistic Gambler(for Touch of Rage), Dangerously Curious, Envoy of Healing, DRAWBACK: Overprotective
1 Paladin 1 - Fey Foundling
I am in. I haven't played a game like this in many, many years. I am looking forward to it.
As for alignment...
When a good caster summons a non-aligned monster, he gets a celestial version that matches his alignment. Sacred Summons allows clerics to summon monsters that match their alignment as a standard action. As written, it really only works for monsters with an alignment subtype, but there is a LOT of table variance and I have had DMs before allow it to work on standard summons.
Also, are you allowing Traits/Flaws?
OK, still need to finish purchasing equipment and naming him, but here is the first draft:
Human Cleric of Desna:
Human Cleric of Desna
Swapped Dex and INT
STR: 14 (+2) Human Bonus
DEX: 11 (+0)
CON: 10 (+0)
INT: 10 (+0)
WIS: 13 (+1)
CHA: 10 (+0)
Luck – Bit of Luck
Travel – +10’ Movement, Agile feet
Racial Feat – Sacred Summons or Furious Focus
Tin Foil Yamakah wrote:
I decided to go with a Cleric of Desna
Here are my Rolls for Starting Wealth and HP
Wealth: 4d6 ⇒ (2, 2, 2, 3) = 9 x10 = 90 GP
(EDIT) My dice obviously hate me :-(
Let's see if this works:
STR: 3d6 ⇒ (4, 1, 2) = 7
YIKES! Let's try again:
STR: 3d6 ⇒ (5, 6, 1) = 12
Looks playable. Let's see what I can make of it.
And here is his gear
165 Masterwork Duster – AC 4, Max DEX 4, ACP -2
OK. Here is Vander McClain's crunch and fluff. All I need to do is purchase equipment
Vander McClain is a former cavalry trooper. He was born in Georgia (pronounced Jaw-jah) and enlisted because he didn’t want to work the family farm, leaving that job instead to his two younger brothers. He was stationed out west as part of the 7th Cavalry under the leadership of General Custer. While he participated in putting down several indian uprisings, he was finally discharged for failing to follow orders to slaughter an Cherokee village after some reckless Cherokee youths attacked a wagon train of settlers. The only casualty amongst the settlers was a feller whose horse threw him and ended up with a broken neck. The Cherokee were killed to the last man.
After leaving the army, he drifted from town to town, taking work where and when it suited him. It was during this period when he encountered the Judd Matlock gang. He was returning with his employer from a cattle drive. When they arrived at the ranch, all that was left of the house was a few blackened timbers. His employer was devastated to learn that while he had been away, the gang had moved in and forced his wife to feed, house, and pleasure them for several weeks before his son had managed to slip away into town to inform the sheriff. The local sheriff took a few men to confront the gang and the situation rapidly devolved into a standoff that concluded with the gang killing the wife and torching the house before escaping in a running gunfight.
Having become fond of the family he was working for and the rancher being a relatively peaceful man, Vander vowed to him to track down the gang and avenge the man’s wife. Vander followed the gang for weeks before catching up to them where they had camped. He planned on approaching the camp during the night in order to catch the gang unaware. Unfortunately, as Vander was approaching, he ran into one of the members who had walked out of camp to relieve himself. During a brief struggle in which the alarm was raised, Vander took a bullet to the shoulder. The gang hastily rode off into the night while Vander made his way to the nearest town to see the Doc.
That was two months ago. His shoulder now healed, Vander has decided that taking on the gang single-handed is not the wisest move he ever made. When he heard that the U.S. Marshalls were assembling a group to take down the gang, he quickly volunteered.
Human Ranger(Skirmisher)/Gunslinger(Musket Master)
STR: 14 (+2) 5
1st – Favored Enemy(Humanoid[Human]), Track, Wild Empathy, Deeds, Grit(2), Gun Training, Rapid Reload(2 H firearms)
2nd – Combat Style (Archery) Feat: Rapid Shot, Nimble +1
3rd – Endurance, Favored Terrain (Desert), Deeds
I have been in contact with Thunderbeard and he has ok'd a Drow Ninja for me.
If eveyone is OK with it, I would prefer not to post the character sheet publicly. Suffice to say that he is a master at infiltration, both physical and social. Once inside, he can obtain objects and/or information or perform whatever deeds need to be performed.
As soon as he approves the char, I will post more.
Looking forward to this a lot!
My son is having fun playing a Summoner that rides a dragon-like Eidolon while wielding a lance.
At 8th level:
Quadruped with Claws(1), Mount(1), Pounce(1), Gore(2), Skilled:Fly(1), Large(4), Fly(2) (yes, the extra point comes from Extra Evolution feat).
Feats: Power Attack, Flyby Attack, Death from Above
Before he was high enough level to make it Large, he used Enlarge Person on it through Shared Spells.
With an Amulet of Mighty Fists (Acid and Holy), and a Belt of Thunderous Charging (worn as the girth strap of his Exotic Military Saddle), on the charge the Eidolon gets Bite +20 (2d6+1d6acid+2d6holy[against evil]+9), 2x Claws +20 (1d8+1d6acid+2d6holy[against evil]+9), Gore +20 (2d6+1d6acid+2d6holy[against evil]+9) for a total damage output (assuming all hit and opponent is evil) of 50-129. It gets better if he is made Huge with Enlarge Person.
That's completely separate from the damage the Summoner himself does with
Spell ist is mainly buffs for himself and Eidolon like Enlarge Person, Bull's Str, Haste, etc.
A wand of Saddle Surge and a good UMD skill also go a long way in upping the damage.
The size of the Eidolon has not been an issue for us, since most of the campaign has been a wilderness trek to recover a rumored artifact that we need to save the world (Cliche', I know, but has been a great campaign). In the few instances where the Eidolon would have been too large or inconvenient, the Summoner simply banishes him and uses his Summon Monster SLA to help out the group.
Don't forget that Rogues can gain a familiar through the Advanced Rogue Talent, Familiar.
As far as gaining multiple familiars, I know of no way if you stay strictly within Paizo material. However, Super Genius Games published a feat that would allow a second familiar called Second Bond.
My Wizard in our homebrew campaign has two familiars.
The description does not limit the ring to only learning arcane spells. It also says it treats the learned spell as if it were on your class list, which MAKES it divine.
Now, I don't think that was the intent of the designer, but as it is written, the ring can learn any spell and since it is considered part of your spell list, you can use it.
Our DM let our Summoner (who rides a dragon-shaped Eidolon while wielding a lance) learn Saddle Surge from a friendly paladin. YMMV.
Our party is currently on a ship and is being pursued by a second ship. The rules on setting things on fire are a little sketchy, so I thought I would ask the community for input.
Our DM is very easy-going and wants to work with us, the players, to make things work.
Our current plan is thus:
Use the wizard's air elemental familiar, the goblin firebomber alchemist, and the summoner riding his dragon-shaped eidolon to drop alchemist's fire, oil, and fire bombs on the enemy ship while the druid (wild-shaped as a shark) and rogue (with water breathing on him)attack the ship from underneath with a hand drill and casting warp wood on the rudder and planks of the hull.
The questions are these:
1) Do all parts of a ship count as attended objects and whose saves do they get if so?
2) Is an object or person more likely to catch fire if sacks of multiple alchemist's fire are dropped? How much more likely?
3) Does oil enhance the chances of catching fire?
4) Historically, ships are normally caulked with tar and rigging is often coated in to weatherproof it. Does this enhance the chance of catching fire?
5) Can anyone think of a better way to discourage pusuit or destoy the pursuers? Our party is 8th level with a Wild-shape slanted Druid, a Conjuration specialized Wizard, a Rogue, a Lance-wielding Summoner riding his dragon-shaped eidolon, and a Goliath Barbarian. The Druid's Companion is a wolf with 3 INT and a collar allowing speech and the Rogue has a cohort in the 6th level Goblin Firebomber Alchemist.
The ship we are on is owned and captained by a Cleric 10 and the crew includes a Magus 9 and three other Wizard 6.
The ship we are being chased by is crewed exclusively by undead with enough Skeletal Champions to work the rigging and I suspect are commanded by a Vampire Anti-Paladin. The big bad guys are supposed (I think) to be recurring villains and are statted out like full PCs. Our DM also gives full HP to NPCs/monsters and summons instead of average, in order to challenge our party. (We are fairly unorthodox in our methods and tend to roll over most encounters with very little wasted time, effort, or resources. This is our first encounter with this group of NPCs and I suspect that they were created specifically to challenge us and put a fear of dying into us.)
EDIT: I also forgot to mention that the Rogue is carrying several boulders that have been shrunk that could be dropped on the deck.
Well, the questions didn't really deal with costly components. Those are spelled out pretty clearly. What I really want to know about is the intangible things that have a gold piece cost but don't really give you anything to show for that gold, like writing spells in a spellbook, spell research and crafting material.
Let me preface this by saying that I am aware that all of my questions below are answerable with, "It is for game balance." I get that. I am a big fan of game balance. That said, I want to know what the IN CHARACTER answers are. If my wizard were trying to explain these things to a fighter, what would he say?
We all know that it costs an amount of gold to write new spells in a wizard's spellbook. My question is, where does the gold actually go? Is it for special inks and quills? If so, why is there not an option to purchase them specifically?
How do other DMs handle this? Do you allow wizards in your group to simply deduct the gold and write the spell or do you require them to actually "purchase" the materials needed, much like what you would do with crafting feats? How is it handled if the wizard is nowhere near a settlement? Can you purchase these materials in advance so, if you happen across a new spell, you can write it in your spellbook?
On a related note, how do you handle the new spells a wizard acquires upon advancing a level? Do they magically appear in his spellbook? Does he go to the local wizard's guild and acquire them? Is it simply the result of his off-time tinkering with the laws of reality? Why are these spells written for free versus spells that are found by other methods?
These questions lead into spell research... Again we all know that it costs to conduct spell research, but where does the money go? Does it go into buying materials to be tried out as different components/foci, access to a research library, or what? If a wizard can figure out the spells he gains every level on his own, why would he need help with other spells, especially if it one that already exists and that he could have taken with his last level if he had chosen? Can the spell research fees be paid in advance of heading off into the wilderness so that only the time requirement needs to be met?
Would it be possible for a wealthy wizard to purchase all the GP requirements of spell research and the costs of writing them into his spellbook for several years and go hole up in a tower in the middle of nowhere and be able to expand his spell knowledge? If it is, what would the size and weight of these materials be? Could he carry them in his saddlebags? Would he need a wagon? Would he need a fleet of wagons?
Now that I write this, I suppose I have the same questions about crafting. If the same hermit wizard decided that he wanted to be able to craft magic items for several years, how would the weight and bulk of his crafting materials be measured? Would he need to decide in advance what he was going to craft or would the appropriate amount of GP in "crafting material" be sufficient? I assume that you would need different actual materials for a Headband of Vast Intellect than you would need for an Ioun Stone. Does anyone actually track this?
My last question is does any of the above ever really matter or are people more concerned with killing monsters and acquiring treasure than roleplaying in a logically consistent setting?
Bill Dunn wrote:
I wasn't meaning it in a mean-spirited way. I was simply using it as a shorthand way to say that I wanted to be able to get more out of my actions than I would otherwise be able.
I did question the DM specifically about it casting 2 spells per round and asked him if he was sure that he wanted me to be able to do that. I already do a lot on my turns as I have a wand-using familiar. He assured me that he was comfortable with this. He has also dropped hints that our adventures are about to get a lot tougher, so it might be for the best.
As a long time DM/GM and relatively rare player, I understand that the game is more about cooperative story-telling than some kind of contest between the DM and players. I routinely sit down with the DM out of game and run character development ideas by him and work with him on how to integrate my character into the story he is wanting to tell.
So... last session we kill off a necromancer who had an unusual spell book. The book has infinite pages and folds down to about the size of a phone. Nifty, but not terribly powerful. The kicker is that you can scribe scrolls into it as well as recording your spells. Three times per day, the magic of the book allows you to cast one of the scrolls as a move action. The DM has said explicitly that this allows the bearer to get off more than one spell per round, much like a rod of quicken. We are 7th level and he priced the book at 22,000.
This can obviously be quite powerful, but I am not sure that I fully understand all the implications. This is obviously less powerful than a greater rod of quicken as it uses a move action instead of a swift action, preventing me from moving (outside of my teleportation school power) or directing a previously cast spell like aqueous orb. Also, I will have to spend the gold and time to scribe the spells in the first place. Normally, I would scribe spells that are too situational to memorize on a daily basis, but this makes me think that I should be scribing more useful spells in order to break the action economy in combat. Also, we do not get a lot of downtime, so I will almost never get to use it more than once per day due to not being able to scribe more than one decent level scroll per day.
So, for those of you with experience playing wizards, what is the best way to use this item to the fullest extent? Also, what are some good one-two punches of spell combinations to use with it?
So... the first sentence is just a sort of overview? It seems really confusing that way. My DM reads it as paralyzing upon hitting and then draining.
I feel this is poorly written.
Mind you, I like the spell a lot better if it only paralyzes after a stat falls to 1. It feels less like clubbing a baby seal when I use it.
School necromancy; Level sorcerer/wizard 2, witch 2
So... the awkward wording seems to be, "...once any of these attributes reaches 1 the target collapses and his body, except his head, becomes paralyzed."
I find this strange since the target is already paralyzed upon the casting.
I surmise that the spell was changed before publication and the two versions sort of got mixed together. It seems awfully powerful for a second level spell in that it allows no save (although it does allow SR) and completely immobilizes the target. It's just a shot in the dark, but I think one version of the spell allowed for a save and upon failing it, you were immobilized and another version had no save, but you did not become immobilized until an attribute fell to 1, thus allowing you to try to free yourself by attacking the whip or caster.
I only noticed this after my wizard found the spellbook of a necromancer we defeated and I was familiarizing myself with the new spells. The Necromancer (6th level) used it to completely neuter a 10th level Minotaur fighter that was going to chew him up. After reading over the spell, I felt that it would be really cheesy to use on my own spell list, but I thought I would get the opinions of folk who are more experienced at playing casters.
So... I guess my questions are these:
Do you think that it is overpowered as written?