Sorsohka's page

Organized Play Member. 5 posts. No reviews. No lists. No wishlists. 1 Organized Play character.


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What conjuration spell is so good that everyone propose spell focus conjuration? when I look at the list I didn't saw a single interesting conjuration spell requiring DC.


oh yeah kinda of forgot, that is 2 more pound of magic item I can have equip on me lol^^

I basically did a copy paste of my 3.5 character so some detail have slip throught (like Eschew material and spell component pouch)


Here my intended spell list of the spell I was interested in taking.

Cantrip: (9)
Acid Splash
Arcane Mark
Dancing light
Detect Magic
Detect Poison
Ghost Sound
Mage Hand
Read Magic
Resistance
1st: (5)
identify
Magic missile
Mage Armor
Summon Monster I –> Shield
Ray of Enfeeblement (ranged touch + Necro Fort½)
Feather fall (immediate)
2nd: (5)
invisibility
Eagle Splendor
Cat’s Grace
Touch of Idiocy (melee touch)
Glitterdust (conj Will)
Mirror Image (illusion will)

3rd: (4)
dispel magic
Fireball (Evo Ref½)
Haste
Major Image
Summon Monster III

4th: (4)
dimension door
Greater Invisibility
Enervation (ranged touch)
Bestow Curse (Necro Will)
Scrying (Div Will)

5th: (4)
overland flight
Cloudkill (Conj Fort)
Feeblemind (Ench Will)
Magic Jar (Necro Will)
Wall of Force

6th: (3)
true seeing
Form of the dragon I ->
Chain Lightning (Evo Ref½)
Geas/Quest

7th: (3)
greater teleport

8th: (3)
power word stun
Form of dragon III
Maze (Conjuration no DC)
Horrid Wilting (Necrotic Fort1/2)

9th: (3)
Gate
Dominate monster (Enchantement Wis. Neg)
Wail of the Banshee (Necro: Fort Neg)
wish

@DesolateHarmony. My DM told me that we can reach level 12 and we plateau at 12 not 11.

I know 5 strenght is very low, but anyone got a way to bring it up? with 5 strenght I can carry light weight of 12, and with my basic gear I carry 5.25 lbs allowing me 6.75lbs for a robe(1lbs), a staff(5lbs) and haversack 5lbs. I intend to get a riding dog who will carry my gear so on my character I would only have my spell component pouch (2lbs) (and everything else carried in my dog saddle.

Yes I am very vulnerable to shadow (and CMB) but this is why I have mage armor so even the shadow will have difficulty to hit me. I know it's not perfect, but I prefer that risk rather then taking even lower Charisma, Dex or Constitution. Then technically in the group a meat shield should be present to help draw the enemy attention. I will also have my riding dog who can also fight to protect me. and summon monster for more cannon fodder


Tamago wrote:

Hi folks,

I'm curious about the rationale for the decision to irrevocably switch characters over to the non-Core Campaign once they have played in a non-Core game. As long as the character doesn't have any options from non-core sources, why restrict a player from moving back and forth between the two play "modes"?

I'm envisioning the following sort of scenario: a new player joins a group, playing PFS Core. She plays several games and enjoys it. Then she goes to a local convention, sees "Pathfinder Society" offered, and plays a game. Then she happily takes her character back to her local group after the convention and is told that she can't play their games anymore because her character is "non-core".

I totally understand restricting characters from rejoining the Core campaign once they have taken non-Core options. But I'm curious why, if a character still obeys all the "Core Only" rules, it would not be allowed to play another Core game after earning a non-core Chronicle sheet.

Thanks!

I was curious too. I'm a new player. I played last week at a store a non-core campaign level 1 campaign (without knowing) but my character is core (only used the core rule book to create him) I receive my chronicle sheet which doesn't give anything outside of core (I think) Then I learned that the non core table usually play much higher level so I won't be able to join them often, but the core table is just starting so I should be able to join them, but I was into allowed to bring my character to that table, I had to do an exact copy of the character, loose my chronicle sheet.

It's no big deal, it's just one game, but I would still have appreciated to be able to continue on, instead of restarting again.


Hi everyone.

I used to be a big fan of DnD 3.0, 3.5 and I love the sorcerer class. I love being the magic. I love not to be dependent on a book or on the whims of a god or patron. I am my own master and my own source of power.

So when I had a chance to play pathfinder I knew from the beginning to go sorcerer.

I am playing in a core campaign. and am I looking for advice on how to build my sorcerer. I got a decent background in 3.5 rules, and I suspect that I'll learn pathfinder very quickly, but I don't have time at the moment to study the entire book and find the synergies, the dark secret and loop hole that all of you already discovered. So if anyone can help me build my sorcerer and help me find the optimization path until I find time to study pathfinder book it would be great.

My first impression is to go with a hafling (-2str, +2dex(for range touch spells) +2 Cha (for everything) being small give many advantage (+1 size bonus, +4 stealth) and the penalty seem irrelevant for a sorcerer (I'm avoiding getting in melee range, so having a low CMD doesn't matter)

For my stat I was thinking about
STR: 5
Dex: 16
Con: 14
Int: 10
Wis: 11
Cha: 19 (+1 at level4, 8 and 12)

I know i could go 14 Dex and 20 Cha, but then one of my stat bonus would get wasted.

I was thinking about (greater) spell focus (enchantment and Necromancy) and I would need a good metamagic feat to go with my Arcane bloodline features.

I was thinking about precise shot, but in pathfinder precise shot doesn't seem to apply to range touch spell. Is there a way for spellcaster to safely cast range touch spell into melee combat?

I there is any trick of the trade someone can help me with it would be greatly appreciated.

Thank you