Search Posts
It's been a long time since I've had a chance to delve into pathfinder play, but I've got a new kingmaker campaign coming up and I'm interested in playing a dedicated caster. I am (or maybe was) between the Occultist Arcanist, the Witch, but now I'm also checking into my old standby, the wizard. Looking through the nifty new archetypes, I check out the Poleiheira Adherent and... feel quite impressed. That said, I'm not sure if it matches the Exploiter Wizard with the quick study exploit or not. It does have the nifty ability of normal arcane bonds, allowing a single spontaneous spell from the book per day. Does that match up to quick study? So, I'm looking for more experienced opinions on which one would choose and why, between the two.
Hello, everyone. As one of the many who had been a part of Radiance House's Kickstarter for their book, the Grimoire of Lost Souls, I was privy to the material via pdf format for so that we could give our thoughts and suggestions. I've played a Pact Maker in a campaign (and still am currently, when we get to play at least) and have found the need to sort of filter spirits in a specific manner, to feel more effective. As you likely read in the title, that filter is deciding whether the spirit is Generally Useful or Situationally Useful. I was bored and had some time on my hands, so I made a guide to the spirits using this concept and figured I'd share it here with any who care, now that the book has officially been released to the public. You can find the guide HERE. I will note, I don't consider myself a pro player by any means, and obviously, I didn't get to try a lot of the spirits in a campaign/session setting. That said, it's worked pretty well for me in the games I've played and I hope it helps whoever bothers to read it. I'd love to read some opinions on the spirits, and I'm sure there'll be some disagreement on what I placed abilities at. Anyways. Have fun!
Hello, everyone. I have this concept for a character I'm interested in keeping as a back up for a character I'm currently playing. Level 8, 20 point buy. The concept is that of a rabble rouser, master manipulator, silver-tongued deceiver, an unknown instigator of many a kingdom's civil wars. To do this, I was thinking high charisma, with diplomacy and bluff as a base. Magic will be needed, likely making heavy use of Sow Thoughts, even going so far as to make that a sort of signature spell for him/her. More in the sense that they use it often and efficiently than mechanically. This one isn't really focused on battle, but should be capable of it, as this is Pathfinder and it will happen at some point. They should be unassuming, yet often gain the trust of others fairly quickly. Currently between Bard, Mesmerist or Sorcerer. That said, I'm not sure which might be best, and which archetypes may improve the chances of making this a thing. P.s. Might be interested in going 3 into charlatan rogue to gain early access to rumormonger. So, how about it? Any suggestions on making such a character?
Just curious really. I've never really delved into multi-classing much to be honest, and for the most part, the way paizo's built their system, it seems to reward you for solo classing. That said, I ran into the Songbird of Doom build a while back, and fiddled around with my own version of it. I even tested it out in a scenario a friend cooked up. Lots of fun. So, I'm here hoping I could further my knowledge on builds that dip every which way to make something fun and effective. Something outside the standard single class and hopefully past 2 multi-class builds. Perhaps expand my horizons, and inspire my own builds in the future. So how about it? Anyone with an absurdley multi-classed, dip heavy build that's both effective and fun?
In the spirit of past threads meant to ignite creativity and focus it towards specific subject matter, and for funzies, I've started this thread. The subject of choice is ways in which monsters often considered evil and terrifying are clearly just misunderstood creatures given a bad rap. In terms of use for this information it could be utilized by most any extremely optimistic and caring PC or NPC, or as information given by tomes. I'll begin. 1. Clearly shadows are just extremely lonely and want to play tag in hopes they'll make new friends. (And they often succeed at doing just that). 2. Clearly shambling mounds are just curious and don't understand their own strength, picking up newcomers just to get a better look at who or what they are. 3. Clearly vargouilles are just hopeless romantics who get ahead of themselves, kissing those they find attractive.
In the midst of building a witch and seeing the Fortune, Misfortune and Evil Eye hexes, a question arose. Which would be better to focus on? Buffing or debuffing? I can see the benefits of each, and I suppose to an extent they end up with largely the same end result. Where you don't have to make saves to buff yourself or allies, the enemy would get saves against debuffs. So that sort of makes me think buffs are slightly better. That said, some of the debuffs are likely able to cripple opponents quicker if they fail their saves. I'm curious as to everyone else's thoughts on this. Which do you prefer between buffing and debuffing, and why? I realize they're likely neck and neck, and that it may simply depend on the buff or debuff in question, but if you had to choose between the two, which would you choose?
Alright, so my DM is very much the flexible, relaxed type. That being the case, I figured I'd ask him about an idea I had for a back up character, and he allowed it under one specific caveat. He, has allowed me to make an Atomie with the Young Template, as long as I use the stats that it comes with after adjusting for the template (and of course after leveling). This character would be lv. 8, and this DM allows Leadership, so I will be taking that, both for RP and mechanical reasons. Looking into the old "Songbird of Doom" thread has definitely given me a lot of fun ideas, as I'm looking for something other than a magic user. This characters stats will be:
This isn't including the 2 points from leveling. Which I'm thinking of putting 1 in CON and another in DEX or INT to get that extra skill point. Any suggestions on how to make this survivable, yet a beast in combat? I'm aiming for a tiny terror to face in combat. Preferably melee. Also, anything I should know about playing a fine sized character rules wise? Things to keep in mind?
Just got done running a game, and I think I may have misjudged it at the time, but it still made sense, so I ran with it. Willing to change it for the future though. When a person is standing from the prone position, and they trigger an AOO from an adjacent enemy, is the -4 prone penalty still applied to their AC? Or are they considered to be fully standing and the -4 from prone is no longer applied to their AC?
Just curious really. Since one can use masterwork tools to bump up most, if not all of their skill rolls by +2, what actual items do your characters use for said skills? For example. A joke book for perform comedy. Various tomes for knowledge checks. Fine rune carving tools for spellcrafting (making magic items in this case). This is more about flavor than mechanics really, and is meant to be a fun, possible resource to give others ideas for their characters and their tools. So, what are some fun masterwork tools you've used or want to / intend to use some day for your skills?
Just curious really. I have a character with the Inscribe Magical Tattoo feat and I wasn't sure if this would add anything to that, since apparently you could conceivably create new runes. With your DMs approval of course. I don't currently see the upside of having a rune over a magical tattoo though, save for the rune not taking up a body slot, but you can only have one per person. That last bit especially makes me think it's not worth taking, since you and maybe your party would only get one each. What are your thoughts on Inscribe Rune?
Sovereign Glue states that if you have multiple doses worth and wish for the rest in the bottle / vial not to harden that you have to use the Salve of Slipperiness on it. My question is, do you have to have a Salve of Slipperiness for each dose of Sovereign Glue? Or would just one Salve of Slipperiness handle all the doses?
Hello all, So, I just ran Rappan Athuk for the first time last weekend, and... they died (2 to 3 wisps, the other 2 to 10 dire wolves...). They were lv. 1, 25 point buy etc. Their next batch of characters will be lv 2, and a player asked if he could play the ogre race (rp 23). Now, I know how lethal RA is first hand, but the reach on the ogre makes me unsure about allowing the race. It's obvious he's trying to powergame. He did so with the last character that died... to irritating proportions. But, it is RA, so part of me is inclined with allowing it. So, I'm looking for some advice. Would you allow a player to have a large race with reach, even in Rappan Athuk?
Probably an easy question, but I had run a game for some friends last night and it ended up with 13 character in initiative and since a good chunk of those characters (7) were identical creatures, I also found it was easy to get confused as to which were going when. Accidentally having a couple go before they were supposed to, forgetting who was next. I wrote what I could down, but when you have wolf 1, wolf 2, all the way up to wolf 7, it's easy to get them mixed up. Any advice on how to better keep track of so many creatures / characters when running through the initiative chain?
Probably an easy question, but I had run a game for some friends last night and it ended up with 13 character in initiative and since a good chunk of those characters (7) were identical creatures, I also found it was easy to get confused as to which were going when. Accidentally having a couple go before they were supposed to, forgetting who was next. I wrote what I could down, but when you have wolf 1, wolf 2, all the way up to wolf 7, it's easy to get them mixed up. Any advice on how to better keep track of so many creatures / characters when running through the initiative chain?
So, this Saturday, I'm going to start a group of friends through Rappan Athuk. They're starting at level 1 and one of my players is going to be playing an Undead Lord Cleric. I've no real problem with him going the undead minion route (he's a definite power gamer and has been wanting to do a "minion master" for a while), but his starter undead companion seems way off in terms of power at that lv. (even if it is for Rappan Athuk), namely in the attributes department. So, I was hoping I could get help auditing it. Note: This may just be my lack of experience with undead templates being used by PCs. Here's what he has down: Corpse Companion (su): Herald Skeleton:
Points (-17) (-10) (0) (+4) (+2) (+1)
Weight: 40 lbs Height: 7' Build: Bones Size: Medium Speed: 30 feet
Saves -Fort -Ref -Will
Armor Class (AC) 24 = + 3 armor + 5 Dex + 4 Shield + 2 Natural Armor
Initiative: +9
Offense Battleaxe +9 (1d8+8/×3) Natural Weapons:
Racial Traits DR 5/bludgeoning No Constitution score. Undead use their Charisma score in place of their Constitution score when calculating hit points, Fortitude saves, and any special ability that relies onConstitution(such as when calculating a breath weapon’s DC). Darkvision 60 feet. Immunity to cold
Cannot heal damage on its own if it has no Intelligence score, although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature's Intelligence score.
Not at risk of death from massive damage, but is immediately destroyed when reduced to 0 hit points. Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead. Proficient with its natural weapons, all simple weapons, and any weapons mentioned in its entry. Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Undead not indicated as wearing armor are not proficient with armor. Undead are proficient with shields if they are proficient with any form of armor. Undead do not breathe, eat, or sleep. Per the spell magic jar: "Undead creatures are powered by negative energy. Only sentient undead creatures have, or are, souls." This is an important sentence when considering any spells or effects which reference "souls." Special Qualities: Deathless (Su): A bloody skeleton is destroyed when reduced to 0 hit points, but it returns to unlife 1 hour later at 1 hit point, allowing its fast healing thereafter to resume healing it. A bloody skeleton can be permanently destroyed if it is destroyed by positive energy, if it is reduced to 0 hit points in the area of a bless or hallow spell, or if its remains are sprinkled with a vial of holy water. Feats: Improved Initiative
Gear (99 gp out of 227.5) Weapons Battleaxe
Armor - Black & Silver 20ft Speed
Equipment Backpack 2 lbs 2 gp
Weight Carried: 115.5 lbs Anyways, I'm just confused at how a lv. 1 skeleton companion is netting a 26 strength, and 20 dex. Is it possible he's thinking that the skeleton gets the same point buy as the character? I.e. 25 point buy for the players.
Hello. I'm interested in making a custom contract that essentially forces the parties who sign to do their respective parts. So, basically, the geass quest spell on those who sign the contract. Would this be a single use item? Or a continuous magic item? Also, I am aware that there is something very close, but not quite what I'm looking for. Should I simply copy that items cost?
Ok. So first off, allow me to note that I realize this isn't a skill that one should focus on, because it has no use in battle and is only situationally useful outside of battle. That said, I'm inspired by old time magicians and escape artists (ala Houdini) to make a character that the majority of enemies will have an extremely difficult time keeping locked up. A character that not a few seconds after having manacles set upon them, they are free of them. So, I come to you. I would like to basically laugh in the face of any (or most any) manacles, chains, ropes, and other bindings as well as be able to escape most dungeon / prison cells while making it look fairly easy. Obviously I'll want to be skilled enough in combat to make a difference if possible. Here's my small little catch. I'd like to do this with minimal magic. The occasional gaseous form might be alright, but I'd prefer this to be about pure skill. So, what I'm thinking is primary focus on Escape Artist (for obvious reasons), with a close secondary focus on Disable Device and Sleight of Hand. Disable device for escaping rooms and traps, sleight of hand to hide lock picks and the like. Might even pick up Profession: Street Magician or Escape Artist. I'd prefer perform, but I don't think there's one for such things. Anyways. Class wise, I was considering the Investigator. Their ability to use inspiration could be nice for increasing my odds of escape. Bard is a possibility, but I'm don't generally play them and am not sure if an archetype is in order, or even if they'd be the best here. They do get access to gaseous form though. Rogue is an option, just... on the back end due to their known weaknesses (lessened by unchained from what I've heard). So how bout it? How do I make a character that can escape from ALMOST anything?
Hello all, I'm looking to make a backup character that is a master of storms. Tornado, Lightning Storms, Fog, Hurricanes, etc... Now. Druid is an obvious class for this, or at least, one of the obvious classes. The question is, do I go Storm Archetype for the Druid? Or Vanilla Druid? Which domains are best for this (and most useful)? Another option could be a Air Kineticist, focusing on lightning. They get fly, can bolt people all day, some wind powers too. Can Shaman do this well? Better than the others? They don't seem as fun to play to me for some reason though...
As the title asks, I'm interested in this spell, but I'm unsure of how to implement it properly. At first glance, it seems to be a potentially, longer lasting Hold Person, that forces you to stop moving too. If you leave, the spell is broken and the same happens if you go to 0 HP in the mindscape and the same for the opponent. So, are you essentially just trying your best to hold them inside and hope that your allies are protecting your body and destroying / apprehending theirs in real life? I noticed that you don't have to be in the same room, just aware of them. Is this meant to be more a sort of lockdown this one guy while my party takes care of something in that area? This seems to be more the case. If it is the case, its seems quite niche then. Especially since everything in the mindscape is an illusion and they get a will save if you want to hide the way out. Create Greater Mindscape seems much better (as it should, it is greater after all), but is the normal Create Mindscape even worth using? Or should one just wait until they can use create greater?
So, I'm getting ready to run Rappan Athuk in a couple of weeks and I saw that I do the rolls at specific moments of the day, to see what they encounter in the wilderness areas. My players have already made it clear that they intend to explore the wilderness a bit before heading towards the dungeon, as they've taken my warnings to heart. I also warned them that the wilderness isn't safe either, but, you know... they don't seem to care or mind. Anyways, I was curious how people ran time in comparison to distance traveled on the wilderness map. I'd say it takes about 20-30 minutes per mile if walking for the average person. So, how many miles would it take to get from any given point A, to a given point B?
Hello all, So, allow me to explain the setting before I get into the title problem. I've mentioned this a few times I'm sure in other threads, but I think it matters for the question at hand. Essentially the campaign takes place in our current world, in California 2016. My pc owns a magic components and magic items shop (one of the few in the area that sells legit stuff), another player owns a fairly popular nightclub and possibly other companies / properties. Now, with that said, I have a distinct feeling that the pc who owns the nightclubs is eventually going to turn on the rest of the party after the primary arc is finished, and we'll be forced into pvp that I don't really want to do. He says his character is LN, however from the way he's played (leaving the group in the middle of a big fight to go back and snatch up a magic item, quickly taking a magical dagger meant to sacrifice the helpless to gain power, and killing any and all enemies despite them using non-lethal means and trying to retreat, willing to do shady stuff like send out someone to negotiate then kill them after they finish because they're a "loose end") seems awfully evil to me. Add to that, that he's been out of game saying he's been building his empire (mostly underground / gang stuff as I've heard), and intends to try to "persuade" my character to give him ownership of my characters shop (something he won't do). Having played with this person in other games, he's a friend, and knowing that he's a very stubborn and opinionated, worry about myself, kind of person; I know he won't stop if asked to let up on it. The GM doesn't seem to mind his actions, despite knowledge of the possibility that this might turn into a PvP situation later down the line. Heck, I think he might be hoping for it, if just for entertainment. This player's got a fair amount of in character wealth, influence and people to call on. 40+ employees that are very loyal to him and will fight for him. He's a full caster. He also seems to be able to talk his way into getting what he wants in character. Any ways anyone can see to help me prepare for the eventuality of PvP and the players treachery? A way to even the odds? I really, really enjoy the game otherwise. Probably the most fun I had in a tabletop game to date. I'm just not looking forward to the player vs player confrontation that I'm fairly certain will happen. Also, if there are any questions on the situation, I'll try to answer them the best I can. I do intend to talk to the DM about my concerns, but as I said, I feel it unlikely he'll do anything about it.
So, hypothetically speaking, if one had the ability to become immune to blindness for 1 round as an immediate action, and a wizard tried to cast blindess on you and you use this ability in response, would you need to make the save? Or does your immunity sort of negate the effects of the spell entirely since you couldn't be affected that round? Or does it still effect you, and would kick in the round after the immunity drops if they failed the save?
So, I'm going to be running a game in a couple weeks (rappan athuk) and some of my players seem to be expecting downtime for magic item creation. I am fine with that. However, I'd like to make sure they don't go overboard with it, and am hoping for advice and suggestions on how to get them back into the adventure / dungeons in an in-game "organic" feeling way. Like I said, I'm fine with them doing some crafting, I just don't want it breaking up the flow / action too much. Any ideas?
Hello all, I'm going to be running an Rappan Athuk game in a few weeks online with some friends over skype. I won't be using roll20, as I've tried it before, and while it works fine, and is a very nice system, it ended up being too much upkeep from game to game for me. We tend to play by text over skype, where I tell them what's going on, how far away some things are from others, etc... and it works alright. That said, that's usually in custom worlds. Since I'm running something from out of a book (as I understand it, a huge dungeon, and wilderness essentially) I don't know if that'll work as well. Anyone have experience and tips for running such a game, in such a way? Ways to stay accurate and make sure details they need to survive are known to them since they won't be able to see them visually? I've heard Rappan Athuk can be pretty brutal and rough as it is (haven't gotten the book yet, will be next weekend... probably), so I'm trying to make sure they have a solid chance.
My DM and I are brainstorming a custom spirit for the radiance house occultist. The basic characteristics of the spirit are that she's greedy (wants it all, not just money, but also fame, love, etc...), she's manipulative, socially skilled and a telekinetic. Where I had come up with telekinetic abilities or ones flavored like that, my DM feels like he'd like the other aspect of her personality to show in her Major ability. The manipulative, socially skilled and greedy bit. Anyways, he didn't seem to have any ideas on what he wanted at the time, and since I was more going the other way, I'm not sure what to do that'd be interesting. That'd be unique. For those that don't know, after major abilities are used, they have a 5 round cool down time. They are usually supernatural in nature, but a few do use spell-like abilities. I'm trying to avoid using standard spells in place of abilities. So, avoiding things like suggestion, command, dominate person, etc... Any ideas or suggestions on cool, unique abilities that might fit this kind of being?
So, I've DM'd here and there, not a seasoned pro by any means, but not a complete amateur. However, after doing some self reflecting, I've found that I haven't really had any fun doing it. So naturally, being the introspective type, I ask myself why and consider what about it I have enjoyed as well as asking myself why I bother doing it in the first place. My personal answers feel weak to me, so now I come to other DMs. What about DMing is fun for you? Maybe I can learn some things I've not done, not tried and find the spark / passion that I think is there, but not making itself known.
Hello, sorry if this is the wrong thread to post this in, but I'm considering eventually purchasing the Rappan Athuk AP, but had some questions. First and foremost, is it overwhelming for less experienced DMs to run? I'm not new perse, but I'm not seasoned either as a DM, but this seems like a fun adventure to run my friends through. Is it difficult to keep track of everything? Is it overwhelming? Second, what point buy does the book suggest starting the party at? (If any) Lastly, does it take a good knowledge of Golarion or other geography to run? Because... geography (where things are in relation to other things) doesn't tend to interest me in the slightest. I still don't know most of places in Golarion, partly because I run in one section of it, and partly because I don't care quite that much personally. Can this be run with little to no geographical set up?
Hello all. I tend to see the occasional threads about the good, fun and / or cool wondrous items one could craft or purchase. And while I'm down for affordable, it got me curious. What are some mid-range costed magic items that are fun and good in your opinion? I personally consider 15-35,000 to be around the mid-range (crafting included if you have it). I suppose that may differ for other players though. One I noticed was the Cauldron of Resurrection. Crafted, it costs 16,500gp and another 5-10,000gp to either raise dead or resurrect. Now, if your party doesn't normally have access to the above spells, or your DM deems it logical that there isn't a 10,000gp diamond in the next town, this can be pretty good I think. Lantern of Revealing looks pretty handy, if niche. Although the Onyx Dog Wondrous Figurine Might serve somewhat the same purpose. And of course there's always the Flying Carpets. So, anything in this range you think is fancy in the pants department?
Wall ahead. Sorry. Greetings once again everyone. Fairly soon, my character, currently a vrykolakas vampire whose affliction was forced on him, will have a chance to earn a wish in exchange for completing a mission. My character had initiated the wish and mission exchange the night he woke and found himself less than alive, and intended to use the wish to turn into something a bit more breathing so that he can once again have his dog (something he cares for very much, and is being watched by an NPC friend) back. All good so far right? Well. When my character went to the location to speak with the man granting the wish, he found the location to be amazing... except that they buy / sell / trade slaves. Our campaign takes place in a modern day world (as I've said before in other threads, I know... sorry). Our games have taken place in California for the most part. This place however, is in another dimension, and is basically a magical Agraba from Aladdin. My character doesn't like the idea of slaves, but at the same time, they're a legal thing in this plane of reality. So, here's where the wish dilemma comes in. I've spoken to my DM and he's game for either wish. - On the one hand, I have something that my character's been striving for, in changing to something living and breathing, and becoming happy once again. The vampire he is now, comes with some extra RP hindrances and problems for the character that would motivate him to want to change and he's told friends and his dog (via speak animal) that he would get himself fixed up. - On the other, he can wish to have all the slaves currently for sale, and those sold in the future immediately magically bought under his name, and transported to properties also bought under his name, where he would then free them and offer them the choice of staying (as still free people) on the properties and living with shelter, food and drink if they've nowhere else to go. Now. Normally I'd just go with whatever my character would do, but he really wants to do both. I don't get another chance at whatever I don't pick. At least not a likely chance. I feel the character would want to pick the freeing of slaves, but that would seal his chance of becoming what he wants to become (i.e. not human like he was), and he'd probably start to break down and become sad, angry and bitter after giving up his dream. Also, just freeing the slaves probably won't mean the slaves are safe. If causes have reaction, then it's likely the people of influence and money in that plane won't take kindly to the monopoly and freeing of their slaves and I could easily see a miniature war, businesses not offering services to my character, attacks on the now free slaves, etc... So, even if they're free, they may not be safe. My character would figure at least that much. Still though, how does one feel OK with not trying to free slaves and instead, wishing for something for themselves? Is knowing that they'd be in danger, and that you'd be potentially wrecking an economy enough to not try? What is everyone elses thought's on the choices? Note: 1) - I have the one trait that allows a sense motive check against the wish granter to get the wish you intend, instead of what's worded as well as a way to consistently get the check necessary for it. My DM knows this, and is fine with it. 2) - I asked the DM about another wish and he shot that down, so the above are 2 I know he'd be down with and would be within my character's personality. I had considered 10 writs that allowed him to negotiate extremely lower taxes for favors (the place has insane taxes going on), but my DM wasn't here or there on it. 3) - The thing my character intends to turn into is a custom template me and the DM would be working on together that fits my character and his goals. It'll likely be slightly weaker than the vrykolakas, but still close to comparable.
Hello all. I was reflecting on my own (inexperienced) DM style recently, as well as my DMs preferred DMing style and noticed something. We both try to make our encounters challenging. Like, pretty difficult, near death experiences for the PCs. And honestly, it hasn't given any notable tension to the game. For me at least. As many times as my characters have come close to death, I can't honestly say I was on the edge of my seat, worried, nor feeling tension or any real emotion. This isn't to say I don't care about my character, I definitely do. But instead of pulling emotion out of me, I found it sort of pulling me out of the experience. Thoughts like, "what character should I make after this if my DM allows for it?" Or, "Well... darn," or, "maybe I should try this action next and see if it works" go through my mind instead of, "oh no!" Or, "what's going to happen next?!" I was curious if anyone else faces these issues. My DM seems to enjoy survival style games, challenging encounters and such. Enough so, that he's making his own trpg to better make a gritty, rough experience. I however find it all rather bland personally. I know of some alternative ways of getting tension. Targeting something the character holds dear. Something past their lives. Like a loved one, their stuff, etc... Or doing a count down, restricting thE time they have to succeed at a certain major goal. So what is your experience on tension? Do you feel it when your characters are fighting near death? Do you have other ways you've found to be really intense? Memories of really tense moments in a game? What is your tension?
Hello all, I thought of making a wondrous item that is essentially a grenade, but instead of explosions, it causes the areas they land in to become subject to Create Pit. Temporary of course. Now if I'm reading this right, it'd cost 3 (caster lv.) x 2 (spell lv.) x 50gp (Use Activated) for a 3 round Create Pit grenade. Is this correct? And just up it where appropriate for the higher level pit spells yes? Would this require the 1.5 multiplier for a slotless item?
Are they worth it? They don't seem to be on first and second reading. At least not for the massive looking price. Even making it, 21,000gp for something that only requires a 16 Will save to negate seems like a lot. Is it worth it for that price? Are there reasonable ways to increase the DC save for it? Have you had any experience in using a crystal ball as a PC? The telepathy one seems like it could be useful, if just to speak with people really far away... I guess. Still doesn't seem worth 35-70k gold.
Hello all, I've never built a witch before, but one is joining my PC (as she's one of his friends) on a dangerous mission and the DM has been kind enough for me to build her out for him. She has to be lv. 6, 20 point buy and changeling. 2 traits allowed. With a raven / crow familiar. She's fairly pretty, and relatively kind (so no evil stuff). This is set in the modern world (our world) and works as a mechanic, if that helps with anything. The mission we're going on, is diving into a dungeon, bypassing traps, guards and monsters, trying to break someone out. So, ideally, she'd have abilities / spells to stay quiet and relatively undetected. I assume going with slumber hex is a good start. Maybe things like fortune or misfortune to help the group? Not sure which patron to give her. Any suggestions on how to go about this? Any archetypes that are really good for infiltration and buffing / debuffing? EDIT: Party layout is going to be 2 Binders (3pp), a fighter, a monk (fairly stealthy) and this witch.
I have a character, that is supposed to be an amazing strings player (perform strings of course). Come next level, I could dedicate my feat and a class ability to get it to +30 (+32 w/ masterwork instrument). At this stage of the game, I have more mechanically useful options, and really all I get out of having such a high perform is occasional RP fun. In a situation like this, would you go with flavor and rp over mechanical usefulness? Or the other way around?
Hello all. My two player party that is just leveling up, a lv. 7 rogue (that appears to be taking a dip into slayer) and a lv.7 exploit wizard, will apparently be trying to scout and potentially bring down a lesser stronghold ran by a minion of the BBEG. I have an idea of how I what I want this character to do, but I'm not sure how best to go about it. I'm looking for a build that would cause the most bleed damage possible. I've given the players a 25 point buy, so that'll probably be what I use for this NPC. Any suggestions on how best to go about this? Note: If this seems harsh for some reason, they know full well that this particular campaign I've made might be rough for them and should play smart to better survive the nights.
As the title asks, but to elaborate, I was mulling over ideas and had considered a character that had numerous intelligent ioun stones floating about them. This idea then branched to me wondering, is there a way to weaponize said ioun stones? Which, of course in turn went to, is there a way to build a viable and somewhat effective character almost solely around the use of ioun stones? ....So. Can this be done? Or are there not currently materials to support any of this? If not (and I expect not), is there 3rd party class anyone knows of that does something like this?
As the title asks. I was wondering what might be the best build almost completely focused on weaponizing and generally doing awesome things with playing cards / harrow cards. Is it the witch archetype? Cartomancer I think it was called? Maybe a Far Strike monk with Deadly Dealer feat if possible? Also, any other neat and useful tricks one could do with said cards (aside from standard street magic that is)?
Hello once again everyone. I'm currently designing my next little adventure for my 2 players, a rogue and a wizard at lv. 6. The campaign setting is a take off of Kingmaker, and basically they are being sent into different areas of a now demon controlled, blighted greenbelt, the kingdoms created long since abandoned, destroyed or taken over by demons. Anyways, I wish to send them to meet a messed up Tiressia, in sorrow over the loss of her love Falchos, who had been lured away and taken by a fungus queen. Tiressia has been doing all she can to stave off the blight, but has only been able to get so far (likely only about 100 yards of greenery in her glade surrounded by encroaching blight and darkness). Now, the players, in theory, will need to defeat this Fungus Queen in some way shape or form. I'll leave it open for her dealing with them, requiring something big to leave. Perhaps a living succubus that the party has already met (and it got away before killed), or something morally reprehensible. I need help with two things in particular. I know the fight with the fungus queen will be extremely difficult if not near impossible for them to begin with. This is the type of game my players asked for. Brutal, and requiring some cleverness. The fungus queen will have a now fungoid Falchos under her control, and maybe a couple less strong warriors who thought to highly of themselves that got caught. So, I need some suggestions on how to weaken the fungus queen before the fight that could be made available to them. Maybe a way to sicken her? The second bit, is I need something in between this fight and the meeting with Tiressia. Dangerous, skill focused not battle focused, but could reward them if they do well enough. I thought about them coming across a hut on their way, the area surrounded covered in basic traps (bear traps, and the like) and the hut minorly warded with some sort of magic, but inside is a cache left by some particularly clever ranger. But traps can easily be bypassed for the most part. Any suggestions on something more interesting that won't take up the entire adventure's time?
So, I recently failed to fight curiosity and bought the herbalist pdf by Interjection Games. Now, of course, I have a few questions in hope I can understand a bit more clearly. 1) - When it comes to plants found via biome, when a plant has the x1 beside it, I assume that means you get 1 unit towards whatever its capacity is? For example, one rolls multiples of a plant, essentially getting x2 of the plant, and that plant has a capacity of x3, then you have 2 out of the 3 maximum you can have for that plant? 2) - Am I right in reading that the majority of the herbs are only usable by the herbalist and cannot be passed to party members unless they're liquids? Including chewables and poisons? 3) - Just to make sure, more than anything. Cultivation Pots allow growth of plants placed inside of them, as long as they stay in there (each night), where preservation vessels are meant to hold specific herbs you may have picked that day, so that they last longer right? And whatever you pick out of nature using the ability just lasts until night time, unless placed in a preservation vessel. 4) - In terms of character building, besides skill points, one primarily wants a higher INT just for the craft (alchemy) skill and not much else in terms of the herbalist class right? So one may be best off focusing on WIS where most of the class abilities are? 5) - With the Bounty of Nature, does it mean that if you have a green thumb pool of 9, that you can spend all of those points, and gain 18 units that they can use that day from their cultivation pot? Also, does this ability work with the Conservationalist's exotic cultivation pot ability? 6) - With preservation vessels, can an herb stay in there indefinitely until used or discarded? 7) - Can a conservationist use the extra pot feat to gain an extra exotic cultivation pot? 8) - Has anyone made a guide to the herbs and recipes? If so, could I be pointed to it?...
Hello all, I'm making a back up character for the current campaign I'm playing in. It's set in our world. Modern Earth. And she doesn't have to hide her half-elf-ness due to DM ruling. The basic feeling I'm trying to give this character personality wise is Folly (from Jim Butcher's Cinder Spire novel) mixed with a bit of Casey Jones (from the ninja turtles) and a heavy cockney or celtic accent.... maybe both since she's sort of insane. We're lv. 8 and 25 point buy. Other members are a monk, gunslinger and arcanist (who took leadership, which I would have done, but couldn't figure out a good cohort to fit this concept). “Mad” Madeline Spindle – Half-Elf Female Lv. 8 (Paizo) Occultist – CN:
Attributes:
Traits:
Drawbacks:
Feats:
Skills:
Languages Known:
Focus Points = 8 Lv. + 3 INT + 4 Favored Class Bonus + 2 Extra Mental Focus = 17 Implements: *MF equals Mental Focus*
Divination: MF = 6
Abjuration: MF = 2
Illusion: MF = 3
Equipment: 33,000gp available
Stats:
Spells: DC = 10 + Spell Level + 3
1st lv., Spells per day = 5
2nd lv., Spells per day = 5
3rd lv., Spells per day = 3
Abilities:
It's my first build for an Occultist and I wanted to see how it looks to others. The metal focus allocation is what I'd generally set it to, until given a reason to switch them around a bit in game. So... how does it look? Note: I do realize that improvised weapons are less optimal, but I'm looking for effective and fun, less so extremely optimal.
I'm considering writing up a wordcaster sorcerer as a back up character and I was curious which bloodline might be the best for it. I know that it'd depend on what I'm looking to focus on as a sorcerer, but I'm curious if any stand out as especially good or bad. My problem is, that all the options (animate dead, battlefield control, summoning, blasting, etc...) all sound like they'd be fun under a word caster, so I've not yet decided on a focus. Any suggestions or direction on the matter of bloodlines?
Just curious more than anything. Are there any solid / good modular magic spell systems out there? What I mean by this, is something akin to the Wordcasting system from Paizo, just more fleshed out, flavorful, a bit easier to understand and effective for characters. Allowing one to essentially make their own spells up on the fly by switching out "parts" of the spells and mixing and matching. Not even sure my DM would be down with me using a character another different 3pp system going on (currently using the radiance house occultist) and thus us both having to learn them... but... I like the idea of it and am curious who's done it and who you think has done it best. So how about it? Anything worth looking at?
Hello once again all, I'm currently playing the 3rd party (radiance house) Occultist, aka the binder. Now, I'm interested in obtaining the services of a specific spirit that gives the following ability, which is "normal" paizo material based. You become a wordcaster. You may select one 0-level effect word spell from the sorcerer/wizard wordspell list and cast it as a 0-level effect word as a spell-like ability at will. In addition, you may select a number of effect words from the sorcerer/wizard wordspell list whose total level(s) is equal to your maximum spirit level and cast them once per day as a spell-like ability. Individual wordspells cast using this ability must have a level that is equal to or less than half of your maximum spirit level. You have access to the following target words when using these spell-like abilities: cone, personal, and selected. So, I'm looking for some advice / guidance in which words I should choose. Currently lv. 8, with my highest maximum spirit lv. being lv. 4. Any suggestions on the best "words" or cool combinations I could pull off under the above limitations? |