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Melkiador wrote:

Do you have access to the Keep Watch spell?

The easiest solution is to avoid sleep entirely. If Keep Watch isn’t an option, you can use lesser restoration to remove the fatigue.

As my DM goes off of a "must have book to use thing" policy, I will be buying the book that this is in forthwith. This is the key I needed, and I am absolutely thankful.

Claxon wrote:
Vaercious wrote:
Claxon wrote:
Why not just tell your group that you've taught your friend the value of wearing clothes?
My group is more than a bit immature. I'm the little brother of the group, though I'm the same age as all of them. I'd rather just avoid the issue entirely.
I realize this isn't game advice, but perhaps you ought to address whatever the root cause of the above is.

Advice is still advice, so your comment is still appreciated. However, I've tried that, and unfortunately, it's always been this way, and despite a decade or so of effort, their opinion of me hasn't changed. They're still nice people, though, so I keep them around.


Belafon wrote:
Vaercious wrote:

@Belafon - My DMs logic behind rope trick is that the spell simply creates another room. A room within a room does not work. Even if the spell creates a space, it still counts as "inside."

The way my DM is interpreting the curse is as follows.
Outside = Positive
Inside = Negative

So long as there is both a positive and a negative, the sprite can sleep. Since shelter spells create the negative, they allow for the sprite to sleep outside. However, rope trick still creates a negative. Therefore, it does not fix the inside a dungeon issue.

It's up to your GM, of course, but that seems like an interpretation that's going to cause a lot of edge cases and arguments. Sekamina and Orv - the deeper levels of the Darklands - are home to huge caverns and thriving ecosystems. So your sprite could sleep anywhere in those caverns because they are both inside (Golarion) and outside (in the vegetation of the cavern)? Or they can't sleep anywhere in them because they are always "inside?" How is that different from a surface-accessible cave that has vines growing in it?

I'd go with a more literal reading of the description, just to simplify:

Quote:
a loophole exists that allows them to find rest within the external features of a building. As a result, liminal sprites make their homes under eaves, porches, and staircases.

It has to sleep in those external features of a building. The building itself can be under the sky, in a cavern, or constructed inside a ballroom.

Again, I get where your GM is coming from, and "under the eaves of a sturdy tree fort cast inside the castle throne room" probably isn't really what the writer was thinking. But I can just see so many arguments breaking out about what constitutes "inside" and "outside," especially if you find yourself in a megadungeon of some kind.

I will bring this up with the DM, as well. Straight forward often means less overthinking, and considering the above defining feature would limit my headaches, I will focus my efforts on this.

Thank you, kindly.


Claxon wrote:
Why not just tell your group that you've taught your friend the value of wearing clothes?

My group is more than a bit immature. I'm the little brother of the group, though I'm the same age as all of them. I'd rather just avoid the issue entirely.

@Belafon - My DMs logic behind rope trick is that the spell simply creates another room. A room within a room does not work. Even if the spell creates a space, it still counts as "inside."

The way my DM is interpreting the curse is as follows.
Outside = Positive
Inside = Negative

So long as there is both a positive and a negative, the sprite can sleep. Since shelter spells create the negative, they allow for the sprite to sleep outside. However, rope trick still creates a negative. Therefore, it does not fix the inside a dungeon issue.


Sorry for posting again. I try not to spam up forums.

Starting 7th level wizard
Picked Improved Familiar

I know it's suboptimal, but I went with Liminal Sprite over Lirakian Azata.
I would much prefer working with a familiar that prefers wearing clothes rather than one that doesn't. (Long story short, the art of the azata is nude, and would draw unwanted and unnecessary attention from the group.)

I've looked around the forums for ways to deal with the inside/outside sleep issue. I brought a few of the solutions up with my DM, and though Rope Trick and shelter creation spells work outdoors, I'm lacking solutions for indoors, such as in a dungeon. Short of using Dimension Door to return to the entrance of a dungeon, how might a 7th level wizard bring the Outside inside?


Thank you, guys. I'll be going the item route, though spell sage was quite tempting. I appreciate the help.


Weird question. I know. Still, I'd like to make this happen. Just not sure how.

7th level wizard, human, CG
Paizo only


thelemonache wrote:

Just curious, would mischievous tail work for spellcasting? It says you can't wield weapons, but aren't some spells considered weapons or are you just considered armed?

This would at least work for a kineticist I believe. A dip into aether could really improve the awakened cats lifestyle in an urban setting with telekinesis and give it a basic ranged attack

Mischievous Tail
Your tail seems to have a mind of its own.

Prerequisite(s): Dex 15, Grasping Tail, you must have a tail.

Benefit(s): You can use your tail for all purposes as though it were a free hand, though you cannot effectively wield weapons or shields with it (you can still carry such objects with your tail, as long as such an object could also be comfortably carried in a hand normally). In addition, you gain a +2 bonus on disarm and steal combat maneuvers and Sleight of Hand checks performed using only your tail, and combat maneuvers performed this way do not provoke attacks of opportunity.

Spells are not weapons, though there are spells that conjure or create weapons.

Can I cast spells with one hand and wield a sword with another?

The general consensus states that yes, you may cast spells with one hand.


I'll conclude this thread.

It's a better option to cast mount or any other similar spell than to spend three feats as a wizard to get a viable animal companion. Looking through the threads of the forum, the point is taken.


Wonderstell wrote:
Vaercious wrote:

Returning to the original post, what interesting builds can you guys think of utilizing animal ally with wizard?

If you vote for Sylvan sorcerer, what ways do you know of to increase the spells known to compensate?

The issue with getting a companion through Animal Ally as a wizard is that you won't be able to target it with personal spells.

"Share Spells (Ex): The druid may cast a spell with a target of “You” on her animal companion (as a spell with a range of touch) instead of on herself. A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells."

To cast high-level transmutation spells on it (which is really why you want it) you'd also need to take the Share Spells teamwork feat (and presumably choose the Familiar option). So that's a lot of feats with a worse selection of companions just to emulate what the Sylvan Sorcerer gets.

In that case, archetypes are on the table since sharing spells isn't efficient.

Any ideas with those?

edit: So far for adding spells, we've got -
Pages
Vestments
Human FCB

Any others?


This is about the animal ally feat with wizard, or Sylvan sorcerer.

I'm not concerned about the familiar.

----------

Returning to the original post, what interesting builds can you guys think of utilizing animal ally with wizard?

If you vote for Sylvan sorcerer, what ways do you know of to increase the spells known to compensate?


Northern Spotted Owl wrote:
Northern Spotted Owl wrote:
Consider a sylvan sorcerer

My early morning comment was pretty brief (since I was on my phone), but I'd like to call out the Sylvan Sorcerer again. You just take Boon Companion as a 1st level feat and you're set.

Now a sorcerer isn't of course interchangeable with a wizard, but it's in the same ballpark and gets you a much better animal companion much sooner with far less investment.

The bloodline also has pretty good spells and gives you wings at 9th level. So, you know, cool.

Beyond the Human FCB, what ways are there to gain more spells known? The only issue I have with sorcerer is a limited spell list.

Edit: I'm also too used to being a wizard in that the sooner I get the next grade of spells, the happier I feel.


I know it's not optimal. I was wondering what kind of builds you could do with this. Just looking for ideas

Assume feats as taken:
1 - ?
3 - Nature Soul
5 - Animal Ally
7 - Boon Companion

7th level wizard
All paizo
25 pt. Buy


I hate doing this, but, bump.

Edit: If I'm lacking a bit of detail on what's going on in my group, we're playing a homebrew campaign dealing with undead newly rising within the remains of a fallen city. I'm one of the first people to make a character so, since we usually get a structure going, I got first pick.

I'm used to playing clerics, and spontaneous casters, and so, figured I'd take a step away from magic for a bit to get a feel for the martial classes. I also wanted to use the order above because of how it relates to ravenloft lore.

As far as what I envision this character being, based off of the challenge adjustment and seemingly wonderful mental durability, is a switch rider. Naturally, I'll be going human. And because of how my dm runs things, I'll be rolling two sets of six 4d6 (taking the lowest out), and picking the one that is better. I have to roll them in front of him, so I haven't done the stats yet, but they should be up soon.

In any case, what are your thoughts?


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I'm playing in an upcoming ravenloft campaign, and would like to play the Mistweaver version of the cavalier. Below is the new archetype, and I was wondering how I should go about making this viable. I don't much care about cheesing it out or anything. I just want the character to sufficiently do his job of front line BSF...minus the S. Any suggestions?

Resources allowed: Core, Ultimates, Advanced Class and Race Guides, Core Ravenloft 3.5 rulebook, and Advanced Players Guide

Order of the Raven:

New Order: The Order of the Raven

Edicts: The cavalier must protect the lands of men from the predations of supernatural foes. He prefers death to surrender against such monstrosities and in combat can offer no quarter to those he is sworn to destroy.

Challenge: Whenever the cavalier issues a challenge, he receives a +1 dodge bonus to his AC against attacks made by the target of his challenge. This bonus increases by +1 for every four levels the cavalier possesses.

Skills: The cavalier adds Knowledge (arcana) and Knowledge (religion) to his list of class skills. In addition, the cavalier can add his Charisma modifier to saves against fear effects, including Fear and Horror checks.

Black Shield (Ex): At 2nd level, the cavalier gains Greater Iron Will as a bonus feat. He does not have to meet the prerequisites for this feat.

Raven’s Strike (Su): At 8th level, the cavalier can prevent his opponents from using their unnatural abilities. As a swift action following a successful attack roll the cavalier can disable the use of one supernatural or spell-like ability the creature possesses. The target of the strike gains a Will save (DC 10 + half cavalier’s level + cavalier’s Strength or Dexterity bonus, depending on which ability modified the strike’s attack roll). If the target passes its save, the cavalier can’t use this ability against the creature for 24 hours. If the cavalier knows of a specific special ability, he may designate that ability as the one disabled; otherwise, the GM determines randomly. The target may make another save each round to regain the use of the disabled ability, but suffers a morale penalty to the save equal to the cavalier’s Charisma bonus if threatened by the cavalier at the start of its turn. Creatures without supernatural or spell-like abilities are not affected by this ability. The cavalier can use the ability once a day plus one per 3 levels after 8th.

Dark Soul (Ex): At 15th level, the cavalier permanently gains the effects of death ward. The ward has a caster level equal to the cavalier’s level. If dispelled, the cavalier can restore the ward as a move equivalent action.