Tinkergoth wrote:
Poor chap! Get better! And you didnt sound aggresive at all. The Witch (Forced Reincarnation) idea sounds perfect, but I dont know if the golem being soulless would have something into account. Other than that sounds good.
The thing is this Golem already is "awakened" sentient and free from its master. And I was wondering how to turn him into a human which might require creating a soul for him and changing his appearance. At best. At worst just to modify his appearance so he looks human at least. Does changing his subtype (as per the polymorph any object) automatically gives him a soul?
Pointers:
From what I think:
Let me know your suggestions!
Added Spells from Champions of Purity
New Feats:
Also, worth to notice that if you have a Inquisitor or a Paladin in your group and they cast Lithany of Rightenousness, you might double your damage from spells, Lithany of Righthenousness says "attack", will need a rules lawyer to review this please. :) Attack as stated in invisibility:
Spoiler:
"...an attack includes any spell targeting a foe or whose area or effect includes a foe. (Exactly who is a foe depends on the invisible character’s perceptions.) Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. If the subject attacks directly, however, it immediately becomes visible along with all its gear. Spells such as bless that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area." Or an attack as a ranged touch attack from Scorching Ray.
I build a Wizard Conjurer Teleport/Magaambyan Arcanist. And after much review of the Prestige Class I wanted to post the following list of spells from the Druid Spell lists in order to make your life easier when picking the class (thanks Ravingdork for your advice on this list). My suggestions for druid spells are the following. 1: Cure Light Wounds, Entangle
Summon Natures Ally Line of spells are prerequs for Sunlight & Moonlight summons line of feats. As you have an Aura you also fill for Sacred Summons, but it only applies to certain creatures with the specific Good description. Also spells with the Good Descriptor:
Spoiler:
Shield of the Dawnflower Bless Water Consecrate Dispel Evil Hallow Holy Aura Holy Smite Holy Sword Magic Circle against Evil Protection from Evil Holy Whisper Sanctify Armor Veil of Positive Energy Wake of Light Blade of Bright Victory Eagle Aerie Sanctify Corpse Spear of Purity Crusader's Edge Eaglesoul Divine Arrow Protection from Evil, Communal Sacred Space Veil Of Heaven Karmic Blessing Litany of Righteousness Bestow Grace of the Champion Archon's Aura Light Lance Light of Iomedae Blinding Ray Blaze of Glory Rally Point Holy Word And situational/variable good descriptor (thanks Grick)
Spoiler: Align Weapon Elemental Swarm Planar Ally, Lesser Planar Binding, Lesser Summon Monster I Summon Nature's Ally III Summon Nature's Ally IV Summon Nature's Ally V Summon Nature's Ally VI Summon Nature's Ally VII Summon Nature's Ally VIII Summon Nature's Ally IX Summon Elemental Steed Imbue With Elemental Might Planar Ally Planar Ally, Greater Planar Binding Planar Binding, Greater Energy Siege Shot Energy Siege Shot, Greater
What my group does is the following: 1) We get an item
That way everyone gets rewarded and everyone eventually has a share of the loot.
Thanks for your suggestions guys. He is in fact a beggining GM and knew 3.5 to the heart and is now learning the Pathfinder system, he keeps mentioning that we are all surviving and expected us to die more but we keep pulling our weight. I just hope it gets better because its not being fun and specially when we dont play.
So, after a disastrous endgame of Rise of the Runelords in which our 15th level characters we were wiped out by Karzoug in three rounds, and Varisia is most likely now doomed, one of the players mentioned he wanted to DM the Age of Worms adventure path. We started the first module and finished the 2nd with a lot of excitement. But we were marked by something we call "The Incident" at the end of module II (which is a huge dungeon crawl), I was making calculus on the loot and rounded out something beetween 40 to 42k gold pieces (needless to say we were all happy), right at the end when we were returning to town he mentioned me: GM: Roll perception please
(Afterwards at the inn) Me: Perfect, we need to go to a near city to sell some of this stuff because in this town we are not going to...wait a minute...were is my Bad of Holding! To sum up, the perception check was because my bag of holding with all of our loot from the last part of the first module and the second one, the party pool (a pool of money we did to pay for regeneration, cures and assorted things), and Magical Items was stolen. We roleplayed trying to find it from casting locate object, and trying to look for local thieves and seeing if anyone was expending extra money. The day after, the party monk found 8000 GPs in his bed. And the exact money that the party pool had. We were WTF!. Afterwards we managed to find the bag of holding with books relevant to the plot and nothing more. The animal companion tried to do a scent check to follow the thief but only pointed to me one of the party wizards. And the GM just pushed us to the start of the next module, and yes we were very upset our search for the thief was not sucessfull at all. And well that was our sad sad story so far. We were starting level 4 in that time and we are 2 Wizards, Cavalier with a Wolf Animal Companion, Four Winds Monk and Druid with Beetle Animal Companion. This caused a lot of drama within the group. When we confronted the GM about this in our next session he said he was roleplaying how the villians would have acted. And that in the future we will be able to get the stolen loot back. I just told him its not fun for me to have everything taken away (my personal opinion), my main concern is that he gave us all that loot and after I calculate how much it summed up he freaked out and took it from us in what I think is an immature way. I'm still freaking upset!! And to crown all that, I dont really think he wants to play anymore. Its been already 2 times that he skips our weekly sessions because "I have a shot at winning the MtG tournament this saturday" (he confirmed this to me at sunday 2am, and we play at 10am). Ugh I needed to get that out of my system. There. So:
I think the problem in here is with your DM, I hate to see DMs that play strict by not making it fun to grant a normal, suggested and balance ammount of treasure, my Dm once noticed this and made a reset of the gold per level and mentioned we could make changes to Magic Items in that way because we were all over the place with gold and items. Also, you can ask your party if they can travel to another city so you can visit a Library or a Wizards guild in order to purchase spells, which imo is the only way wizards can fill their spellbooks.
My recommendations on how to decide your future wizarding career: 1) Read all spells from each given level, if you like some of them particularly try to specialize in a school or playstyle, blasting, battlefield control, buffing, summoning, debuffing. 2) It is heavily adviced that you never enter melee under any circumstance, you have almost zero ways to negate heavy melee damage, so touch attacks are to be used with metamagic. 3) View metamagic and consider what you will be casting in next levels. 4) Consider what you would do in a combat all the way through. 5) Your feats are what will make you completely different from other wizards you know. Have them into consideration when you level as they are invaluable and are prereqs to the future one. 6) Never be a Flaky Egoist Wizard...
Sometimes your most unflashy spells will be the ones that will turn the battle into your side I'm talking about: Charm Person, Dispel Magic, Grease, Glitterdust, etc... Hope that helps!
I just got the same itch of making a Crossbow Dual Wielding Inquisitor. It is quite feat intensive but makes a super flavor-rp character. I've came to the following ideas: 1) Take Rapid Reload Feat
3) Also you can do a permanent Wondrous Item with the Reloading Hands Spell in a permanent way. Let me know what you guys think about it.
Throw in a Orange Ioun Stone and some nifty feats and I'm rolling my dice. How about a Cleric/Empyrial Sorcerer Mystic Theurge? (Wis stat)It lags a little (as a MT will always do) but damn what a versatile character! MT always suffer from the beggining of their careers in my opinion its terrible to play them from the start, around level 15th you will start to pick yo the slack and start shining.
You were not a jerk, he willingly submitted to evil and now has to live feeding of innocent victims. Changing his aligment through magic is bull...you GM took a wrong desition, you have every right to smite the crap out of him. This kind of considerations have to be asked to the whole party before hand. Not to be taken lightly.
I was playing a magus level 15th and in a single round with good action economy, spending resources and two crits I managed to pull like 240 damage or so, and still save resources, But I mean seriously at level 15th? you should be able to start rocking the table with mean combos, awesome summons, well planned spells. A good designed characters can be done by anyone, its a matter of careful planning and aim at something nice. I mean Eidolons, Bardic Performance, Rage, Spell Combat, Judgements all are game mechanics that can be and should be used in game all can be abusive, nah I dont think so. everyone has a opportunity to make a run with their classes.
I spellblended some spells with Magus and I can tell you some of the strongest are: 0 Touch of Fatigue,
If you have the Close Range Arcana, Touch of Fatigue translates into a free extra attack that stacks with Haste and Enervation becomes very handy. Other than that Heroism is a hard to beat buff to almost everything. Touch of Fatigue and Touch of Idiocy can crit through Spellstrike for they are damage as the rules mention, also they are very handy when fighting casters or creatures that have low desterity (dragons can be toned down a lot by Touch of Gracelessness and Ray of Enfeeblement in concert). Also remember that you get to add spells from your Magus 19 level ability and you certainly want some Summon Monster VI for utility, Cold Ice Strike for its hiper cool swift action casting and Greater Heroism as it is one of the greatest buffs of the game. Also remember at level 5 Contingency is a game saver if planned correctly. I dont recommend that you Spell Blend more than once in your career because most of those spells buffs you can easily do with Use Magic Device and a handy Wand (heroism and resist energy are great candidates for those). Hope that helped your desition :)
We wiped so very hard after 2 years of playing and in the epilogue, Karzoug was holding a Balefoul Poly one of us, and others are still inside him in agony. And in the end the child of one of the characters was taken by a green dragon and its supposed to be his ward. Sad we didnt survived even one round against him.
Norren wrote:
On your first mention you can get reach spell and increase the range for special cases. Or maybe a Rod of Extend Metamagic. On the second, sadly, enhancement bonuses don't add up unless specifically stated. I recommend that you also review the Archetype for Ray Focused Maguses Myrmidarch with Ranged Spell Strike they offer different options and you could get some Gunslinger Feats in order to use firearms. Its a different option but Spellslinger seems to rock the house too. Specially with heavier spellcasting.
I'm wondering how the classes that cap at level 6th magic like Bard, Magus or Summoner would be in level 21 would they gain a 7th level spell slot usable only for metamagic purposes? And then gain spell slots on their higher casting level? If so? How would you pick the new spells...humm I really want a PFRPG Epic Level book sniff x3
You only add the enhancement bonus of the weapon to the attack or the spell DC. Nothing else changes except the other descriptors of using a gun. A: No, you hit the same targets of the spell
The reason is that when the spell calls for a attack roll you can add the bonus of the gun and when it doesnt like burning hands, you usually add that to the spell DC. For Scorching Ray you do all the rays and roll all the rays. Your range is the one of the Scroching ray and add enhancement or save DC bonuses. Ocular Spell looks really weird. But from my interpretation it would convert spells into rays. And you fire through the gun at range 60 as the spell mentions.
- At level 6, a Magus has BAB +4
Spell Strike (1 Attack)
Spell Combat in Concert with Spell Strike (2 Attacks)
2 Attacks at +4
The magus at lower levels is difficult to master because of the concentration DCs you need to do when you are in range of opportunity attacks. Spell Combat at lower levels is very very difficult to pull off, and if you want to really excel at it you need to have a high intellect and or lower your attack to increase your concentration check, or get Combat Casting with eventually you will not need at all. Hope that helps.
Hi! I think I finally have it narrowed down. Yes! Magic Item Creation. I love to design things for my characters and create stuff. But create something out of thin air requieres a lot of detail. So I wanted to create some sexy robes for my Magus. That would have Use Activated Effect of Detect Evil and allowed the combined effects of Heroism and Wrath 3 times a day. Please review if I made it correctly. Wrath
Heroism
Detect Evil
Also adding the costs of 50 Thorny Vines. Market Price would be 91,375 gps (plus 50 vines) The combined effects would be this ones:
I think my munchkiness overcame me when I thought of it, but its a postumous item for my end of campaing Magus I think a bit too much but would like your input. Maybe restricting it to one enemy? Or bonuses only apply to Evil Creatures etc etc. What do you guys think? (this is not homebrew its done via the Magic Item Creation Rules)
ShadowDax wrote:
Hi, as a fellow Magus I think you are mistaken. Because a level 1 Spellstriken Shocking Grasp is channeled through a weapon and if you Arcane Pooled a Weapon with Shock, although is the same kind of damage they dont add/stack themselves up with Spellstrike. Because they come from two different sources.And have to be considered separately for purposes of Metamagic Spells (like empowering a 5d6 Shocking Grasp (and not adding the Shock weapon). And for purposes of energy resistance. Hope this helps :)
Maezer wrote:
Oh the scaling cost of the spell recalling ability I get it, but I dont think the 25,000*1.5 would not apply because that is for items that exist already not one created from scratch.
I want to put toguether several qualties of magical items in order to create a very special one tailor made for my character using these: Robe of the Runes
Essentially I want to use the Robe of the Runes (with a stronger ability), add the Ring of Evasion ability and use the aligment restriction of the robe of the archmage: Thus equaling to this: +4 a Con de RotR: 16000 Spell Recal 4 levels of spells/+2: 28000 But to input a 6 level of spells/+3 to Attack and DC for 1 round:
Adding the Ring of Evasion:
And restricting the aligment to Lawful Good would be a 30% discount. Totaling: 16000 (+4 Con) + 42000 (Spell Recall 6/+3) + 25000 (Evasion) = 83000 With a 30% discount for restricting aligment = 58,100 Thus I present to you: Robe of the Noble Warrior Mage
DESCRIPTION
While worn the robe grants the wearer the ability to avoid damage as if she had evasion. Whenever she makes a Reflex saving throw to determine whether she takes half damage, a successful save results in no damage. The Robe of the Noble Warrior Mage has the same restrictions to aligment as the Robe of the Archmage (good). CONSTRUCTION REQUIREMENTS
_______________ Please let me know what you think!
FoxAdriftAtSea wrote:
Right forgot to mention I had Craft Wondrous Item :)
No point buy, regular roll (3d6) for each, rolled failrly good numbers plus Noble Drow modifiers. Also wearing the following
Hey guys can you give me feedback to my Magus Build please? Vasantasena (V:TM Rip off I know but damn sounds quite drowish)
STR 14
Feats
Maguc Arcana:
Natural Spell Resistance Drow: 22 AC 30
As a Drow Noble I have Divine Favor, and Dispel Magic and other goodies. My usual approach is casting Mirror Image, Shield and/or Greater Invisivility in Combat and SpellCombat Intensified Shoking Grasps and Frigid Touch. I'm Aiming for a Spell Perfected Dragon's Breath at level 15 (prereqs I'm choosing are: Intensified, Piercing and final I think Maximized or Quickened Spell) those two mainly because they are only a +1 to prepare spells. Chose Lingering Pain because of SpellCasters and seem quite a nice ability to have. So far it does awesome damage and has minor utility and lots of skills. And best part of all its a blast of fun to play. Let me know what you guys think. Any suggestion anf future recommendation is welcome!
@Phasics and Meatrace: Thanks I didnt remember the new Polymorph spells and how they augment armor class. Ok also then: Misplacement, Blur and Mirror Image. That would be 50% misplacement, 20% Blur and X% Mirror Image. @TheDoctor: I was thinking about Lunge but as a Magus when you Spell Combat you can mage your attacks first, take a 5 step and cast the spell. Also my GM has a fetish for enemies with reach. Also I was thinking about Combat Expertise. But I dont think the dodge bonuses are cumulative. :S Edit: Opps Dodge bonuses are cumulative! Yey!
Hey guys, I'm playing a Drow Noble CR 2/Magus 9 (by the way the class rocks) and I have a 30 Armor Class throught this: Base = 10
I can raise it to 34 with the Shield Spell
I got into a lot of trouble and was stalling a party of three stone giants and managed to get to 40 AC with Total Defense (+6 Dodge through Acrobatics Skill) and Mirror Image I was wondering if you guys can help me seeing what else I can use in order to get more bonuses to AC from Feats, Armor, Items etcétera I want to Max it out (rawr) because I'm starting to think I might be the only chance of a decent tank in the party we are playing :S Thanks!
I have a dumb question. I was trying to empower a fireball (Im currently a level 9 Magus) and my DM told me I would only do 10d6 of damage because you can only do 10d6 of damage but as I'm reading its not the way it works can you guys clarify this for me please? Option 1) roll 9d6 x 1.5
Thanks!
Kvantum wrote: Are you playing the Kingmaker AP, by any chance? Maybe see if your GM will let you try out the Fochlucan Lyricist PrC from the D&D 3.5 Complete Adventurer. Druid/Bard/Rogue multiclass, essentially. We are playing Rise of the Runelords, and he is not allowing 3.5 classes just official paizo stuff to avoid converison mess. :D
So, it is time. My druid was killed by a freaking mother of oblivion while I was trapped in a Resilient Sphere casted by the mage in our party and that monster entered the space and ripped me up to -50 hp. So. My DM pitched the idea to play with a Nymph but (he has the no same class after you die rule-his rule) forbade me to play druid. So, IMO I'm thinking:
Input please! hehe
Jeraa wrote:
Wow this is very very sad. But then the price is all wrong. Killing a colossal sized dragon should costs much more than doubling the listed price! I mean its a freaking big dragon! Well at least I got my Hide Armor and a nice shield :P I guess I'm gonna wait for a Darkwood Ironwooded Fullplate so I will begin crafting it now :D |