Count Haserton Lowis IV

Tellis Verani's page

1 post. Organized Play character for Tellis.



Sovereign Court

I'm curious if there is any spell, feat, class, item, etc. that will let a player cast a ranged spell from a melee weapon. I know through Magus that you can use your sword to cast touch spells, but what about range? It doesn't particularly matter what spell (damaging would be good though), and the range doesn't particularly matter. Just something beyond 5 feet range.

Any ideas, or does this not exist in any form

Sovereign Court

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I recently made a Tiefling Barbarian/Ranger for PFS play, and his first rage power is Scent. The Scent ability reads:

"A creature with the scent ability can detect opponents by sense of smell, generally within 30 feet."... "A creature with the Survival skill and the scent ability can follow tracks by smell, making a Survival check to find or follow a track. A creature with the scent ability can attempt to follow tracks using Survival untrained."

So my question is, what benefits am I getting from Scent, assuming that I have a good Survival skill to begin with? How I am interpreting it is that if I wanted to try and see enemies nearby, I could roll a Perception check, and if I failed it, I could also roll a Survival check to see if I could find the enemy by scent. What about Track? Can I roll for a basic survival Track roll, then if it fails, attempt to roll the same check again, but this time using Scent to track rather than my eyes? Or does Scent add something to my Survival (track) roll?

Sovereign Court

Hey everyone,

My local gaming store is starting up weekly Pathfinder pick-up-games, in addition to their weekly PFS games. I want to give you as much background on the story as possible, and a general idea of what I'd like to do, then I would really appreciate it if I could have some suggestions for this class.

Basically, many years ago a large group of adventurer's retired from adventuring, and spent their gold to build this small town where they could live the civilian life. They have all passed away now, and our group are their descendants who now are the inhabitants of the town. Each of us starts off at level 1, with a basic (VERY basic) equipment kit, but we are allowed one +1 magic item (weapon, armor, ring, etc) that is assumed to be our birthright from our descendent.

I had the idea and was approced by the DM to be a caster, either sorcerer or wizard, who is that sterotypical character that starts off just sorta being a jerk, but eventually turns evil. My goal for this character, as a cool plot for the other players, is to basically turn him into the main antagonist near the end, retiring him and letting the DM take control of him for the final few scenarios. Throughout the campaign though, I will sneakily be killing people in the town, causing trouble, etc obviously scaling in degree depending on how far into the campaign we get.

For spells, I'm thinking mostly enchantments, illusions, and necromancy. Basically I see this guy in the final fight using telekensis, cursing, tricking via illusions, murdering civilians with finger o' death/disintegrate, teleporting/making dimensional doors (not enchanting, necro, or illusion, I know) to regain combat advantage, etc. Just be that badass evil sorcerer from movies and books.

Any suggestions as far as a build, helpful spells that I had not thought about, class, etc?