The Fifth Archdaemon

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So I am in need of assistance to build my cleric. I want to play a Necromancer (Cleric not any other class) but I am totally lost and confused. I looked at the guide to the classes but did not see an evil cleric necromancer build. Can someone help me with this?

The following is info that I know:
Stats are 18, 18, 17, 16, 14, 12 can be put in any order.
Will be level 7.
Other party members include: barbarian, 2 rogues, evil paladin, & fire mage.
I am playing as a dhampir.
The campaign is all undead. So we will be fighting undead 95% of the time and it will end once we hit level 20.
I want to be able to control undead that we fight. I will need a way to determine that they are undead (perhaps a spell can do that?).
What spells should I take?
What magic items should I try to get?
What domains should I choose?
I was thinking of playing as lawful evil -advice on this is welcome.

Thanks,

+J


So I am in need of assistance to build my cleric. I want to play a Necromancer (Cleric not any other class) but I am totally lost and confused. I looked at the guide to the classes but did not see an evil cleric necromancer build. Can someone help me with this?

The following is info that I know:
Stats are 18, 18, 17, 16, 14, 12 can be put in any order.
Will be level 7.
Other party members include: barbarian, 2 rogues, evil paladin, & fire mage.
I am playing as a dhampir.
The campaign is all undead. So we will be fighting undead 95% of the time and it will end once we hit level 20.
I want to be able to control undead that we fight. I will need a way to determine that they are undead (perhaps a spell can do that?).
What spells should I take?
What magic items should I try to get?
What domains should I choose?
I was thinking of playing as lawful evil -advice on this is welcome.

Thanks,

+J


Is a new RPG being released by Fantasy Flight Games. I hear that an adventure will be available to play at Free RPG day. I am seeing if any interest in this game. I live in Cleveland, Ohio and am interested in playing.

Anyone heard about this? Thoughts, comments, concerns?


I am playing a ranged bard in the Jade Regent ap. I have all the archery feats I need however, I need to have the crafting wizard make me some bane arrows. Do bane arrows count as +2 ( +1 magical and +1 for the bane) or are they just +1?

As a second question I am getting oni bane, and 2 other types made but I don't recall what they should be. Any help with that appreciated.


Ran into some fights in a

certain adventure path:
The Jade Regent.
Where we fought some sort of shadows or wraiths? Anyways the party consisted of a ranger, bard, and alchemist. It was rough for us as the alchemist
died:
and came back as one of them...
it seems unless you have a cleric or paladin running would be a better option?

So how do you fight incorporeal monsters? It seems to me if you did not know about them you would not buy ghost touch weapons which is the best way to fight them? Advice, ideas, and thoughts welcome.

Also one last thing, what is incorporeal special quality? When I looked up incorporeal subtype it says, "In addition, creatures with the incorporeal subtype gain the incorporeal special quality." No idea what that is and can't seem to find it.

Thanks,
+J


For reference all pit spells function as create pit so perhaps you should read it here before continuing.

So my question is how do you run the pit spells when a caster puts it under a creature? Say it makes it save, do you then move the creature so it is no longer standing over the pit? If so, where do you place it in relation to the pit? If you place it next to the pit, the edges are sloped so does the creature have to make another save?

Now what if the creature was large or bigger. Does the pit have no effect on the large creature because it takes up the same amount of space as the opening of the pit? Or do you just make it save as if it was standing on the slope? If the creature is Huge does that mean it is bigger than the pit so the pit has no effect at all, or because it is huge it is basically standing on the edge of the pit so it has to make a save?

Thanks,

+J


I am wondering about a few rules. When you attack a natural 1 is always a miss however, does that stop you from continuing your attack if you have a full attack and the 1 was rolled on an early attack (meaning you have attacks coming after the 1)?

I am wondering about the rule for magic armor and size. Does it change size to fit the character wearing it (say you find large magic armor but you are medium sized)?

If you roll a 1 on a saving throw do you then have to roll to make a save for a magic item?

I thought these were actual rules however, I was informed that they are house rules or optional rules. If you answer can you please link to the rule?

Thanks,

+J

P.S. I was told the following

  • Natural 1 rule making you lose the rest of your attacks is a house rule
  • Magic armor does not re-size itself but can be re-sized by using craft arms & armor.
  • Having to make a save for a magic item because you rolled a natural 1 on your save is optional


Today I received a book I ordered back in January. Unfortunately the package was bent and put into my mailbox. I took a picture and can upload if you need me to.


I am joining a group already playing Jade Regent. The following is the criteria:

11th level.
82,000 gold for gear.
No one item more than 50% of total gold.
+3 item at highest.
15 point buy: I have never done point buy before.
2 traits: one must be from Jade Regent.
Only paizo material: Core, Apg, Uc, Um, etc.

The group is 5 players already.

alchemist: bomber type
ranger: bow fighter
hellknight: rough-rider fighter
cleric: holy vindicator (aka high AC style)
wizard: transmutation
I decided on playing a bard and figured I would post him here to see if anyone had any advice on my choices.

STR 12
DEX 14
CON 13
INT 9
WIS 9
CHA 15

CHA & CON +1 for leveling up. Dex +2 for human. Perform:

Dance
Sing
Wind Instrument

Which apparently can be used for skill checks in acrobatics & fly, bluff & sense motive, and Diplomacy & handle animal checks respectively. Next I bought some magic items.

belt of physical perfection +2
headband of mental superiority +2
+3 cloak of resistance
+3 mithral chain shirt (AC: 7 I think)
+3 adaptive composite longbow
efficient quiver
handy haversack

That brought my stats up to 14, 18, 16, 11, 11, 18.
Next is feats: point blank shot, rapid shot, percise shot, deadly aim, weapon proficiency (longbow), & weapon focus (longbow). I used a feat to get dance of 23 steps.
My AC is (21) which seems to be low comparitively as only the alchemist, bomber type, is lower (18). Not really sure how important AC is for a ranged character. I have about 7k gold anything else I should purchase? Does anyone see anything I missed/should have? How are my feats, magic items, & stats?

Thanks,

+J


I played a game this weekend and nearly fell out of my chair when the party cleric, level 11, was said to have an AC of 36. Is this normal? We use any pathfinder book. Just not sure how this can happen.

+J


I am joining a group already playing Jade Regent. So I am looking for advice on what to play. The following is the criteria:

  • 11th level.
  • 82,000 gold for gear.
  • No one item more than 50% of total gold.
  • +3 item at highest, although I am looking at not going above +2.
  • 15 point buy: I have never done point buy before.
  • 2 traits: one must be from Jade Regent.
  • Only paizo material: Core, Apg, Uc, Um, etc.

The group is 5 players already.

  • alchemist: not sure or type
  • ranger: machine gunner extraordinaire
  • hellknight: rough-rider fighter
  • cleric: battle style
  • wizard: transmutation I think

I prefer ranged characters and usually play a wizard. I am thinking a bard could help a lot (never played one before). Or I might go with my favorite class, a summoner. Any advice appreciated as I am not limited to those 2 classes, those are just my thoughts.


I was recently told that backpacks = bad for books as it damages the spine. With that in mind I was wondering how do you guys carry books to and from games. Also how do you store them.


I read a post about "Magic Item Creation" getting questions answered in a January Blog, did that happen? If so how did I miss it and can someone show me the way?

Thanks,

+J


Looking to join a group and I am interested in GM'ing.


I am thinking of running pathfinder society games for my group however, I am unsure what is required or recommended for the adventures. Is there an adventure that comes out every month that is specifically for pathfinder society play? Or can I just create my own adventures and work figure out how to make stuff for players to get faction credit?

If the answer is, yes you should be purchasing x every month, which one do I start with? Which do I go with after that? I mean pathfinder society play has been around for years so they must have older adventures I could use? Or do I just run the adventure of the month?

Please help to guide me in my pursuit of becoming a Pathfinder Society GM.


I have a few questions. My player wants to buy or create a metamagic rod. Once you create one of lesser can you change it to normal by adding the cost difference? If so can you also change it from lesser to normal to greater?

She also wants to use a staff as her main weapon. She wants to have the staff as a magic item but does not want to have to use a rod to do the metamagic so she wonders if she can combine the rod into the construction/creation of the magic staff?

Any rules on this? If so where?
Any thoughts on this? I wonder if having a staff that you can recharge and cast metamagic out of 3 times per day is too powerful?


Are there feats that just are not worth taking? There seems 2 b a lot of feats to choose from however, it seems the same ones are always chooses.

Say as a fighter you always take the same 5ones feats.... what r they?
same for rogue? Same for wizard? Same for cleric?

The reason 4 this question is I am starting a game with people that have never played rpg b4. So just trying to get the feat list down to something manageable 4 them.


I have seen many posts where people claim to have figured out a formula for damage, leveling, etc. My question is how does one come up this said formula? This is not something I ever learned in school and I am curious to learn however, I am not sure what to put into google.com to learn how to create formulas. Perhaps some of the math athletes could teach me, point me in the right direction, or whatever so that I can learn to do this?


Sorry was not sure where to post this. I thought that paizo offered a discount on orders during the holidays and into January but I can not seem to find any information about it. Seeing as how I started work again I want to purchase some items. Can someone link me the info?


For pathfinder is there a book with all spells in it? Listed by class or level or whatever? I thought that a book was released but I don't see it. Please help.


I have never played a multiclass character and I do not recommend it for my players (new at GM'ing) however, it seems on these boards no one recommends making a character without dipping. So do people dip because they are power gamers and without dipping they can't possibly be uber without it?

The other thing I thought about was the capstone ability. To get the capstone u can't dip but I guess most games don't go to level 20+ so no reason stay in one class?


How does this spell, Dispell Magic, work. Does it permanently dispell the magic on your groups magic items or does it only stop them from working for so long? This spell is very... ambiguous and seems a lot is left to interpretation. What about Greater Dispell Magic(same as link above just lower on the page)? It seems even more ambiguous. Could someone give some examples on how it works so that I can better understand?


1 person marked this as a favorite.

I have become very interested in telling/creating the story for role playing (although the group has fallen apart). I have done a lot of reading as of late (library for the win) and have many ideas I would like to write as adventures/modules.

However, after looking I do not see any guide. How does one create a module and adventure path (I have a feeling one does not do it without the help of others) along the lines that Pathfinder releases? Is there a guide, a source, or something to help me along?

I am not creating these for sale but I am interested in the process of how they are formatted. Do they use certain a certain program?

TLDR: I guess what I am saying is how does one go about creating modules and adventure paths from start to finish.


Is there a resource with spells from every adventure path/module/all hardcover books for pathfinder? I am in search of such a book/pdf/list along with a way to make spell cards.

I looked into Perram's Spellbook but can't seem to get the print out to work very well (could just be me tho). I can't get it to print to 3x5 cards or 4 spells per page. Maybe there is a guide or someone that can help me do that.

I don't mind paying for an option but I just don't see what I am looking for. Please Help.

Thanks,

+J


First off this is my first time gm'ing, the group decided that starting @ lvl 1 is boring so they started @ lvl 2. Also for stats they decided to roll 3d6 drop lowest add 6, because they are heros after all, and heros don't have stats below 12 (most have two 18). That is not the point, that was for information.

So how do I challenge them? what would you do to? Higher cr? Add hit points is what I did, they did not like doing 7 damage and not dropping a goblin.


3 people marked this as a favorite.

Is there a site or some place where people can make adventures and post them for others to use & get ideas from? I am sure that I am not the only one that would use something like this. Can it be on this forum or is there one already somewhere else?

Thanks,

+J


A short time ago (before I was working) while surfing the net I found some sheets with

combat info(grapple, trip, etc)
conditions (staggered, dazzled, shaken, etc)
& environment info (poor visibility, difficult terrain, etc)

however, I did not bookmark the site that was selling this collection of sheets. I am kicking myself now since I can not seem to find it again and would like to purchase them. Does anyone know where I can find this or something similar? I like the idea of having the most often referenced rules available in a binder for fast use. I think it was like 20 sheets, different colored, and may have had more info than the 3 things I listed. Hope the community can give me some help.

Thanks,

+J

P.S. Persistence paid off, I think I found them @ http://www.rpgnow.com/product_info.php?publisher=58686&products_id=8181 7

oops not sure how to make it a clicky link


I have never made a cleric and all the domain stuff and powers seem confusing however, that is what my girl wants to play. She likes the idea of using a bow & sword, and being able to heal. So she decided she will be an elven cleric with saera (not sure of the spelling) as her goddess. Any help/guidiance making this toon is appreciated, along with some explanation of domains or other options.

Thanks,

+J


Sorry but my book is not in front of me however, as I recall you have the group start outside the dungeon. I recall a statue with acid burns, a cave entrance covered with a curtain of some type (vine?), and the goblins behind it. I figured since the goblins are watching and waiting for the players to get closer they should have a surprise round. Am I wrong? I did not see anything about it being a surprise round tho. Later in another room it talks about the monsters (don't recall which) getting a surprise round. So I am confused, did they forget the surprise round at the beginning? Did the goblins not get it because they are drunk? How did you run this?

On to my next question. I am having a terrible time coming up with follow up adventures. I mean exactly how to build them. Maybe it's just me but I would like more examples, hand holding, etc. I just feel when I try to make up an adventure the monsters don't really belong. Also find it hard to do a "talk" encounter. And of course the "trap" encounter does not seem easily explained, as in why would there be a trap here? I don't know, maybe I am trying to over think everything. Seems that I am having a hard time explaining myself perhaps some sleep will help.

Thanks,

+J


I am trying to figure out how the apl and cr work together. I was under the impression that apl was for 4 characters, is this correct? How do I determine what cr to use? Where is this information? Perhaps I am just missing it when I look (I have the crb, apb, beastary 1, & gmg).

We have a group of 7 or 8 people. I want to make the encounters for 7 as the 8 person is unreliable & does useless stuff when he does show up (I will activate my ring of invisibility & hold my action, 10 rounds later still holding action). So how do I do this? Can you provide a link/page number of book/anything to help?

Thanks

+J


We are starting at level 15 with 500,000 gold and 2 magic items that we rolled. I have decided on a bow using fighter. I have never been this high of a level before and need a lot of help building my fighter. The stats I rolled are 18,18,17,16,17,15 and we are allowed to increase one stat by lowering another by one. I rolled a +5 weapon (we can spend money for upgrades to the weapon so say I can spend the difference to get a special ability to the weapon (bow) as long as I can afford it. The other magic item I rolled was manual of quickness and action. I am thinking of buying Celestial armor (p465 crb 22,400), belt of physical might (+6 dex/con 90,000), greater bracers of archery (p 504 crb 25,000), also thinking ring of prot +5 & natural armor amulet +5

Not sure what I should put on my +5 bow, altho I am not allowed the slayer that would work on a tarrasque, also not sure how to do my stats. I am thinking str 17, dex 18, con 18, int 17, wis 16, char 15 and going human and put +2 in dex. That is really all I got, really need help deciding what feats to get, what items to get, and how to put this together.

Thanks,

+J


Being new to Pathfinder I am having trouble finding all of the information about stacking. I sure wish there was a section in the core book about all the things that stack and what gives each type. Here are a few questions that I have now.

1). So for example, I understand there are some things that stack for A.C. like dodge. So what items give dodge? What are all the things that add to A.C. and what part of the A.C. do they add to? Where do I find this information?

2). What are all the things that stack for your attack bonus? I know you get a BAB from your class. If using melee do you add your str mod? or say I am using 2h weapon do I get to add 1.5 x str mod? What else gets added to your attack mod.

3). Staying with attacking, What gets added for your damage? What about crits?

4). What about spells that stack? A caster (cleric/wizard I think) used a spell that gives you like 4 options of which you choose one. one of the options was 30' more movement. The next round he cast haste. Would these spells stack? (pretty sure the spell was out of the caster book/ultimate combat.)

Finally where do I find all of this information at? I feel overwhelmed trying to figure out what stacks with what and where to look to find the info. Any help appreciated.

Thanks,

+J


Firstly I hope this is the right spot to be posting this. I want to make my own character sheets. When it is done I want to make it into a pdf and post it here for everyone to use. The problem is I have no idea how to start to make a character sheet. Do I just type it up in notepad? How do I add boxes? When I do the skills list is there a "table" for that already or do I have to make a box, list the skill, make the lines to put your ranks, attribute mod, & misc bonus on? I really have no idea how to start this.

I do have an idea of what I like tho. The beginner box character sheet. I like the big print, big areas for info that will be used often. I don't need the icon legend like it has on the left side. I need to add things, like cmd &cmb. I am sure there are other things I need to add but that is all I can think of at the moment. I don't need the pictures or the pathfinder logo. I really like the text "con mod" above the box in the fort save area.

Is this something that is just too difficult to do? I mean, I am just some kid from Cleveland, Oh. I don't work at a publishing company, I don't have $500.00 programs to make pdf's. Should I just give up? Or can the collective minds on the message boards point me in the right direction? Give me tips, tools, tutorials? I have been looking for three days now online and almost always what I find is info on how to fill out a spreedsheet character. I want to make a character sheet basically the same as the bb one with some additions. Please help.

Thanks,

+J


I am in the Strongsville area and am looking for a game or 2 to play. I have played D&D when it was just D&D, then AD&D, then 2nd Edition, then 3rd. I am looking for a pathfinder game. I have played with most experience with D&D, the rest of them only ended up playing a session or 2. I am interested in learning to gm as well so if I could get into a group with a gm willing to teach me (using their vast experience) that would be even better.

Thanks,

+J


So I am new to RPG (playing pathfinder) but have played the card game magic. I am trying to figure out how things happen and in what order. I did search the messageboards but did not find a ruling that was clear and concise so I hope I can get one here. I have read the rules on the terms in question, but am confused so please help me out. Here are my questions.

1. Immediate actions. http://www.d20pfsrd.com/- Much like a swift action, an immediate action consumes a very small amount of time but represents a larger expenditure of effort and energy than a free action. However, unlike a swift action, an immediate action can be performed at any time—even if it's not your turn. Casting feather fall is an immediate action, since the spell can be cast at any time.

So it seems to me as a spell caster the only spell you could cast (without using quickened feat/rod of quick etc) is feather fall right? If not what other spells could a caster cast? What are things that non casters can do?

Also is an attack as a readied action an immediate action?

2. Readying an action. pg. 203 CoreRuleBook -You can ready a standard action, a move action, a swift action, or a free action. to do so, specify the action you will take and the conditions under which you will take it. Then, anytime before you next action, you may take the readied action in response to that condition.

So a spell caster can ready a grease spell to use if enemy x charges, enemy y attacks friend b, or if enemy z pulls out a wand/staff/rod to cast with. This is legal and depending on which enemy did their move first if it was the condition of the ready state then the grease spell would be cast? If so that seems to me to be very similar to a Immediate action which is what confuses me.

3. The order of events. Is it similar to magic as in last happens first? example - group A - fighter, rogue, cleric, wizard vs
group b -fighter barbarian ranger sorcerer.
group A fighter readies a lunge attack in case someone moves to within 10' of him, rogue readies a tumble to flank mob that engages fighter, cleric readies blindness/deafness to cast if the sorcerer starts casting and the wizard readies grease for the barbarian.

Init. Group A Group B
rogue -22 fighter -19
fighter -20 barbarian -17
cleric -16 sorcerer -16
wizard -14 ranger -15

Now those actions only work because group A has the init correct?

when the fighter from b charges the fighter from a, A lunges making 1 attack, goes back to start position and gets -2ac till his next turn? there is no AoO is there?

when barbarian charges the grease spell goes off and if he does not make his save he falls prone? if not what happens? what happens if he makes his save? The spell talks about being cast on the area that someone is already in however, the wizard has fought against barbarians and knows they like to charge so if he starts charging he charges into area of grease spell, book spell does not talk about that so not sure what happens? higher DC for save, automatically fall? etc.

Now lets say the sorc has the highest init so i can see if I understand order of things. sorc readies a spell, grease, to cast when the b fighter charges the a fighter. so fighter b charges, fighter a lunges, and sorc casts grease however, the way it is resolved is last first? so first we have to see if fighter a passes his grease save. then we have to decide can he still lunge while standing in grease? does he have to make another save to make the lunge and another to recover from the lunge? then fighter b gets to make his attack. he gets +2 from the charge, does that make it so fighter a has to make another save? does fighter b see that the grease spell is cast and change his charge attack into a charged bull rush?

Okay sorry for the lengthy post but I am so confused. There are a lot of rules and they don't seem to give a lot of examples, guess they leave it up to me(gm) to decide. Please provide good information, examples, and links to help me with this & help me became a gm/better gm. Am I just making things overly complicated?

Thanks,

+J


I have been selected to be the GM for my friends. I have played D&D before and am looking forward to being a GM however, I am trying to figure out this pathfinder thing. I understand I only need the core book to play but I have purchased core, apg, & gm guide. I am confused about the pathfinder thing. Is it like a guild that is in every city? That is like a military job for the players? That is how they get their "quests"?

I have not seen anything talk about that in the books I have. So do I just create my own adventures (not sure I am ready to do that. seems like I would need a lot more knowledge to be able to do that?) or use some of the pathfinder ones? I have downloaded the free "in service to lore" but unless I missed something when reading I don't understand how this military/pathfinder guild works. Is there some place where I can read up on it so I understand it better?

Once I get up and going I would like to create my own adventures. How does someone do that? I mean from A to Z what steps do you take? How do you tie it all together? How do you decide what the adventure will entail?

Basically I feel overwhelmed. I am someone that is detailed oriented and I feel like I don't have enough of the details to do this. Combat is one of my biggest concerns, with flanking, trips, grapples, & casting is the worst. Like I have to know how long a spell takes to cast so does it go off this round, next round, how long it lasts. Can you cast two spells per round? I mean at 9th lvl fighters get 2 attacks a round, isn't a spell an attack so a 9th lvl wizard gets 2 spells a round?

Well it seems I have been all over the place so I will finish up here. Please help me learn/start off with GM'ing as I think it will be a lot of fun for everyone, once I know what I am doing/how to do it.

Thanks,

+J