looking to build for the long term. want to be able to choose the appropriate feats that will help me at higher levels while being able to help the party at my current level. I am not a min max power builder but i do want to be effective as a wizard or sorcerer or such. I will have to look up Arcanist to see what that entails. Mu goal is primarily offensive but with enough of a skill set to have certain spells to change the course of battle like combinations of stinking cloud over a tentacles spell or such.
I am looking at making a spell caster for a brand new campain. Our DM says it will be Reign of Winter so I am assuming it will be alot of frozen or cold based places. My question is , having never played a spell caster what skills or feats should be concentrated on at low levels to make my spell caster (some kind of wizard or witch)effective at higher levels? Ie spell penetration etc. etc.
Will be starting at first level so maybe a template for a build might be helpful.
Also should i consider multi classing, arcane classes or prestige classes or just stick with the base spell caster?
everything posted so far makes sense but i cant seem to find a way to add it into my hero lab as an adjustment. I have a barbarian lvl 16 w 25 strength +7 weilding a +5 great axe with weapon focus greataxe +1 and a sacred bonus of +2 if i go power attack where does that put my damage bonus. currently according to Hero Lab (Pathfinder) I am +17dmg with my great axe. if i get the correct bonus I can make a Macro that will display it on the game ( Gaming on roll 20)even if i cant get it to show on Hero Lab..so do i wind up with a +20 damage bonus or +18???
I am considering putting Lead Blades onto my great axe (1d12 dmg)which then would make it (3d6 dmg). Now if i enlarge how much more of an increase would i get? according to the core rulebook i should go to the next category but i dont know what the next category would be from 3d6. Would it change it to like 4d8????? I put the numbers into Hero Lab and it changed it from 3d6 to 4d6 which doesnt seem like much of an increase.BTW I am running a standard Barbarian
Magda Luckbender wrote:
Jiggys definition is the one the group decided on but thank you both for covering different aspects of the same rule.
thank you for helping me to figure this out everything seems to be defined on what next round means. I did not get the answer in time for my game session so i presented it to the DM and the group. They as a whole body chose to define next round as the round after my usage of the ability. So when i use the ability say in round 3 of combat i do not get the extra d20 rolls until the start of round 4 and it lasts until the 1st segment of round 5. I have just leveled up and chose quicken special ability which makes everything moot. The reason i chose this for myself isa house rule goes that if you roll a natural 1 on your d20 as an attack regardless of the number of attacks still available you lose any attacks you have left because of a fumble. so if you have 5 attacks and you roll a 1 on the first one then you lose the other four. By using Bit o luck it is nearly impossible for me to roll a 1 unless i roll double 1's. so the odds are in my favor i wont lose any attacks.
Last game session a Harpy was caught in a fireball which reduced her to 3 hp she did a full withdrawal and flew away down various corridors. I had to chase her for 4 rounds before i caught her at a large door she was having trouble opening. My question is in old school D&D there was a provision for winged creatures taking damage based on their wing type (feathered or Bat like). I could find nothing covering this at all. I am not saying just because of damage she would be unable to fly but damage from the fireball would have set her feathers ablaze which in turn would have prevented her flight or at least severely hindered it forcing her to land instead . Spoke with the DM on it he was willing to look into it and make a decision this week for future reference. Anyone have some input on this that i could use to make our case to the DM.
OK, thanks for the clarification.
I am using bit of luick intonights campaign which as a barbarian i can use six times per day. originally since i am hasted and have 5att per round i thought i would be using up 5 of my six times per day in my initial attack. but understanding what you are saying is with one casting i can withstand a hundred d20s as long as they all come before the end of the round. So what does the six times per day refer to? The number of times i can use it (it is a spell like ability)
"Bit of Luck (Sp): You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier."
Now i plan to move first then cast BOL. but either way the effects take place on the next round. so if i do this on round 1 then the effects take place on round two and last till round 2 is over thereby allowing me to make my attacks. is this correct? its all about the next round terminology
just finished reading over all your posts and there are many excellent suggestions I will forward these to the dm and see what he can come up with. Hopefully the group will see that there are things to do in the city that might lead to other adventures, I personally am hoping for more role playing opportunities with them rather than just another encounter or adventure ie. sewer run etc. Really would like to see them actually carry on a conversation with an NPC based on there characters personality and beliefs and y design based upon that personality actually get themselves involved by statements or actions instead of just looking over the job board.
thank you all for your excellent suggestions, hope to be able to use all of them.
Right now myself and the dm are working on a masked ball for one of the local holidays. It would be held at one of the major manor houses and somehow one or more members of the group are going to be invited. I am working with the dm on a general outline and he is doing all the details. We both hope this might interest some of them but not sure even the rogues will notice the opportunity presented to them. I think they will just show up and try to pick as many pockets and such rather than first making acquaintances and such to determine who the best targets might be and which rooms might be least guarded and such. Hopefully this will work.
Gotta run doing my fantasy football draft in an hour so I will be back to check out anymore responses. Again thank you all in advance for your help.
I feel the same as does the dm but can't seem to pull in the rest of the group into the quagmire of city adventuring. I think some of it has to do with role playing, a large portion of our group just doesn't. Oh they will on occasion when it suits there need but more likely they will just play the numbers or power game or something. really would like to get them involved more and both myself and the dm have tried at times but even when we throw obvious clues at them they just miss them. Right now myself and the dm are trying to put together a list of things to do in the city that may or may not require fighting and treasure but still offer opportunities for roll playing and hope to present this to everyone in the party. Our dm does give exp for quality role playing but again rarely do most party members take advantage of it.
I belong to a group of players currently in the capital city of our campaign. The problem is the rest of the party members only do 3 things then they want to leave. they will go to the temple for healing and potions, try to buy magic items at the local shops, or go to a tavern. Oh yes they do get a room at an inn but never try to interact with anyone, even when given the opportunity. So what I am asking is what else is there to do in the city that would interest this group of players to remain in town more than one day. Even when I have spent time at the temple and have talked with the dm about the time frame for either information or scrolls or such, when the dm asks the rest of the group they either say they want to buy certain items if available or go back to the tavern or in. Even when buying items they just want to get the item and deduct the cost and not really wander about the city taking in the sites or talking to people. I guess what I would like to bring to the game is something like a 100 THINGS TO DO IN A CITY sort of thing. For whatever reason they all seem bored in the city, while I find it filled with stuff for my character, but I don't want the whole time in the city to be just about me while everyone just sits around either. Hope you guys can help either with suggestions or links thanks.
Chris Mortika wrote:
I currently use something called hero lab to generate all my PFS characters and I tried making the exact pregen character with a 20 point buy in and it always comes up at 25 points which automatically disallows that character makeup. The only way I can get that character ability scored is to choose epic fantasy 25 point buy in unless for some reason the numbers total different. In the lab as you increase your ability score the cost of that score in points goes up. to get an 18 it actually costs 10 pts not 8 etc. etc.
Ok thanks cause I made duplicate sheets for each character one at a 20point and one at a 25 point buy in just so I would be covered. It is refereshing to constantly be able to ask a question and get real answers in a timely fashion. Paizo and the Society actually do thing right. Again thank you for your advice.
My question is, all my characters I have made todate have been made with the 20 point buy in (at first i was told it was 15 which messed me up major but got itworked out), then I looked over some of the approved pregens for PFS play and they all have 25 point makeups. So should I change to a 25 point buy in when making characters or should I just take a pregen and change the name therby getting a better start up?
Just recently started going to sanctioned events and would like to clarify before I go to ANCON friday.
Thanks that is exactly what we needed, we all have registered characters here and each has a pathfinder card so the rest should be easy. Again thanks alot for the links.
Just a quick question, we have a group who enjoys playing sanctioned games but would prefer not traveling an hour or more to get to one. One of our members wants to gm sanctioned games but we are not sure what he needs to qualify or if he needs to sign up on a forum or something. We know he will need to buy scenarios and have all offered to chip in so as it is not any cost to him. So basically whats the scoop on becoming a gm for PFS?
first I want to thank you all for your advice, your input has cleared up a number of issues whether I agree or not and has allowed me to solve the problem as it currently exists. Since I am new to pathfinder I find my old school style sometimes gets in the way which is why I come here for advice.
Again thank you all. each of you has given me some bit of advice that combined as a whole solves the problem.
Evil Genius Prime wrote:
I have an Oracle with the haunted curse playin in my campaign and mostly they get in the way at the wrong time like when she is telling fortunes, sometimes they will turn the cards around so it reads incorrect and then she"ll get in trouble and have to lay low or find an alternate path out of the city. Also I have currently adapted the Arduin Grimoire module Citadel of Thunder in which resides an artifact called the time piece. To actually get it they have to reset a device which will transport them back in time to where the time Piece currently resides and she will get to meet the living personas of the ghosts which haunt her and maybe figure out why they do.
David Moody 170 wrote:
Yeah that makes sense just trying to prevent things from getting out of control at a later time by getting something concrete in place. I do hate to add rules, I have enought to try and remember as is. thanks
Thats a bit of a problem1. I never roll behind the screen as I have never wanted my players to think I took advantage of a roll one way or the other. Just a habit of mine. If I changed now everyone would no I was fudging something one way or the other.
2. I am intrigued with the idea of the heroic effort but perhaps I could find a way for the witch to do something maybe throw herself in front of the oracle and take the blow or something then she could use her last fireball in her wand to finish the ghost off as he has only enough left to survive a minor attack and would most likely succumb to the fireball. I suppose thats a possibility.
3.still havent resolved the issue about when you get healed from unconscious how fast do you become competent again. Maybe we will have to do a house rule on this.
4. ooohhh I just thought of something let me run this by you. The witch has a fox familiar which until now pretty much stays out of the fight I could have the fox take the blow and then the witch could just resummon it (once there out of the dungeon as I dont think she could just do it right there but I will check that out.) or even have the witch attempt to cover him up to take the blow and she hears a fearful yip as the fox jumps in to save her.
either 2 or 4 might just solve the issue but neither answers the question or the one about the cdg vs awakening character as well as what happens to the initiative order.
IIRC if the halfling made stabilization rolls, that used his initiative each turn. If the halfling took no actions but remained alive, that would imply he was delaying his initiative. If he took no action last turn, including stabilization rolls, I would rule that as a delay and allow a turn before the ghost. Otherwise, use the original initiative.
i could grant him stabilization after each ghostly drain and that could be on his initiative but the fact remains he is unconscious and has been for 4 rounds therefore how do I justify giving him a free turn before the ghost, Just because he has no action to take should not award him 1st initiative especially in the middle of a round. BTW: the orininal initiative order was Oracle, Witch, Paladin. I understand the delay part but if your unconscious how could you delay something. Also there is the issue about instant recovery versus coup de grace after all he is still prone and essentially flatfooted by his original inititative order alone. Or am I putting to much into this.
First off I apologize for the length but it is neccessary....
Well now this seems to be exactly what I need but also makes me hesitant due to the cosmetic problems and no refund policy. Add to that the fact it comes in a tube and will therefore have to be unrolled and flattened to be usable which in itself may cause the wrinkling or even a seperation of the laminate definitely makes me cautious espcially at the cost of $50 plus. I am looking at buying both items but would love to hear from anyone even the developer regarding straightening the rolled tiles. Again if the tiles are in a tube they must be thin similar to the flip mats which in itself is not a major problem but still one nonetheless.I have purchased a number of flip mats and they work great but I absolutely hate (with a capital H) the creasing from the folds but I can work around it because the pricing is bout half of the endless terrain. Overall you get more smaller maps with this company which when put together seem to make one large map of a size equivalent to the flip mats. If I can get some type of response from the developer or somene who may have play teseted thise things I will most likely purchase this within a week, after which I will write a review.
Our group has signed up for every PFS event at ancon and the only two GM's I can see running are Nancy Ludden and Lars Logue. As of today I havent seen any other events running for PFS unless Warhorn needs to update the AnCon event schedule. Always looking for more games provided they can fit into the time frames alloted. That is usually the big problem trying not to overlap. There is one game in particular run by Nancy on saturday that we are hoping can be moved or re-run in another time slot so we can get to play all the PFS events. Right now that is the one event we may miss because of the slot it is in. Hope to see you there and maybe get into one of your events.
Brandon Gillespie wrote:
I was looking to find a game to get into and Columbus/Cincinatti are pretty far away. Any Pathfinders in NE Ohio area?
I have also recently moved to pathfinder from 3.5 and will be attending An Con in Hudson. The only sanctioned game I am aware of is in cuyahoga falls at Underhills on state street. They play on alternating wednesdays and our group now makes it a point to have one or more players present. The GM Lars Logue is really good and everyone has a great time. There is no cost and the game runs from 6pm till 10pm just be sure your on time if you want in. A second GM has offered to run an additional table if interest is up and the primary GM Lars, will be running at An Con. Our group travels down to cuyahoga falls from Jefferson Ohio, takes about an hour depending on traffic.
Thanks for the information I just didnt want to keep something I hadn't paid for. One of my players wants to do a Harrower and has offered to buy the deck so I will keep it and offer it to him. Guess i will have to be more careful when ordering.....limited grey matter and agent orange play havoc sometimes..... again thanks for the info now I feel better.
I recently signed up for the campaign setting and ordered the rule of fear along with a mini and the carrion crown deck. Well everything came in fine and undamaged but you sent me 2 carrion crown decks. Looking over my account I dont believe I was charged for the 2nd deck and was wondering how to return it. I thought perhaps after I ordered the original deck maybe one was supplied with the campaign subscription or maybe the rule of fear module. Just wanted to try and clear up this mistake.
Thanks for taking the time to review this 1669823 was the original order number and was moved to 1669723 hope that helps you locate things.
So an Eidolon, in my opinion, should be able to be a Biped, with two Reach Evolutions, one for each claw, both holding a two-handed weapon with reach, and benefit from reach given by the Reach Evolution as well as reach granted by the reach weapon.
I find this part of your premise the most interesting, it would seem that if the eidolon had two arms (each with reach) he could swing a "TWO HANDED" weapon and gain reach with it. Now if he has a two handed weapon in each hand I would think he would be at some sort of minus in addition to that suffered for the off hand/secondary weapon since one of the requirements to use a two handed weapon is to have two hands free. Or is that another change in the rules I haven't discovered yet? I am new to pathfinder and constantly find my assumptions do get overruled. Would be nice to know in case I haveto resolve the whole two handed argument.
Now thats interesting information my original character buy in was 15 points starting with all 10s and 70 gp for equipment. Las week was my first sanctioned event and today I downloaded the updated society rules and find out I should have had 150gp to start and now you say 20 points to add. Would have made a huge difference in my character makeup. Do you suppose I should run this past the GM as we have another sanctioned game next week. I also found out I coud make money using my skills between games as well as picking up some listed traits. All of which I would have done had I been aware. All my creating was done off 2nd hand info from guys who have played at conventions, which is what I plan to do next at ANCON.
Abraham spalding wrote:
Actually I was looking at the additional spell slots from her spell list, plus hexes, plus patron spells, that makes a nice boost in spells for basically a 2nd level character.
Run, Just Run wrote:
I have started working on a war campaign without any DMing experince so I would like some tips on creating a campaign from scratch, thanks.
I would suggest something like the river kingdoms 6 mod set as a starter until you can get more familiar. Any of the modules could be run just as they are and each has plenty of info and explanations to help you get started. Then once you feel comfortable running things you can slowly get away frome the mods into soething yo have taken he time to create yourself.
I would create something small first and very open ended so no matter where your playes go you can cover it either by module or quick creation. Try to stay away from linear styles as it limits both yours and your players creativity. In my opinion.
I have ben DMing since 1976 so I feel I have some input but this is based strictly off my personal opinion.
Ps take time to make and outline of your campaign or adventure, doesnt have to be to in depthbut enough so yo can expand or follow the storyline you have set as well as results from you players actions.
Hope that helps
As I understand it, bonded items are the exception to "no crafting" in PFS. You can craft anything you want into your bonded item, even though taking the feats to do it to other items is illegal. I don't know how the cost associated with that works, though. You'd also still have to carry your spellbook around to prepare the wizard spells you did know, or else you have an effectively dead level. You might be better off just creating a new witch for the next game and starting over.
That is interesting I had thought I would be able to teach my wizard spells to my familiar, but thats alright if I can't. If I can augment my bonded object thats great, after reading the society rules for sanctioned events it didn't seem like I woul be able to do that. Thanks for that info.
Abraham spalding wrote:
Useful but not optimal would be my answer.
I am primarily a role player who believes in heavy characterization, unfortunately there is not much room in sanctioned games but I still want to build her as a character with a distinct personality. I am thinking along the lines of a gypsy or fortune teller type. Originally I was going to go bard/witch but my high stat is INT so if I go Wiz/witch I am good othere wise I am going CHA/INT and my stats wont allow me two exceptional ability scores.
I am not looking for an optimal build merely something befitting her background that would not imbalance the game. As a wizard she took bonded object instead of familiar and now I find that crafting skills cant be used to make magic items in sanctioned games, by taking witch I can regain the familiar and not have to use or carry around a spellbook. Plus I could get the additional bonuses from the familiar which I could use to beef up some of my abilities that are lacking. (15 points is pretty hard to spread around favorably). I also plan to look over some of the Wizard buildssince I specalize as a conjuror it also seems to fit well with the whole witch stereotype.
I currently have a female Andoran wizard lvl 1 Arcane:Conjuror with bonded item that worships Pharasma. Her background indicates she learned her magic skills from a mid wife hermit (witch). I am thinking of multi classing into a Wizard / Witch. which should grant me additional spells from the witch spell list plus another opportunity to acquire a familiar. Does this sound feasable and would the benefits if any unbalance gameplay? She is my first Society character so I have at least two more games to play beore making that choice. Any help or info wouldbe appreciated. I have looke over the witch messageboards and find a great deal of useful info. Just wanted the community input as to the viability of such a dual class.
Thanks that does clear things up one of the problems was that it appeared as though you could change the bonus every round if you wanted to even at first level and that didnt seem correct.
Severalmembers of my group were looking at the inquisitor class recently, If at 1st lvl you get one judgement and then as a swift action you can change that judgement to another type wouldn't that be considered 2 judgements? and therefore not usable until attaining 4th level when yo actually can cast more judgements?
ZappoHisbane, 10 minutes ago
The intent is to make them wary and add to the dangers of the game to make them still wonder should they just do this or should they take precautions. with some of the new methods IE. skill points is there any need then to tie oneself off to insure they dont slip and fall or have someone fly up and secure a second rope etc etc . with the new skills it pretty much eliminates that and I want to put the mystery and wonder back into the game. with a DC of 5 the most they could miss by would be 4 which is not enough to garner the4 threat I intended as a counter balance to making the climb with just one roll. therefore the 1 became the counter balance not the actual 4 that it would ordinarily be. Cause mostly by the condition of the surrounding environment not the characters skill set.
I would have set the wall you describe at a DC15 (10 for rough surface with handholds, +5 for being slippery/crumbly). Characters who are decent at climbing can take-10 and make it automatically. Those who can't can either risk it, or improve their chances by having a capable climber use Aid Another, drop a rope down (DC5 if knotted, DC10 if not), or any other of the myriad ways of improving a skill check. Tying off a character with a rope has no affect on their Climb checks, but it will stop them from falling if they do slip.
In other words, if the characters who aren't good climbers are reckless and just go for it, they've got real danger of falling to their death. If they stop for a moment and think it through though, work as a team, then they can probably get through it. Sounds exactly the way its supposed to work to me.
Parka, 7 minutes ago
Sorry, ancientdm, I didn't mean to imply you like to arbitrarily punish your players. It was more aimed at the same "they" conspiracy theorists talk about.
I tried to mention this, but even with a DC 5 climb check, if any player is wearing armor with a check penalty or has a strength penalty, they can fail the climb check by 5, or more. Heavy gear, if you track encumbrance, can do this too. If you want to encourage your players to loop their rope around themselves and things like that, tracking encumbrance ought to help get them in the mindset of "everything you do and carry has an effect." It's not my preferred style of play (my favorite games handwave a lot to get to the interesting bits), but it has no less merit.
Thanks everyone these last two seem to express what it was i was looking for, I will both assign a better DC to fit the situation as well as look for armor penalties and encumbrance thank you everyone for your insightful replies to my dilemma
I agree with your statement about not punishing the players which is not my intent. The intent is to make them wary and add to the dangers of the game to make them still wonder should they just do this or should they take precautions. with some of the new methods IE. skill points is there any need then to tie oneself off to insure they dont slip and fall or have someone fly up and secure a second rope etc etc . with the new skills it pretty much eliminates that and I want to put the mystery and wonder back into the game. with a DC of 5 the most they could miss by would be 4 which is not enough to garner the4 threat I intended as a counter balance to making the climb with just one roll. therefore the 1 became the counter balance not the actual 4 that it would ordinarily be. Cause mostly by the condition of the surrounding environment not the characters skill set.
ok having read all the answers let me see if I can better clarify the situation. the party had an 80foot climb up a rope which was near to a collapsed interior circular staircase so they have viable footholds at some points to help with the climb. i assigned a DC5 climb skill to it and as a circumstance due to some of the remaining stair features being able to crumble out of the wall and the darkness they were climbing in I added that as long as they did not roll a 1 they could make it all the way to the top with one roll.. the response back to me was you cant fail a skill check on a 1 only on saves or UMD. Thats where it didnt make any sense to me. Granted a highly skilled person doing the same thing repeatedly might even be able to do it blindfolded but knowledgable mountain climbers still fall, great race car drivers still crash, the best golfers still hook or slice it into a hazard. Thats how I see a 1. Now in this case it did not mean they would fall to the ground and kill themselves but it did mean there footing gave out or there grip loosened and they would have to then make another climb check to avoid falling and if successful would be able to regain control as well as there hold on the rope. To fall would have required successive 1's.I have looked in the SRD as well as the players guide the advanced pg the game master guide for both skills and climb and NOWHERE can I find any reference about 1 affecting or NOT affecting anything, so I am curious as to how anyone came up with the term 1 is not an auto fail or 1 does not affect skill checks. As stated I am old school and new to all the changes in pathfinder and just want to make fare a relevant decisions that dont unnecessarily bias the campaign one way or the other.
Sean K Reynolds wrote:
Exactly my point but i get the rebuff the RULE states you cant fail a skill check with a 1 which I find ridiculous at best.
I have a summoner in my campaign with high ranks in use magic device (Pathfinder game)he uses it to use items not specifically available to him as a summoner like various wands and scrolls. I also have a witch in the campaing and the summoner makes the case that the witch must us the use magic device to cast an arcane spell from a scroll. Since the witch is arcane I say she doesnt need to do a use magic device to cast the scroll so long as the spell is available in her repertoire even if not necessarily in her current spell list. If she is able to learn it at some time then its just a check of her ability vs the ability at which it was written and that is covered in the using scroll description. My take is use magic device is meant to give you the ability to do something magical like a scroll or device that you would not ordinarily be able to use due to your class or ability limitations.so then the question is do mages have to do a use magic device to cast from a scroll just because it is not in there current spell book.