Artemis Entreri

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Okay so now that I got an idea on what the campaign my sorcerer is in be like I am deciding a straight up War Sorcerer 'build' isn't going to do the trick.

I am thinking of focusing more on a sniper Sorcerer with maybe some controller spells as needed. I am looking for advice for spells and or feats that maybe of interest.

I should point out that the guys can pack a hell a punch even against our fighter who is a freaking BIG tank. So I need a way to take guys out within 3 rounds if possible, or at least wound them enough that my melee guys can take them out.

I have access to a ton of 3rd and pathfinder spells and feats with Pathfinder stuff taking priority over 3rd edition. Any suggestions is greatly appreciated.

I am kinda focusing on Force magic, especially if I can find a better version of magic missile for higher levels that would be nice. I don't know if you need more details so if you do I can give you more as needed.

Oh, I just hit level 8 now, and I am a Human Sorcerer with Arcane Bloodline.

Thanks,
- D -


I am working on a campaign setting where the Gods do not grant powers to their followers. I am sure the reasons don't matter why they don't.

So I was looking for a Healer Class that obviously has no ties to the divine magic.

I've read about the Knights of the Silver Hands from Warcraft and of Silver Flame from Eberron and I may use their ideas but what if the user is just doesn't believe in faith thus not casting spells.

So I am looking for a substitute. Suggestions are welcome.

Thanks,
- D -


Okay so if you have 3 Metamagic feats that cause you to have to cast a spell at say +2 it's normal level for each feat does this mean that I have to use up 3 slots/per day at one time to cast it? Or do I cast it and only loose 1 slot/per day for every time I cast that spell.

I have at the moment Magic Missle with Empowered and Maxamized with the Arcane Trait that lowers a feat by 1 and say add Sickening Spell to it for plus to all those feats require the spell to use a 3rd level slot/per day. So if I can cast 4 third level spells per day/slot do I use up 3 in one shot.

This came up last week and I naturally assumed it would work that it only used one 3rd level slot per casting. The GM let it go for the moment but still I wanna make sure.

Thanks,
- D -


In the Dresden Files Harry mentions that when he dies he can kill or hurt his enemies with the curse. I would like to do this using a forced magic. Doesn't have to kill but it could do a huge damage to them. Any idea how would I do this? I would guess the damage would be based on level as well.

Thanks
- D -


I know Wizards have to prepare spells in slots and Wizards don't.

So when it comes to Metamagic feats, if I am reading these rules right I don't have to prepare a spell such as Magic Missle for example to use a metamagic feat or two so long as I know it. However since the casting time is 1 standard action it would instead be 1 fullround action for a sorcerer.

So am I right on this? That's the ups and downs of the metamagic feats basically.

So if the book says it would take a fullround to cast what is the difference with 1-round casting time? Fullround meaning I cast it on my next turn rather than on that same turn and than end my turn?

Sorry I am new playing a arcane user especially one with Metamagic feats.

Thank you for your time.
- D -


1 person marked this as a favorite.

Hi,

I'm playing a sorcerer for the first time. In fact it's the first time I've ever played a magic user of any kind, arcane or divine.

I am curious on where I would look in the books for equipment for the Sorcerer. Mostly for armor. I have found nothing for them. I have found a few rings but they do not appear to grant good protection. I know sorcerers don't use armor but I am talking about robes or rings or gauntlets (I've read somewhere they can wear these?).

I am level 6 with 16,000 gp to spend. Granted I need to still buy a weapon but that shouldn't be to hard to do.

Any advice is welcome.

Thank you for your time.
- D -


Does anyone know of any modules that feature the following areas:

Osirion
Mwangi Expanse
The Shackles
Sargava
Five Kings Mountains
Kyonin
Ustalav
The Worldwound
Absalom

I was thinking to create a mini-campaign from the modules that create a kinda "Inner Sea tour" that leads up to a bigger major campaign plot. later.

The idea is to get my players interest in Golarion and the Inner Sea and then the last major campaign plot will have more impact if they feel their favorite locations would be wiped out.

Even modules that take place outside the Inner Sea are welcome or any that travel to the planes.

Also I heard of society adventures. Are they modules too?

Thanks,
- D -


Does anyone know how old she is, when she was born, and when she took the throne of Cheliax?

And what would her view of Tieflings be?

- D -


I know in the Inner Sea guide there is a Demon Hunter feat but I was wondering if there was a Devil Hunter feat?

- D -


I was wondering if there are any adventure modules or such that have encounters with creatures/agents of Rovagug for stats for a campaign in which Rovagug would be set free? Even stats on the god itself.

Also, is Rovagug something beyond Aboleths and the Gods of the Dark Tapestry or is it just some mindless/bestial regular god that somehow is more powerful then the gods of Golarion?

He seems like he could be PF's version of Pandorym.

Thanks,
- D -


I am wondering if this feat would benefit my Summoner and his ability to summon monsters (both as a spell and spell-like ability) and let him cast the spell as if he were level 5 instead of casting at level 3 and does this add more monsters?

Thanks,
- D -


I've spent a while online looking for d20 stats for Escaflowne Guymelefs, specially for the Alseides of Zaibach.

Zaibach heavy influences one of the Empires I am designing and the Guymelfs would be perfect to port over. I am curious on how they are constructed and how they respond when the operator moves. It seems they operate based on the when the user moves and was wondering if anything in
the DragonMech rules might be similar to how they function. I was thinking possibly a clockwork like design to them.

I am also curious on the the crima claw would work. Though I doubt I would use that in my game it struck me as an odd thing in the series and figured that it may have a type of low-level telepathic ability. Like it could sense what the user wanted to make as I can't see levers altering the metal at the rate that it changed in the series. Thoughts on that one anyone?

Thank you for your help,
- D -


On the chart in the corebook for the cleric under level 1 for spells per day it has 1+1. At the bottom it says that the +1 represents the domain spell slot.

So I am curious does 1+1 mean the cleric gets 2 spells from level 1? One of them being a non-domain spell and one being a domain spell?

Or does it mean the cleric only gets 1 level 1 spell and that spell has to be the domain spell?

And he always has to have a domain spell from each level of spells he picks?

Also he can have more then one domain spell regardless of slots? Meaning he can have 2 domain spells at level 1 instead of one domain spell?

Thanks for answering.


So I've read a few posts on this and I am still a bit confused on how Cleaving Finish works or why I should even consider taking it.

If I Cleave someone and hit and then cleave again with great cleave until I can't hit anyone what is the point of taking Cleaving Finish? The text seems to apply that when the target is 0 or lower cleave/great cleave seems to not be able to continue to the next target and stops unless this feat is taken but there is no text with those feats saying that HP on a target 0 or less stops it. So if first target HP I drop to 0 or lower on my first great cleave then it stops too?

So why should I take it? And it says within range? I assume range means the adjacent to said target that got hit as well or a creature that may not be adjacent to the targets of my cleave/great cleave attack.

The only thing I could think of that this means that with this feat is that as a bonus for reducing a target to 0 or less I get a regular attack after I finish my cleave attacks? Is it a regular attack or can I just cleave again a second time without the finish bonus?

I apologize for sounding stupid but I want to make sure I understand this. I am new to the system and want to make sure I understand this.

Thank you for your help.
- Dark -


I was wondering if anyone knew where I could find information on various Illithid Arsenal and Vehicles/Ships for 3.0/Pathfinder. I've searched and come up with nothing other then mentioning two Dragon Magazines with one of them being for 2nd Edition and no clue how to convert any of the Illithid information I found in 255 and and a creature/vehicle called a Dazreth I found on a wiki site.

If anyone can help I do appreciate it.

Thanks,
- Dark -


1 person marked this as a favorite.

Hi.

I am hoping someone could help clarify some questions I have.

I am currently GMing a pathfinder campaign. This is my second time GMing, my first time being D&D 3.5. I ask for your patience and understanding with my questions.

My first question is how do I determine a creature's spell resistance?

I know a Goblin doesn't have SR (unless I missed it somehow) regardless if they are the standard warrior in the Monster book or a ranger class. I do know some creatures like Dragons get it. If its a 22 the caster has to make d20 plus its caster level in hopes of matching or getting higher the the 22 that much makes sense.

But how does say a Human rogue determine her SR or an Orc Barbarian or any creature that is an NPC Class or creatures that don't have a class? I've looked in the Corebook and all it tells me is roll the d20 but nothing else. Again I could be missing something.

My second question is in regards to Grease.
(If this sounds stupid, I apologize, but I am trying to explain the situation as best I can)

Range for grease means how far from the target so if its range is 25ft plus 5ft ever 2 levels that means you have to have your target within that range right?

If it says target is a 10-foot square that means what? That if you target a square with a creature in it the 10 squares in all directions from it are also greased? Or just a certain 10-feet. My players seems to think range means it covers a 25ft+ area instead of a 10-foot square. Idk if this is something from 3.5 or something their previous GM allowed or did and they think is correct.

Also if you attempt to burn grease with either magical or non-magical fire does that in turn cause the grease to burn up immediately and begone or does it remain due to it being created by magic? Also while on fire would it retain it greasiness even when on fire?

My third question is about Enlarge and Reduce person spells.

If the target for the spells are humanoid creatures does that mean a creature such as an Owlbear (that can stand 8-feet tall) that is a magical beast or the Sandpoint Devil which is an Outside (but still walks on two legs) regardless if they are humanoid? Or just if they have humanoid in their stat these spells work?

Also can you cast the same spell more then once on the same target?
I ask because it says multiple magical effects that reduce size do not stack. Idk if that includes the spell itself being cast more then once on the target or if it means that if something else tries to reduce the creature by magic after the spell has been cast it can't be done.

I thank you for taking the time to answer my questions.