Well, I'm looking forward to what you've got coming up for The Infinite Sky. The Long Road seems pretty good for what's there thus far. I know I've homebrewed some pretty crazy stuff into games before, such as a Fantasy equivalent of a WWI Sopwith Camel. Not that the above post Infinite Sky will have those, I was just saying something I've brewed to work in my home game.
With everything that can be changed, would it not be simpler to change the Monk to SAD? The d10 hd is out of the question for my group, and I'm doubtful the full bab would make much of a difference, at least the way my group rolls stats. If anything, I think the MAD is the worst problem of the Monk, and if you can find a reasonable solution to that, it would probably go allot further to a long term solution than a bab and hd fixes. I don't actually have a fix, as anything I've done has made things worse, or unbalanced them. Mostly, if you could drop one stat, and just be TAD you'd probably be OK. As best I can tell, you NEED STR, CON, WIS to be a decent monk. Just one man's two cents.
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I don't think gender really affects things one way or the other. Female or male can be sucky gm's. To be honest, I've introduced numerous females to this hobby, including my little sister and her fiance, 3 girlfriends over the years, and when my son is older, he will be shown as well. Whether gm or player, I've had bad experiences with females in the game, and honestly, if you think gender affects a persons ability to weave and tell a great story then you are poorly mistaken. Unless you think males are more terrible at it, which in my case is true, since most of my male gm's have been pretty much a suck-fest. And that's coming from a dude.
OK, as a noob to making magic items, I'm trying to learn this stuff. I understand that you have to know the spell in order to scribe a scroll of it. That part is clear. What I'm having trouble with is conflicting information. Being new to scroll creation, I've got one person telling me it takes up a spell slot, and another saying you just need to know the spell. Is it like preparing a spell? Do I use a spell slot to make a scroll? Also, how does it work for some one like the artificer, whom doesn't have daily spells?
I typed Ghostbuster and ghostbusters into the search bar, but didn't find anything to what I was looking for. Basically, I'm looking for the pathfinder equivalent of a ghostbuster. Anything you guys have ideas on? I was thinking of using the artificer to get this job done, but that may not be the right route, at least spell wise. I believe they are divine and arcane in their weird science inventions. My GM said he would be willing to work with me on this, but first we had to make sure there were no other alternatives to use. Having said that, what spell combos, wondrous/magic items, or artificer inventions do you think would accomplish this? My GM has given me the following list of things that need to be accomplished: 1) Proton pack/Neutrona Wand - You know, the bit they use to wrangle a ghost/hold it in stasis? 2) ghost trap - The, well, er.. trap that traps...ghosts... I thought about an Iron Flask, maybe there is an alternative? Maybe a small chest with Trap the Soul? 3) PKE meter/Goggles - I think a simple device with detect undead will suffice here. Maybe throw on detect magic with it? Like I said, I'm thinking artificer, because of his weird science inventions, and that seemed like a good place to go. I appreciate anything you guys can offer in help.
thepuregamer wrote:
Hopefully I'm not Necroing a thread (no pun intended), but how does the JuJu Oracle accomplish that? I looked at the link you posted but I didn't see where it said those things change, so I'm a bit confused. I, too, am looking to build a Necromancer for a future game, and am looking for input, as spell casters are my weak point. Edit: I think I found the answer to my question. The Revelation Spirit Vessels is how all that happens. Your build above is pretty darn scary looking, and I think I'm going to try giving it a go. Thanks for the info.
Not really, at least not for the campaign that just ended. One of my characters, my cohort actually, was bitten by a werewolf and failed the save. We played it out that the first X number of times she could not control it, but later Could be in control if she chose to transform. If it was the full moon and she didn't choose to transform, she was full blown lycanthrope and I had no control over her. But in hybrid form I did. While she is powerful indeed, it is a problem when she transforms and just goes on a rampage and as a player you can't do anything. It would mean the potential party killing the PC, but that is a risk you take when your a werewolf traveling with a party.
In my current group, our Gm interpreted the rules to be that if you can have a high enough stealth skill, then you are "stealth-ed". Meaning that as long as you don't do something stupid, like attacking a guard (or anyone for that matter) then your no longer concealed. As an example, there is a character in the group that is a cohort, Level 9 with a stealth of 67 (thanks greatly to our GM allowing this person to buy said items that add to stealth, and also giving them a couple of items didn't help). So, for scaling a wall, he didn't have to do a stealth check, though a climb check was required several times. Walking through town, past plenty of people, sneaking into the castle via climbing a wall and onto the roof, and walking around the castle. Basically, he ruled that if the skill in question is psychotically high, then no rolls need to be made due to nobody (maids, guards, etc) being able to break that. The only rolls he did were climb checks when he was climbing something, outside that, he just wandered through the city, free to do as he pleased. Now, if he was dumb enough to take that and try to steal, then yes, he would get some HUGE negatives, depending on the situation.
Kierato wrote: Extracts are "spells in potion form" you "prepare" your extracts, all at once or a few at a time, and "cast" them when you drink them. They are very much like a wizard's spell, including how you learn them. Does that answer your question? So, just to make sure I understand what your saying. The formulae are the spells, what I need to make said extracts, which are in turn, the same as the spell on the list?
Hello all. I'm new to the message board, and somewhat new to PF, been playing it about 4 months now. So, right now I'm playing my two characters, one being an oracle, the other being a scout assassin (cohort). Part of what I like to do is build characters, to see how the other classes would look if I built them. So far I'm doing good, until I decided to attempt an alchemist. Now, I've seen a few times where people have stated that they are subpar and what not, but I don't mind that. I didn't think he would be the type right there in the enemies face, anyway. Alchemist seems more of a support role, with being able to mildly help it's self in melee, and bombard the crap out of anybody who is there. So here's what I'm having trouble understanding. Everything else I get, until it comes to the extract/potion section. That is where I get lost. Am I supposed to just decide what "potion" I want by viewing the spell list? I mean, I've built the alchemist fairly well, I think. It's just a matter of getting this extract/potion/formula stuff figured out. Sorry, I didn't find the books helpful in answering this, but I may have misunderstood by the wording. I'll be happy to post the character if you would like to give pointers. I'm always open for constructive criticism. |