Yargoyle AKA Endarire's page

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I wasn't sure where was the best place to post. I assumed someone on the Paizo forums would know best.


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Greetings, all! I ask this here and now since it seemed like the best place to ask.

Let's assume hypothetically I were to make to video game for commercial distribution using Pathfinder 1e's OGL rules but not use any copyrighted material (Golarion, Cheliax, etc.)

1: What sort of license would need to be placed in this game so people knew this was OGL content? I know D&D 3.5 had the 1.0a OGL Rules from Wizards of the Coast.

2: Could I legally mention this game used Pathfinder First Edition OGL rules?

3: What else should I know and be prepared for to properly and legally make and market and release this game using this ruleset?

Note that Knights of the Chalice is a for-profit video game that uses the 3.5 OGL rules.

Thankee!


To my knowledge, the only time I purposely took Skill Focus was when I was in a game with little source material allowed and I had simply taken every other feat I wanted.

In organized play, I took Skill Focus: UMD as my Half-Elf Sorcerer because he took the False Priest archetype which was very UMD-focused.

In my house rules, I've increased the benefit of Skill Focus to give +5 and an auto-reroll (AKA D&D 5e's 'advantage') on the skill chosen.


Are we talking things interesting to the story or things that an appropriately-played and probably paranoid caster who became or is about to become a Lich would likely do?

Story-wise, do whatever.

Mechanics-wise, you make a safe house far from you - probably on another plane - where you treat this like a video game respawn point. Imagine you're playing Minecraft on Hardcore mode. You've just barely escaped death but lost all your gear. What do you do? Likely, you have a well-stocked place ready for you to make a spare phylactery (or many spares, eventually, should the need arise), reflect, recover, and return to the world at large as you choose.


How much do you want to summon?

Having played many Wizards, I got frustrated with running out of spells and turned to multiclassing so I could be useful more often. With a Summoner, you summon. You have spontaneous casting. You have waves and waves of minions as expected class features.

Having played a Conjurer who fought an APG summoner, it was a difficult win around character level 6. My foe made an 'Alien' eidolon. I normally didn't prep boom spells, but had enough booms to stop the master and, thus, stop his minion. (The player didn't focus on bringing every creature possible to the table at once, and was generally inexperienced, which contributed to my victory.)

Summoners bring small armies from level 1. Wizards need to wait a lot longer and act less directory via Animate Dead, Planar Binding, and Charm/Dominate/Suggestion.


Thankee!


Greetings, all!

Can a character have more than one favored prestige class? What about more than one prestigious spellcaster class? I recall reading "no" initially, but what is the verdict?

Thankee!


Thankee!


After rereading the Reanimation ability, it specifically says that the creature isn't a device and the multi-taking of an Unethical Science Invention applies to devices.

Thankee!


Assuming I take Basic Magic Training (Warp), do I get automatic access to the Teleport [Core] ability?

Warp Sphere: http://spheresofpower.wikidot.com/warp

Thankee!


Greetings, all!

The Reanimation ability (listed here: http://spheresofpower.wikidot.com/mad-scientist ) grants a creature. What happens if I take Reanimation more than once? Can I take Reanimation more than once, gaining a creature each time? If not, what happens?

Thankee for this and for answering a previous question posed weeks ago regarding Technician and Sphere talents.


Does Basic Magic Training grant any talents from Warp, and if so, which?

How would multiclassing Technician/Incanter affect access to Magic Spheres?

Thankee!


Greetings, all!

Let's assume I'm a Technician with the Mad Scientist archetype and want to learn the Warp talent Extradimensional Room. What feat(s) are needed for this?

If I take Extra Magic Talent: Warp to gain access to the Warp sphere, can I use Sphere talents from Technician levels on Warp Sphere abilities?

Thankee!


Greetings, all!

I got the Spheres of Might book today via DriveThruRPG.com to check stats on the Technician; however, the Mad Scientist archetype on the Spheres Wiki has different stats than printed, most notably on the Reanimation ability. I couldn't find an official errata and our GM is confused.

Thus, is there official errata? Which version (print or wiki) takes precedence in this case?


Greetings, all!

A Swoop Lizard (Pterosaur, Rhamphorhynchus) familiar grants normal familiar benefits to its master plus 2 initiative. (Source: http://www.d20pfsrd.com/bestiary/monster-listings/animals/pterosaur/pterosa ur-rhamphorhynchus)

What's the total number, just so I know?


Greetings, all!

Does the Improved Familiar feat allow me to have more than 1 familiar 'on deck,' like a Rat (standard familiar) and a Ratling (improved familiar)? What about active at the same time?


DISCLAIMER
I have read the Sorcerer/Sorceress guides for Pathfinder, including for spell selection. The most helpful guide was A Quick Guide to Pathfinder Sorcerers by Dazaras.

PERSONAL HISTORY & BUILD SUMMARY
A Sorceress is defined by her spells, perhaps more so than any other aspect. The theme of a generalist is expressed here: HIgh save DCs and more spell slots due to high CHA, a variety of spells with a variety of functions, and all saves targeted (eventually).

I want to try a CHA-based spontaneous caster. I understand the Sage bloodline would permit me to use INT instead of CHA for casting (and thus grant more

Having played much (but not yet all) of Baldur's Gate II, I have a strong idea of what it means to be self-sufficient in that game. I have many years of D&D 3.5 experience with Wizards and brief mid-level Pathfinder Wizard experience. To make this unmistakably clear: This character is meant to be self-sufficient with the help of her items, but also able to work well in a party. She can blast, she can buff, she can summon, etc.

Wise consumable use as a Sor doesn't make you a poser Wizard. It makes you a more effective Sor. Just bring the 'magical golf bag' (the caster's equivalent to a golf bag full of weapons to beat DR, except with wands, scrolls, potions, rods, and staves) and you'll be better.

CHARACTER CREATION RULES AND SOURCES
This character is for BladeAndBow, a group of organized play for Pathfinder participants. It's not Pathfinder Society, but a similar organization. Full rules are at the Required Reading Forum.

The most important ones are thus:
-20 point buy.
-Start at level 1. The end level is undetermined.
-Start with maximum wealth by class at level 1.
-Paizo (first party) material only.
-Core races only.
-Most official classes are allowed. No Summoner.
-2 traits are allowed per character, or 3 with a drawback. No campaign-specific nor Pathfinder Society traits.
-Max HP at first HD, and half this amount rounded down for all subsequent levels.
-Player versus Player (PvP) is possible starting at level 4 via mutual opt-in. PvP is open to all starting at level 6. I'd prefer to avoid PvP.
-Magic items may be made via contracting with other players, or by crafting them yourself. I suspect the best items will be found or player-made.
-This is a 'low magic' setting. Many magic items can be bought. No buying NPC spellcasting services. No scrolls of spell level 7+, nor items that cast spells of spell level 7+.
-No rare cantrips.
-Nobility and kingdom-building rules are in place for those who want to spend the resources to be treated as royalty in-character. (I may do this and am taking suggestions.)
-1 free character rebuild at character level 5 and below. Unused rebuilds are wasted.

SAMPLE BUILD:
TN Half-Elf Sorceress20 (Arcane Bloodline, False Priest of Nethys Archetype)

1 (Race): [Arcane Training], [Skill Focus: Use Magic Device]
1 (Traits): {Dangerously Curious (Magic)}, {Eyes and Ears of the City (Religion)}, {Pride (Drawback)}, {Reactionary (Combat)}
1: False Focus (swap out Eschew Material Components), Noble Scion (Scion of War)
3: Craft Wondrous Item
5: Persistent Spell
7: Emergency Attunement, [Impoved Initiative]
9: Dazing Spell, [FALSE CHANNELING!]
11: Quicken Spell
13: Greater Spell Focus: Illusion, [Spell Focus: Illusion]
15: Spell Perfection: ???
17: [Spell Focus: Transmutation], Spell Perfection: ???
19: Spell Perfection: TIME STOP!

Reasoning: False Priest is the archetype for generalist Sorcerers! Being able to UMD a scroll of <insert divine spell here> and spend a spell slot of +1 spell level to cast the spell instead of expending the scroll rocketh!

-Craft Wondrous Item is to create most helpful items for this character.

-(Greater) Spell Focus: Illusion helps with the shadow evocation and shades spells.

-Emergency Attunement is to switch the Paragon Surge feat once per day.

-Other feats are generally useful (Improved Initiative, Noble Scion) or set up for (or are) Spell Perfection.

Initial Ability Scores (20 Point Buy)
7 STR
14 DEX
14 CON
11 INT
7 WIS
20 CHA (+1 more from levels 4, 8, 12, 16, and 20)

Reasoning: Put the stats where they matter most: Immediate survival, going first, and spellcasting! Half-Elf's +2 Will saves vs. Enchantments covers most Will saves.

Skills to Max
-Knowledge: Planes (via INT item)
-Perception (via INT item)
-Spellcraft
-Use Magic Device

Reasoning: Spellcraft is a prerequisite for Spell Perfection, amongst other things. UMD helps with False Channel. Perception is useful in general, but can presently be put safely on an item. Knowlege: Planes is helpful for planar traversal as well as identifying planar creatures, like devils.

GEAR TO GET
Note: This is gear to acquire - eventually. In general, I will refer to A Quick Guide to Pathfinder Sorcerers by Dazaras. I'm looking for better suggestions, if any.

Also, adding effects onto a slot costs the combined total +50%. Sometimes this is worth it.

Arms: Bracers of Armor [+8] (64K). Any other item properties?

Belt: Belt of Physical Might [+6 DEX, +6 CON] (90K). If I need the STR for the spell blood money, add +6 STR to up the price to 144K.

Body: Robe of Arcane Heritage (16K)

Chest: Quick Runner's Shirt (1K)

Cloak: Cloak of Resistance [+5] (25K) OR/AND Minor Cloak of Displacement (24K)

Eyes: Eyes of the Eagle (2.5K) OR/AND Fogcutting Lenses (8K)

Feet: Boots of Escape (8K) OR/AND Boots of Springing and Striding (5.5K)

Gloves: Taking suggestions!

Head: Circlet of Persuasion (4.5K)

Headband: Headband of Mental Prowess [+6 INT, +6 CHA] (90K).

Neck: Amulet of Natural Armor [+5] (50K) OR/AND Necklace of Adaptation (9K)

Neck, Alternate: Prayer Beads - including Karma (tell me how much this really costs) - UMD the Karma bead via emulating a 'class feature' - a character capable of casting divine spells

Neck, While Crafting: Armillary Amulet (2.5K)

Ring 1: Ring of Protection [+5] (50K)

Ring 2: Ring of Freedom of Movement (40K)

Shield: Mithral Buckler [+1 Heavy Fortification] (36K). Any other item properties?

Rod, Dazing: Metamagic Rod of Dazing (54K)

Rod, Extend: Lesser Metamagic Rod of Extend (3K) for most buffs. Greater Metamagic Rod of Extend (24.5K) for Time Stop.

Rod, Persistent: Metamagic Rod of Persistent (32.5K)

Rod, Quicken: Lesser Metamagic Rod of Quicken (35K)

Rod, Selective: Greater Metamagic Rod of Selective (24.5K)

Rod, Silent: Greater Metamagic Rod of Silent (24.5K)

Unslotted: Orange Ioun Stone (30K)

Unslotted: Heward's Handy Haverack (2K)

Unslotted: Stat Tomes [+5 CHA, +4 DEX, and +4 CON most notably] (137.5K for a +5, 110K for a +4).

SPELL SELECTION BY LEVEL
Bloodline: Arcane (Bonded Object). Pretty much everything a theoretical casting-focused Sor would want exists here. The bloodline spells range from merely OK (identify) to downright wonderful (dimension door, greater teleport). Power word stun may be a weak spell for its level (and this character will likely have many, many other spells she can cast by then), but it's a no-save stun!

Archetype: False Priest. Losing invisibility @5 hurts, perhaps moreso than dispel magic @7, but @9 (or earlier with the Robe of Arcane Heritage), the ability to spend Sor spell slots to cast divine spells via successful UMD. Scrolls are the true gem here, such as turning a raise dead scroll into a level 6 spell slot with a high UMD check, but seemingly no material component cost.

Assumptions: Pages of Spell Knowledge (the Pathfinder version of D&D 3.x's Knowstones) are allowed in this campaign, but the below list does not depend on them. (The spells listed below also do not account for the Arcane Bloodline's Extra Arcana abilities at level 13 and 17. Remember, the False Priest archetype swaps the first Extra Arcana spell @9.) This character will get these pages for additional spells known as prudent, but we need a baseline build for evaluation.

Note: Spells below are categorized by spell level, then what character level this character (a single class Sorceress) expects to gain these spells. [Bloodline Spells] appear in [Brackets].

(Level 0/Cantrips)
1: Daze: Can keep a weak foe locked down.
1: Detect Magic: Because it's useful.
1: Ghost Sound: "I am Oz, the great and powerful!"
1: Light: Discount Darkvision.

2: Acid Splash: It's like magically peeing in someone's eye.

4: Guidance: +1 Spellcraft when crafting (possibly). +1 UMD when time is no obstacle.

6: Prestidigitation: Discount Diet Wish.

8: Resistance: Let's make some Cloaks of Resistance!

10: Mage Hand: Five pounds of unattended matter can be a lot, especially at will.

!Level 1!
1: Color Spray: Combine with a x4 crit weapon for a Color Spray Lobotomy (CSL)™!

1: Magic Missile: It always hits. Even against the darkness. Especially against ghosts. Tastes better with Dazing Spell.

3: Grease: A small patch of instant slipperiness denies foes their DEX bonus to AC while balancing and sometimes makes them fall. PF Grease seems flammable too since it's actual grease and not magical grease substitute.

3: [Identify]: Bloodline.

4: Protection from Evil: Preventing mind control is the star here. The bonuses to saves and AC are icing on the cake. Also good to have on a wand.

4: Shield: It negates Magic Missiles and gives +4 AC until mithral bucklers come around.

5: Ray of Enfeeblement: Recharges a Staff of the Master (Necromancy) and blunts damage done by STR-focused attackers. It's also a no-save ray.

7: Silent Image OR ?: Taking suggestions here!

RUNNER-UP: Blood Money: "Money for blood? I like that exchange!" -Jon Bovi

WAND: Comprehend Languages: Your gibberish makes sense to me for 10 minutes per charge.

WAND: Enlarge Person: Faster activation than learning it and still lasts a minute per charge!

WAND: Expeditious Retreat: 1 minute of running really fast (+30' land speed) for 750G is kinda useful.

WAND: Feather Step: Hard terrain becomes moderate terrain for 10 minutes per charge @25'.

WAND: Infernal Healing: Cure For Evil replaces 3.5's Lesser Vigor wands.

WAND: Mage Armor: +4 armor AC (touch range) for cheap!

WAND: Mount: Summon a Large horse for 2 hours per charge.

WAND: Protection from Evil: Preventing mind control is the star here. The +2 saves and AC are just gravy. Still good to have in a pinch, even if a character has this spell at the ready.

WAND: Touch of the Sea: Now we're prepared for aquatic adventure!

WAND: Silent Image: This spell is GM-dependent and we need to experience it in-game before dedicating any spell slots to this.

@Level 2@
4: Web: The best crowd control for the level.

5: [Aid]: It's a touch-range False Life with a Bless component attached. Probably better than False Life. Probably worse than Invisibility. Still worth the trade for False Priest.

5: Mirror Image: An arcane caster's best defensive buff through much of the game.

6: Glitterdust: A Will save each round (boo!) to negate blindness, but also reveals everything in its initial burst (yay!). About as difficult to remove as club glitter.

7: Levitate: Let's move in 3D!

7: Stone Call: No-save blunt damage and a 40' radius of rubble afterward make it good on its own and wonderful with Dazing Spell!

9: Communal Mount: Summon 6 horses for 20 minutes each per caster level. Spiffy transportation and area control in the form of 'Wall of Horse.'

11: Flaming Sphere: Or as I like to call it, Dazing Sphere!

RUNNER-UP: Burning Arc: It's Chain Fire at spell level 2. It hurts trolls and it's party-friendly. I'm also low on useful level 2 spells at this character level.

CONSUMABLE: Resist Energy: Useful on occasion for 10-20 energy resistance. The level 3 communal version is probably -much- better in a party setting!

WAND: Invisibility: Whatever Invisibility the party needs can probably be solved through a 50-charge wand, up to 3 minutes at a time.

WAND: Knock: Not worth a spell known, but 50 items unlocked will likely be more than needed in this campaign.

#Level 3#
6: PARAGON SURGE!: The entire reason to play a Half-Elf instead of a Human or an Elf! Combine this with the feat Emergency Attunement for extra joy! Use Paragon Surge to borrow metamagic feats, Expanded Arcana, and Spell Perfection.

7: Haste: "Haste makes waste of mine enemies."

7: [Remove Disease]: Why do mummies spread the Clap? I miss [Dispel Magic], but we're holding on for False Channel, the Sor9 False Priest bloodline ability and this came in the package!

8: Stinking Cloud: Atomic Farts of Justice! Goes well with Undead summons and pets.

9: Aqueous Orb: Move foes back into crowd controlled areas, like Web and Stinking Cloud areas!

9: Major Image: Make the enemies feel the heat, hear the voices chattering madly, and defecate in terror!

11: Communal Resist Energy: Works best @CL11 due to 30 energy resistance. Spread the love. Spread the protection!

RUNNER-UP: Greater Magic Weapon: Its use is self-evident for martials.

RUNNER-UP: Fireball: "Only you can make enemies die in a fire."

RUNNER-UP: Fly: Let's not chance failing to miss the ground.

RUNNER-UP: Phantom Steed: "Make us go faster! Make us go faster!"

CONSUMABLE: Magic Circle vs. Evil: Long-term Paladin-friendly party huddle & cuddle space! Also works well if cast with the Planar Binding series!

CONSUMABLE: Wind Wall: Prevent archers from arching and throwers from throwing.

WAND: PARAGON SURGE!: About as useful as a spell slot as on a 5-minute-at-a-time CL5 wand.

WAND: Shrink Item: "Dear meanies. We owe you one dungeon. Signed, the Good Guys."

$Level 4$
8: SumMon IV: For combat summons that don't require feats to make worthwhile, SumMon IV hits the spot with SumMon III's (in d3 quantity) lantern archons, dire bats, apes, crocodiles, and cheetahs, and upgraded versions (in d1 quantity) of the cheetah (lion) and ape (dire ape).

9: [Dimenion Door]: Well worth having to wait an extra level to get this from bloodline!

9: Evard's Black Tentacles: Someone's food stamps grew tentacles and are trying to capture, crush, and eat you! False Focus (replacing a 50G tanglefoot bag material component) forces foes to reroll their grapple and take the worse result. We may swap this spell out later, but it's useful now!

10: Enervation: Inflicts negative levels, which buff Undead and debuff anything else not immune. (-5 HP, -1 on all d20 rolls per negative level) Since negative levels deal 5 HP damage each, Dazing Spell is a candidate.

11: Boneshatter: No-save damage against anything with a skeletal structure and inflict either Fatigue or Exhaustion on the victim.

13: Stone Shape: Let's make sand castles! Do those count for this spell? Ahem. Let's make Wall of Stone castles and reshape our battlefield like it's putty!

RUNNER-UP: Improved Invisibility: Goes together with direct damage and flight like peanut butter jelly time!

RUNNER-UP: Fire Shield: A personal Icy Hot is a useful self-buff.

RUNNER-UP: Scrying: Because Teleport exists and enemies need to die unawares!

CONSUMABLE: Arcane Eye: See around "ALL THE CORNERS." In this campaign, I expect Arcane Eye to be an Arcane Nay.

CONSUMABLE: Dimensional Anchor: Useful for Planar Binding and the occasional caster.

CONSUMABLE: RIde the Waves: Make someone aqueous for 1hr/CL. No snark, my shark.

CONSUMABLE: Stoneskin: Sometimes expensive, but expected worth it for boss fights. Also: Dear party. Please pay me preemptively to keep you alive from beatsticks. Love Sharrel.

%Level 5%
10: Shadow Evocation: With a high enough Illusion DC, the 20% quasireality won't be a hindrance. This lets us cast Fire Shield, Fireball, Wall of Ice, Wall of Fire, Cone of Cold, and many more spells with a single spell known!

11: Teleport!: The thought of warping hundreds of miles at a time as a standard action inspires tears of joy!

11: [Overland Flight]: "I simply know I can fly."

12: Telekinesis: Trip. Trip. Trip. Trip. Trip. Trip. Trip. Trip. Trip. Trip. Trip. At higher caster levels, trip. Or just throw everyone up in the air in the in-universe version of flipping the table.

13: Magic Jar; "I am you. You aren't me. We're a happy family..."

13: Wall of Force: Creatures quickly learn the difference between line of sight and line of effect. Summoning, Telekinesis, and certain other abilities are LoE-based.

15: Wall of Stone: Block those passages! Build those structures!

RUNNER-UP: Phantasmal Web: Selective silky sickening & snaring.

CONSUMABLE: Lesser Planar Binding: Permanent minions, yo!

^Level 6^
12: SumMon VI: Because I <3 versatility. And minions!

13: Contingency: "When I want to" is a legal trigger action.

13: [True Seeing]: See the invisible. Do the impossible.

14: Greater Dispel Magic: Punish your foes and un-suck your friends!

15: Chain Lightning: "Go Chain Lightnin' you're burnin' up the minions of he-eeelllll! Chain Lightnin'! Go Chain Lightnin'!"

15: Sirocco: "Ashes! Ashes! You all fall down!"

RUNNER-UP: Cold Ice Strike: Freeze! As a swift action! I mean, Dark Souls Dragon's Breath Spell style! Just with DPS!

CONSUMABLE: Getaway: Return to same-plane base as a swift action.

CONSUMABLE: Planar Binding: See Planar Binding, Lesser.

&Level 7&
14: Project Image: Casting hologram of doooooom!

15: SumMon VII: Suddenly, dinosaurs.

15: [Greater Teleport]: Warp infinity distance on the same plane as a standard action.

16: Caustic Blast: Corrode! Corrode! Corrode!

17: Spell Turning: "Shall we play a game? How about a nice game of MAGICAL TENNIS?"

RUNNER-UP: Greater Polymorph: "Aw, but you're so cute when you're a Plant!"

RUNNER-UP: Plane Shift: Change planes for adventure time! Snakes optional.

RUNNER-UP: Reverse Gravity: Fly or die.

RUNNER-UP: Walk Through Space: Blinking like Sans of Undertale is debatably useful.

CONSUMABLE: Limited Wish: Super expensive for the super rare occasion when what this spell does is super!

CONSUMABLE: Simulacum: My Sim Solar army shall conquer the world with free Wishes! Mwahahahaha!

*Level 8*
16: Polymorph Any Object: "I wanna be all I can be. Semi-permanently."

17: Greater Shadow Evocation: Standard action Contingency, or any other Sor/Wiz Evocation spell I want of level 7 or below!

17: [Power Word Stun]: No-save, yes-SR, HP-limited d4 or longer round stun. OK...

18: Moment of Prescience: Pre-succeed on 1 roll per casting.

19: Maze: No-save-just-warp-that-threat-out! The Lady of Pain would be proud!

19: Prismatic Wall: As likely to allow safe passage through as Alpha Complex.

20: Call Me If You Find Something Good To Put Here

CONSUMABLE: Clone: "I shall call her... Minnie Me!"

CONSUMABLE: Greater Planar Binding: Assuming Sim Solars haven't scratched that itch already!

-=Level 9=-
18: TIME STOP!: Get extra turns. PS: It works with Spell Perfection!

19: Shades: Cast -any- Conjuration spell of level 8 or below - even off-list! (Compare the text of Shades to Greater Shadow Conjuration.) Alleluiah!

19: [Wish]: It's there.

20: Mass Icy Prison: Hecatomb.

RUNNER-UP: Foresight: Avoid surprisal just like those surprise birthday parties you never received.

RUNNER-UP: Mordenkainen's Disjunction: Neuter enemies! Suppress their treasure!

CONSUMABLE: Create Greater Demiplane: 23K with Permanency for a safe place to recharge all my spells as a standard action or less!

QUESTIONS
-Arcane Bloodline or Shadow (Umbral) Bloodine? Arcane has slightly better feats, 2 extra spells known (after False Priest) and decreased casting time on some metamagicked spells. Umbral has all the shadow conjuration and shadow evocation spells, and +1 caster level on spells cast in dim light and comboes well with Tenebrous Spell. Were the penumbra cantrip allowed, the Umbral Bloodline would be far more appealing.

-I have read the guides to Shadow Evocation and Shadow Conjuration. What Evocation and Conjuration spells (especially ones not rated in the guides or otherwise poorly rated) are especially worth mimicking via Shadow Evocation/Conjuration?

-What do you recommend change on this build (and to what) and why?


Greetings, all!

What guides exist for Pathfinder for these resources (boosts to caster level & spell DC and extra spells known), especially for Sorcerers? I have Googled things, but to no great avail.


Thankee!


Greetings, all!

Heighten Spell has this clause:

"Unlike other metamagic feats, Heighten Spell actually increases the effective level of the spell that it modifies. All effects dependent on spell level (such as saving throw DCs and ability to penetrate a lesser globe of invulnerability) are calculated according to the heightened level."

(Emphasis mine.)

Other metamagic feats increase the spell's slot level, but not the spell's actual level. Thus, an Empowered Fireball normally uses a level 5 spell slot but is otherwise treated as a level 3 spell.

Does Heighten Spell 'change' the actual spell level used to match its spell slot level, thus giving 'free' metamagic on otherwise slot level increased spells? What about on spontaneous versus prepared casters?


I'm not seeing the great benefir for CG Clerics. Summon Good Monster gets them another deva or 2 to summon and maybe something else. What say you?


I'm a fan of a CG Half-Elf (Arcane Training) Cleric5 (Travel & Liberation Domains)/Exalted10 (Luck Domain)/Full Casting5.

This build is a bit more casting-focused than your proposed Human Cleric20, but provides more self-sufficiency and the ability to cast miracle as a spell-like ability 1/day once you can cast L9 spells. (It's the Exalted5 Expanded Portfolio ability.)

A mithral chain shirt is debatably better than a mithral breastplate due to cost and a desire to fully use your DEX to AC. (I like high DEX characters due to everything involved.)

Your guide was surprisingly absent of trait and drawback advice. I recommend Reactionary (Combat), Fate's Favored (Faith), and Rice Runner (Regional) with the Pride drawback. Fate's Favored makes any Luck bonus you're subject to increase by 1, which makes divine favor +2 accuracy and damage at level 1! Alleluiah!

A 20 point buy, level 1 version of this character I made for a campaign is available here:

http://bladeandbow.boards.net/thread/967/mephel-spear-summoning-cleric

Thankee again for your guidance!


Thankee!


If using simulacrum to make a genie who can cast wish 3/day (a move that is still debated its RAW legality and whether you should use it in a real game, but which, in my opinion, is RAW-legal but something your GM should explicitly permit before using in his game), what about the divine equivalent?

Curious? Check out the PrC called Exalted. It's for Clerics. Be a Cleric of Desna like you probably would be, but don't initially take the Luck domain. Wait until Exalted5 to take the Luck domain so you can cast each of its spells 1/day as a spell-like ability. (This means no costly components.) You need to be able to cast level 9 spells for this trick, so there. (If this doesn't work, just use the Perform Miracle ability from Exalted10 and pay full price for a simulactrum. Mimic a Summoner's level 5 version of simulacrum.)

Cast miracle as your SLA and duplicate simulacrum. That's a free half-HD creature right there! I like Solars because they're excellent at pretty much everything, including casting wish as a SLA 1/day. Flavor-wise, it works. You're a CG Cleric of Desna making a 'Sim Solar' (a NG creature) via a miracle.

Whether you believe this Sim Solar could cast all the stuff it does due to its reduced HD is likely subject to the above debate, but if you can make a bunch of Sims via Exalted, good for you!

(My argument for RAW simulacrum granting everything not explicitly linked to HD is simple: The spell says nothing against it, and there are creatures - at least in 3.5 - that have SLAs and supernatural abilities with a CL very separate from their HD.)


Greetings, all!

1: Can a Cleric use the feat Expanded Arcana to learn domain spells as Cleric spells and add them to his Cleric spell list? What about spells from domains the Cleric doesn't have presently? Remember, Clerics can spontaneously cast cure or inflict spells.

2: Do Oracles get access to paragon surge? They seemingly should since Clerics and Sorcerers get access to the spell, even though the spell's description doesn't list Oracles explicitly getting it.


Blakmane: I suspected this to be true, but brought it to the board for examination. Thankee!


Half-Elves can now get the Human Favored Class bonuses and paragon surge. Just be a Half-Elf Sorcerer/Sorceress, assuming you can get both.


A major question about the post was due how to spell level and spell slot level interact. An Empowered fireball is a level 3 spell, usually cast from a level 5 slot. A globe of invulnerability will block it. However, a fireball Heightened to level 5 behaves in all ways as a level 5 spell.


Intro
Greetings, all!

This is a build concept that requires a legality check. The essence is learning a variety of Sorcerer spells via paragon surge, Expanded Arcana, and the Human Sorcerer favored class bonus, but of the same spell level as my maximum castable. Below are the pertinent points needing legality checking.

1: Can I use the Magical Lineage trait applied to the feat Heighten Spell to allow me to access spells of my highest spell level for the Human Sorcerer Favored Class Feature? Note that if I Heighten a Grease spell by 1 level with this trait, it's treated as a level 2 Sorcerer spell cast from a level 1 Sorcerer spell slot. At later character levels, I can Heighten Grease to higher spell levels to continue to fulfill prerequisites to learn Favored Class bonus spells at my highest spell level instead of one less. For example, if I'm a Sorcerer6, I could Heighten Grease by 3 spell levels and cast it from a level 3 slot, but have it be treated in all ways as a level 4 spell. This combo is attractive to me due to it expanding my versatility as a Sorcerer, and I realize that I can't use the Heighten Spell feat to Heighten a spell above spell level 9.

Note that as a Half-Elf, I specifically qualify for things as if I were a Half-Elf, Human, and an Elf.

Relevant wording from Heighten Spell: "All effects dependent on spell level... are calculated according to the heightened level." This also may matter, "The heightened spell is as difficult to prepare and cast as a spell of its effective level." As a Sorcerer, I don't prepare spells but I do cast them!

If allowed, the net effect of a "Yes" ruling to this is me spending a trait and a feat initially and my favored class bonus each character level to know one additional Sorcerer spell of the highest spell level I can cast.

Half Elf: http://www.d20pfsrd.com/races/core-races/half-elf#TOC-Standard-Racial-Trait s
Human Sorcerer Favored Class Feature: http://www.d20pfsrd.com/classes/core-classes/sorcerer#TOC-Favored-Class-Bon uses
Heighten Spell: http://www.d20pfsrd.com/feats/metamagic-feats/heighten-spell-metamagic---fi nal
Magical Lineage: http://www.d20pfsrd.com/traits/magic-traits/magical-lineage

2: Paragon Surge: The FAQ has changed it to be 'choose once at the first casting of this spell for the entire day.' If we're using the FAQ ruling, how does that interact with the feat Emergency Attunement? And, yes, my first question was in part so I could use Paragon Surge on Expanded Arcana to gain spells known of any spell level I can cast as a Sorcerer.

Emergency Attunement: http://www.archivesofnethys.com/FeatDisplay.aspx?ItemName=Emergency%20Attun ement
Expanded Arcana: http://www.d20pfsrd.com/feats/general-feats/expanded-arcana
Paragon Surge: http://www.d20pfsrd.com/magic/all-spells/p/paragon-surge

3: Could I instead apply the Half Elf's Multitalented racial ability to Sorcerer to get two favored class benefits per favored class level? This wouldn't be the same benefit (so no bonus spells twice), but bonus spells and either skill points or HP per level.