Wycen's page

286 posts. No reviews. No lists. No wishlists.




I have a cleric of Lymnieris who needs to figure out which domains to choose.

Typically I like a domain that expands my spell selection while providing a nifty ability.

I am thinking of Community for the abilty to remove some conditions. And Protection for the resist to saves.

But I am open to other ideas.

Right now he is 4th level. Some campaign info that might be useful:

The Charm/Lust domain is tempting but we are playing a kitbashed version of Return or Expedition to Castle Ravenloft. So I expect a bunch of undead.

The GM also tends to not like the same level of treasure I typically expect from Paizo or anyone else who likes treasure. Plus I have no clue what WoTC would include, especially since I am familiar with the iconic treasures available in the original I6 module. With that in mind it is why I am considering the Protection domain, to free up the cloak of resistance spot for say a cloak of the bat/manta/anything different.

I also do not expect the characters to reach high than 7th level. That is when the GM typically ends a campaign.

And finally we could have about 7 characters in the group. 8 if the person playing 2 sisters brings both characters. This is another reason I expect low treasure and XP.

So, ideas?


I know the myhic archmage can cast spells and force non-mythic targets to save twice and take the worse result, but are there any feats that do the same thing?

I was pretty authorative when it came up this weekend, but now I am thinking about maybe domain powers, feats, magic items, etc.

Actually since it was a wizard trying to pull the wool over the DM's eyes, maybe an arcane discovery I am not familiar with?


I thought I knew how to value, in terms of gold pieces, magic armor and magic weapons. And by extension, I thought I knew the rules for crafting these items, specifically the cost. But I have never before actually taken Craft Magical Arms & Armor and attempted to craft an item from scratch or improve upon an existing set of armor or weapon. Craft Wondrous Items always got the attention.

In my current game I have a desire to craft a suit of armor from scratch so I read the rules. Closely. Which is why I use the term "from scratch" because I believe that might be a slightly different cost calculation. Which caused me to dig through the forums searching for other threads about this.

I want to use the right terminology, but I suspect based on recent conversations with my group about magic item creation that some terms will be mixed which is why the magic item creation rules need to be overhauled, but I digress.

If I make a +1 dagger, (from scratch, lets us ignore the mundane crafting portion of this exercise) is the construction cost 2000 + 2 (dagger cost) + 300 (masterwork cost)?

Or, 2000 + 1 (half market price) + 150(half market price for masterwork)?

Or maybe just 2000 as the text seems to indicate the cost is subsumed in the base price, which for a +1 magic weapon is 2000.

I don't know why the construction cost would be different for mundane versus magic, but then again, we never calculate the cost of the cloak involved in a cloak of resistance, etc. At least with the groups I play with.

Thanks for any input.


So in our game we came upon a village of dead hill giants, and wanting to get more information out of the situation, I reincarnated the chief.

Now, the question, how to adjust the physical stats? I'm tempted to say just keep them the same, since bugbears get some good bonuses, but probably not as much in the STR category since going from Large to Medium would be a -8 penalty to STR.

Anyone have thoughts? I should point out I'm not the GM, but plan to pass along any ideas as combat is quite likely and so knowing what the bugger can do is going to be useful.


Are there grenade/splash type items that might be useful in fighting a dragon?

Specifically, vials of acid are out since this is a green dragon.
Tanglefoot bags are out since the dragon is pretty damn big.
And alchemists fire doesn't exist as a cultural artifact yet either.

So, liquid ice comes to mind, but maybe someone with more knowledge of all the alchemical equipment can point out some useful grenade gear?

Thanks


I just realized my PC's cohort has an extra 5th level spell slot and I'm trying to decide what spell I should put in that slot.

Here are my top 3 contenders and why:

1. Unleash Pandemonium. This 5th level spell from Sword of Valor creates a burst of storm activity that deafens anyone in the area, with no save. They also can make a will save to avoid being shaken.

2. Deathless. This 4th level spell from the mythic rules essentially keeps you from being killed by straight hit point damage, until the duration expires.

3. Spit Venom. This 4th level spell blinds the target for 1 round, no save or SR. Has the possibility of poisoning the target as well.

I like the first option because we expect to be fighting a green dragon and most of our group does not take spell resistance into account (or they do by hoping spell penetration will work). So no save and the dragon's initiative is lowered plus a possibility that it fails any concentration checks for spells it might throw our way.

I like the 2nd option because I don't want to get caught in a claw/claw/bite/wing/wing/tail/whatever else situation and being able to essentially defer all that damage (if it gets through stoneskin) would let me sleep better at night.

The 3rd option in one of those few spells with no SR and save (well, versus the poison, but that's secondary to the blindness). The duration is only 1 round, but that's one round to escape with.

Because I know somebody will ask, our party consists of:
Summoner
Cleric focused on stealth and healing
Sorcerer focused on evocation
Wizard who sometimes pulls brilliant things out of thin air but can't remember what he was told 30 minutes earlier
Druid
And a rogue of some sort who just joined us who we have hand waved into the party.
Plus the cleric cohort.

We expect to encounter a mythic green dragon. I anticipate that while we may try to parley, eventually the wizard or sorcerer will provoke a fight. The sorcerer wants something in the dragon's hoard and the wizard encountered the dragon in a past life.


3 people marked this as FAQ candidate. 1 person marked this as a favorite.

Initially I passed this feat up without much thought, but as I've gotten more familiar with the mythic rules and gained another tier, I've been looking closer at this feat.

The text:

Your mythic power is even more potent than that of most other mythic beings.
Benefit: Your tier is considered 2 higher for determining the potency of mythic abilities, feats, and spells. This doesn't grant you access to mythic abilities or greater versions of mythic spells at a lower tier than you would normally need to be to get them, nor does it grant you additional uses of mythic power or adjust the dice you roll for your surge.

What does this affect, particularly what is a mythic ability? It is not defined in the glossary.

The chart titled: Base Mythic Abilities does use the term, so let's look closer at what that does for us.

Gaining your first tier provides the mythic power (points) that we expend to fuel various abilities and references your tier in determining how much power you have to spend. However, the text from the feat clearly states you don't get additional uses. Besides, another feat handles that.

The surge ability is also affected by tier, but again the feat says it doesn't work for it and again separate feats exist to boost the surge.

So we go to tier 2.

Amazing Initiative references your tier, so it seems we have our first mythic paragon use. At tier 2 with mythic paragon we'd be adding 4 to our initiative.

Without wasting space, none of the remaining abilities from the Base Mythic Abilities chart seem to be affected by the mythic paragon feat.

Feats

Arcane Shield, Command Undead, Improved Trip, Two-Weapon fighting and any number of other feats would seem to benefit from mythic paragon.

Of particular interest to me is combining mythic paragon with mythic spell lore. While you can take the mythic spell lore feat multiple times, getting even more mythic spells is better.

So, the feats portion of what mythic paragon does seems the easiest to determine.

But what about the spell portion of the feat?

Animate Dead, Globe of Invulnerability, Saving Finale, and Wall of Ice would seem to be some of the spells that benefit from Mythic Paragon. Each spell requires reading the text to determine whether it benefits or not.

That leaves us with what is arguably the best parts of being mythic. Are path features, such as Absorb Blow and Fleet Charge affected by mythic paragon? What about abilities like Enduring Armor, Throw Spell, Adamantine Mind, or Divine Source?

Ex. The spell-like abilities granted by Divine Source would be up to level 5, if taken at 3rd level with mythic paragon.

I'd love to apply mythic paragon to Absorb Blow, Divine Source, etc, but the phrase may apply to specific things which are not explicitly explained.


He's not technically naked, but if you wanted to stay with just light armor and had about 2,000 to 3,000 gp with Craft Wondrous Items and Craft Magical Arms and Armor, what could you do to improve his armor class?

He's already equipped with a +1 amulet of Natural armor, +1 longspear, and +1 buckler, but I'm considering ditching the buckler to improve the longspear to make it a defender.

But what are other ideas that give better bang for the buck? Not conditional or temporary armor like spells or mutagens, but physical materials.

Thanks


Reading Krul's mythic ability guide triggers some thoughts one being about counterspelling. In all my years of playing 3.0, 3.5 and Pathfinder I can count how many times I have seen counterspell used on one hand, probably with one finger in fact.

But here is a thought. On page 203 of the core book it says you can ready a standard action, move, swift or free action. Then on page 207 it says "You may still move at your normal speed, since ready is a standard action."

Looking thru the faq and searching the forum seems to lead me to the conclusion that counterspell requires a standard action. But there is that text on 203, if I want to really interpret the rules favoring my train of thought.

Wild arcana of course would be the ultimate counterspell by its very nature and would make the mythic spell sieve ability really cool.

So is it wishful thinking that a swift action can be used to counterspell?


Specifically, does the skeleton template applied to a dragon mean their natural attacks no longer bypass DR/magic?

I see evidence leading me to yes or no, though I am favoring yes. Except then the DM would be wrong, but I expect he used Herolab to concoct the stats which would make it wrong too...

Thanks


I know there are feats that help overcome spell resistance, but what about spells?


I am guessing the caster level is the minimum needed which for a minor crown would be caster level 6. Thus the caster level check is d20 +6.

But what about a major crown with a maximized blast? That would be a 3rd level spell using a 7th level slot, and you need to be 13th level to cast 7th level spells so: Caster level check d20 +13?

Or am I missing something?


The sandbox campaign I've been playing in for over a year is about to go Mythic. The DM likes the system and if we survive the next battle, literally, we'll ascend to our first mythic tier.

That's awesome! Can't hardly wait.

Except, looking toward the future, I'm not sure where to take my character. While I've usually been able to keep my summoner's eidolon effective in combat, the feats I've taken are eclectic. It is part of the campaign and what my summoner likes, exotic material and lost, forgotten, strange magic.

Feat progression as it stands at 10th level: (I know some will want to see the whole build)
1. Extra Evolution, Resilient Eidolon
3. Experimental Spellcaster
5. Extra Evolution
7. Leadership
9. Inscribe Rune

My philosphy has been "all eidolon, all the time" so I consider myself at a disadvantage when I have to summon monsters (thought I of course have Summon Eidolon as a spell).

As you can see, these limit my choices for mythic feats, since so many require prereqs I don't have. I've pretty much decided on Dual Path as my first Mythic feat, but I am not sure if Marshall or Archmage should be my "primary" path. The Archmage abilities are really nice, but with an eidolon and cohort I know I can get milage out of the Marshal path.

So, which way should I go for primary path, Archmage or Marshal?

And what non-mythic feat should I be looking at for 11th level? 1 epic battle might tip me over the boundary, or 3 good battles.


1 person marked this as a favorite.

Our group is comprised, right now, of all casters. We have a wizard, sorcerer, cleric, druid, and summoner.

You would think that somebody would remember definitions like caster level, spell resistance and penetration, concentration checks, etc.

But we don't. I play the summoner and rarely need to worry about any of these things, plus I'm busy taking notes. The wizard player's memory is so horrible he can't remember things he was told earlier in the same session. Don't know what the sorcerer's problem is. The cleric and druid are quiet or not. The DM says look it up only if we all sit around scratching our heads wondering who's right.

Can anyone point out a file that someone else might have created for similar situations, or maybe an app since the DM and a couple players use ipads/laptops, or pdf?

It isn't a big deal, but I know sometimes we get it wrong.


I've read the FAQ and a good number of threads with the search function, but after google chrome crashed I gave up and decided to ask something that others have probably asked before.

We acquired an intelligent magic item. In this case a magic staff, Staff of Fire to be exact.

While trying to figure out who could use it, which required reading and comprehending the rules, I ended up questioning the EGO score.

That led to several questions.

The stats of said item:
Staff of Fire
Alignment: Lawful Neutral
INT 18
WIS 11
CHA 16

EGO: ________ the DM listed a number but it doesn't quite compute to me.

Communicates via Speech, with hearing and Darkvision out to 60 feet.
Languages: 5 campaign specific languages

10 ranks of Appraise
10 ranks of Knowledge: Nobility
.
.
.

So, as a Lawful neutral item, any lawfully aligned PC can use it without suffering a negative level.
Correct?

What should its EGO score be? I counted it as 12, unless the base value is higher than I think and thus bumps the EGO up to 13.

Which is linked to Base Magic item value and EGO modifier. The text states: "An item's Ego score is the sum of all of its Ego modifiers plus an additional bonus for the cost of the base magic item (excluding the cost of all of the intelligent item enhancements)". Some of those like skill ranks have associated EGO modifiers so they aren't included. But what about darkvision and other things like that?

Intelligent items can take their own actions. The staff's caster level is 8th, so when the staff fires off a fireball it does so as an 8th level caster. But does it also provide the staff properties so that a 10th level caster could fire off a 10th level fireball and a 20 INT wizard can add 5 to the save DC instead of 4?

And I nearly forgot, does an intelligent item get to add stat modifiers to any skill checks it can make? Are those skills trained?

Hopefully somebody else has already asked and answered these questions.
Thanks


I'm not sure if this is better put in the conversions forums or here, or maybe better yet asked at Monte Cook's boards, but I'm trying to anticipate a situation.

We have a character in our group who's using the Verrik racial levels from Arcana Evolved. His character class is sorcerer, with the celestial empyreal archetype.

Anyway, our DM's homebrew game has a taboo about casting Raise Dead (and probably the higher level better versions). Instead we use Reincarnate.

So, what happens, when a character with racial levels dies and is reincarnated as a different race? Unless the DM modifies his chart there is no chance the verrik will be reincarnated in another verrik body.

So, what happens with those racial levels?


I use the word building instead of crafting because after searching the forum for this question it is clear that crafting magic items is the preponderant use of the word "craft", followed by spellcraft.

But indeed, I do want to understand how to use the skill Craft: whatever.

Craft: Whatever. Weapons, alchemy, cabinets. I've read the first couple paragraphs a few times when at lower level when we had downtime in the city.

But I've never really read the whole thing and never actually tried to craft an item from scratch.

In this case, a spear. It seemed easy enough: convert the price into silver pieces, make your Craft Weapons roll and multiply your craft check by 12 (the DC of a simple weapon is 12) and if the result is greater than or equal to 20, you've spent a week (or less) successfully creating a spear.

But then I wondered what happens when you want to make it out of exotic material like adamantine. And it gets a bit wonky.

Two separate sections, with 2 different rolls, but with concurrent time frames or craft the easy portion and then after that start hammering on the MW portion? Do you convert the MW price into silver pieces like the mundane portion or stay with the gold piece value as the masterwork section sorta-kinda implies?

Thanks


I'm looking for humorous answers more than psycho-killer responses, but here's the situation.

We liberated a prisoner, a goblin. Not for humanitarian reasons - I don't want another thread on goblin babies and paladins.

We've temporarily returned to town to sell loot and find another warm body.

Our fighter died in the last session and so we are in recruiting mode. In order to give the goblin something to do, and because I think it would be funny, I figured we'd put him on the interview panel, along with 2 party members.

Now, we of course are going to accept this new character into our party, but I think it would be fun for the DM to ask the "potential hire" some questions, from a goblins point of view of course.

This is a non-Golarion specific campaign, but goblins apparently still like fire. So, what would a goblin recruiter ask a human, or elf, or whatever?


After a boat load of XP in our last session, the visage of 10th level is in sight and so I'm finally thinking about what spells my summoner should take and what I can do with the Aspect ability.

I think the biggest bang for the buck is diverting 1 evolution point to get the Skilled evolution. Otherwise, for 2 points, Flight seems like a natural choice. My summoner sucks at melee combat so anything like natural attacks and whatnot are probably bad choices, except maybe for shock value or specific circumstances.

But what about spells? At first I thought Transmogrify was a natural choice for a 4th level slot, but then I considered Greater Evolution Surge and realized it was perhaps doing the same thing, just on a cheaper and more temporary basis.

Other suggestions? Obscure spells from splatbooks? (I know Faiths of Purity has summoner related stuff but it is too new.)


Our cleric brought up the idea of using one of his 4th level spells to give another party member the ability to cast a healing or buffing spell. I chimed in and said what you want to do is give them Cure Light Wounds and then hand them a wand of cure light wounds to use.

He said that sounded wrong, I can't remember if he meant cheesy or impossible at this point, but after reviewing the spell and spell trigger rules, I am still convinced this is a good combo.

Am I missing some Faq update or something?

Thanks


Looking for ideas on how to take on a stone fortress filled with bad guys who aren't coming out (yet). And we think this is a "boss level" fight.

Our party:

Summoner 8 and eidolon
Sorcerer 7
Wizard 7
Fighter 7
Cleric 7
cohort cleric 6
maybe another PC, depending on who shows up.

Anyway, between our characters I think we might be able to scrape together a +9/+10 on Knowledge: Engineering.

We've already considered the spell stone shape, but we don't have the manpower to properly build siege engines, or to dig mines, etc. We have trees we can chop down for fire and battering rams, but of course no rope and pulleys, etc.

The fortress is 1 level, with 4 towers. Each tower has a wooden trap door leading down into the 1st level. The front door is iron, currently blocked with a tree trunk on our side. One tower has been pounded around the arrow slit enough to allow the eidolon to squeeze inside, which is why the defenders have all retreated from the towers.

The DM assured us we can't inflict enough structural damage to cave the whole thing in, which is my favorite plan.

And inside are some human mercenaries, some probably innocent but almost certainly doomed to die in the crossfire humans, some cyclops, satyrs, and possibly a "master" who may be a rakshasa.

I'm perfectly happy spending weeks slowly doing whatever we need to do, but I don't think half the party will put up with that.


As far as I know, all sorcerers, no matter the details, must be 8th level before gaining access to 4th level arcane spells.

Is there anyway around this?


I'm going to be using a 5th level cleric soon who's feats need to be fleshed out.

The cleric's domains are Fire and Strength and he gets Weapon Familiarity with Warhammer from his god.

So, what feats would you give this guy with the stats:

STR 16
DEX 10
CON 13
INT 13
WIS 15
CHA 10

For first level he's got Toughness. And at 3rd level he's got Weapon Focus : Warhammer.

But that leaves 2 feats, one for 1st level and another for 5th level. I'm not really feeling any of the core book feats, but I'm not as familiar with the Ultimate books.

I don't have any idea what to expect from the campaign, except maybe killing an evil merchant. And for item creation he's got about 200 gp.

Suggestions?


In order to track time in our game I want a calendar which I can then share with my DM electronically. I'd be happy just blocking out boxes on a note book, but he might want to adjust things. Or maybe another player might.

Google Calendar doesn't seem to do what I need. I suppose I could create an excel sheet or something like that.

Any other suggestions?


What feats or traits can you point me to in order to increase the chances of a successful dispel magic check? I know blowing things up before they cast spells is the best way to deal with this, but sometimes you can't.


If you were going to veer away from the Carrion Crown AP after Trial of the Beast and possibly ignore the BBEG at the end, what module would you recommend to follow up with?

Having a horror or undead theme to match with the Carrion Crown would be a good thing.

Bog standard monsters would also be useful. Preferably no solo BBEG the group can gang up on and nothing that will tax the AoO economy, i.e. Huge monsters.

Also it should be written for Pathfinder, not 3.5.

Any suggestions?


For some reason, in the back of my head, I have this idea that the following actions would provoke an attack of opportunity, but now I'm thinking I must have been dreaming or something.

So a spellcaster is standing adjacent to an enemy of medium size. The spellcaster uses his move action to move 30 feet away and then his standard action to cast a spell.

For some reason back in 3E I thought that provoked an attack, but I figured I should read Pathfinder to see if that's right or wrong and I don't see anything about it.

Am I wrong? Can you point me to the PRD spot that addresses this?

Thanks


My DM sent me the proposed stats for my character's cohort and I've been reading up on Stand Still and necessarily Combat Maneuvers.

The relevant portion of the feat's text states: [you can make a combat maneuver check as your attack of opportunity.]

But am I really performing a Combat Maneuver or an attack of opportunity. If it is a combat maneuver, this is a crap feat, at least for this build.

Why? First, performing a combat maneuver provokes an attack of opportunity. But for this build it gets worse.

The relevant portion of text combat maneuver text states: [Performing a Combat Maneuver: When performing a combat maneuver, you must use an action appropriate to the maneuver you are attempting to perform. While many combat maneuvers can be performed as part of an attack action, full-attack action, or attack of opportunity (in place of a melee attack), others require a specific action. Unless otherwise noted, performing a combat maneuver provokes an attack of opportunity from the target of the maneuver. If you are hit by the target, you take the damage normally and apply that amount as a penalty to the attack roll to perform the maneuver.]

My conundrum fully explained as an example:

1. Gordon the gorgon is standing adjacent to Whitney the Spear carrier.

2. Gordon sees a squirrel off to his side and is overcome with the need to chase it, provoking an attack of opportunity.

3. Whitney takes the opportunity and makes a combat maneuver check.

4. Gordon says "hey not so fast, your combat maneuver check provokes an attack of opportunity" which Gordon happily takes and inflicts 6 points of damage.

5. Whitney then proceeds to complete his combat maneuver check with a -6 modifier. With this modifier Whitney's total CMB is now -2.

6. The player asks the DM, "why did you give a 6th level cleric with a STR of 10 this feat"?

Ignoring the low STR/BAB issue, is this how Stand Still works? Your attack of opportunity triggers an attack of opportunity?

My google-fu is failing me.


I'd like to see new Thassilonians runes. Or specifically something in the less expensive range a mid-level PC could afford. :)


Just made 7th level so my summoner gets to redesign his eidolon.

Currently I've spent the points as such:

Biped

2 extra limbs
1 extra claws for the limbs
1 increased damage for claws
1 reach for claws
1 improved armor
2 Increase ability score STR for claws
2 Flight

Feats are Power Attack, Improved Bullrush and Master Craftsman. Assuming we make it to the appropriate levels my eidolon will become Large and take the Awesome Blow feat.

My summoner has the Extra evolution feat twice so that gives me 2 extra points to play with.

We are in an overland exploration campaign, though close to the coast so we may brave the open sea sooner or later.

In the past I've used left over points for Gills and the ability to keep animals from approaching, but they've almost never come into play.

So, do I increase damage output with elemental damage, or add a utility like casting Webs, or something else? I was leaning toward infusing the claw attacks with cold damage (the eidolon is supposed to be a shard of a primordial being lost under a glacier) or something else?


I'm not sure if this is a hold over in my head from old editions of DnD, but shouldn't gems and precious stones be worth full value when sold? Or rather, why bother to sell gems since they are much more portable than hundreds or thousands of coins.

So, in Pathfinder, are gems considered trade goods? I'm currently recalculating our last haul of loot and noticed the usual treasure keeper halved the value of a bag of gems we found.


I'm looking for a program or maybe even an Excel spreadsheet where I can plug in my class and spells known and then see what wondrous (or other) magic items I can craft.

Can anyone point me toward something, hopefully free, that does that?

Thanks


Recently started a new campaign and my character is a cleric of Calastria. From looking at the Core book I assumed Calastria was a chaotic goddess and thus her cleric's would have chaotic auras.

But then my DM mentions that in Faiths of Balance she's called a neutral god.

So, I'm curious about how that works for auras and at the same time, interested in the cosmological differences that make a chaotic or lawful god "neutral" in the Pathfinder universe.


Looking for help trying to figure out how to best make my character rock. Obviously I'm playing a summoner and just got enough XP for 3rd level with a bipedal eidolon. My first two feats were Resilient Eidolon and Extra Evolution.

We are playing a sandbox campaign and due to real life issues, sometimes we have a cleric in the party, sometimes we don't, sometime we have a druid, sometimes we don't, etc. While it is a sandbox, it is mostly overland exploration on an island and we get bonus XP for every hex completely explored. My eidolon kinda resemble an ice elemental and took evolutions to improve damage output and armor, plus Gills since I thought it was the best way to emulate a floating ice cube, should we ever need to swim (answer being yes, it came in handy once so far).

But, the DM has said Words of Power are available to learn, it would fit within the campaign. So I'm thinking my feat for 3rd level could be Experimental Spellcaster.

What do you think? I've read Words of Power and essentially understand that basically I'll be learning 1 new spell, but it will be ultimately flexible, (I'm sure someone could say you are learning a number of new spells limited only by my imagination, but really, you get 1 effect with a dial you can change). And at 3rd level, I'd only get to pick a 0 or 1st level word, so I'm thinking the 5th level feat might be better spent, if I try Words of Power.

Or should I go with Craft Wondrous Item? There are magic items available for sale, but they change each week and so far are either not useful to me or too expensive (except potions). If I take Craft Wondrous Item, really, my character becomes the town's default magic item creation shop. On the other hand, I'll mostly be churning out cloaks of resistance due to the summoners limited spell selection.

Or is there something I can do to boost my eidolon? After all, my eidolon is fighting and kicking butt, not my character.

All these ideas seem to have benefits but also drawbacks. Any advice could help me. Thanks


I'm looking for suggestions on a position for a crewmember on a sailing ship, who in fact, does not have any interest in sailing, ships, or the sea. And he does not have any skills useful for operating such a ship. No navigation, no piloting, no artillery magical or otherwise, no sleeping with other crewmembers, nada. The only thing this person would help with is fighting off boarding parties or sea monsters.

The reason I ask is because if the rest of the party decides to become sailors, I will go along with it instead of sitting on my butt doing nothing.


I'm about to level up and I'm wondering what feats might be good for a sorcerer. We are still in the first module, clearing out the haunted prison though I'm also interested in feats which might be useful in the modules to follow.

I plan mostly to blast things, but might take a few defense spells.

Thanks


So this is a class for the Advanced Players Guide. What does advanced mean?

1. For older players?
2. For maturer players?
3. Power gamers?
4. For smarter players?

Whatever your pick(s), I have to hope the Extracts remain a personal form of magic, rather than the spell in the form of a potion. I am playing Pathfinder, not 4th Edition Dungeons and Dragons. To borrow Melan's phrase (or whoever if my memory fails), please don't impose your tyranny of fun on me. Not all classes have to be "fair" or balanced.

And don't make infusion a first level ability. In fact, remove it from the list and turn it into a feat if you really need to have it. Even a feat you can take at first level will be ok.

I have no problem finding ways to be useful to the party without buffing them. I can provide flanking bonuses. I can provide Aid to others, or pour a healing potion down someone's throat. I can stand in the back and wave my hands and hope the wand triggers or I bluff the goblins into thinking I'm about to lob a fireball. Heck, if I'm really selfish I can wonder around the terrain or throne room looting or looking for secret doors while my cohorts do the heavy lifting.

I think the Discoveries should come maybe a level sooner.

I think a few of the zero level spells would be appropriate as extracts, but as they'd be horrible as first level extracts, I don't know what to say about them. I almost want some sort of "unlimited" ability like a magic user, but don't know what to suggest.

Also, the mutagen is great for the DEX or CON boost, but STR doesn't seem to me the field an alchemist is going to excel in. Maybe throw in Improved Unarmed Strike or Natural attack. I'm not so worried about this, when I used it I wasn't thinking ahead so while I made a great flanker, I couldn't hit anything.

Alright, that's all I got off the top of my head, I have to get back to studying for a midterm, but I hope Extracts don't turn into a buff for everybody.


I'm looking for pictures posted here a few years ago, specifically the macaquitl or maquaquitl sword used by the Aztecs. There are other pictures online of course, but these were really wicked looking.

I'm playing an Atzlanti character in a Scion game, weilding one of these and I'd like the other players to see the visciousness of the weapon.

Thanks