I have an 8th level Cleric. At 8th level, he has some nifty spells and powers, but they all take a full round action. I've got a lot of concentration stuff, so I can cast in combat, but it would be great if I could cast a few awesome buffs on the fly or channel without loosing a round. The fast casting feat lets you do this, but it eats up a spell slot 4 levels higher (which will limit its usefulness for a long time). Is there anything else that would help?
In the "Psionics Unleashed" book, it lists the PHRENIC SCOURGE as having the following "Psy-Like Abilities":
I wasn't able to find any of these powers in the book, or the eratta, or in a couple of searches. Does anyone know where the description of these powers is, or, failing that, how you'd house rule them?
I'm running a 9th level cleric. I'll soon have a new feat open. The swift spell thing looks amazing, but: - it eats up a slot 4 LEVELS HIGHER than the spell's normal slot - that's huge; is there any similar feat/tactic/whatever that will reduce spell time not at the cost of 4 LEVELS HIGHER (e.g., it's a move action or 1/2 action or whatever they're called)
Thank you in advance for your assistance.
1. I had at one time a massive Excel spreadsheet that allowed you to build your own spell-book (not the one that produces card), and you could produce very precise lists. Has anyone seen this - if so, do you know where I could get it. 2. What are your "top 10" Necromancy killing spells (or Feat to make Necromancy spells more deadly). For example, the drain health one (I've forgotten the name) will eventually kill an opponent 1d6 at a time, but it's not like a 6d6 Fireball. Thank you.
I believe the following are true:
Are the above true? (If not, then don't proceed to the next part) Assuming they are true, is there any other way to get a spell off and do something useful in the same round? Is there a way to "prepare" a spell (e.g., bless or something) so that it's just about ready to go off... Thanks for your insight.
My group needs another primary caster (i.e., most attacks, actions in combat are ranged spells). What would be the best way to make a American Indian - style shaman (e.g., Deadlands RPG). He'd accomplish things, ideally, through summoning spirits of different kinds to perform actions. If he had to do HTH combat, it would be with the old two trusty Tomohawks. It's not exactly summoning, since he doesn't summon a creature that then sticks around and done stuff. Since they can do things like heal, buff characters, curse opponents, etc. Any ideas on how to make something as much like this as possible would be helpful.
I'm running a cleric and it's challenging for me to sift through all the spells I could pick per day, remember what each one does, look it up when I can't find it, etc. I found a very nice Spell card generator, but it prints out to a 30 page list @ 2 pages / sheet. Is there a spreadsheet or something that lists all the Pathfinder RPG spells by class/type so you can printout something more compact that still spells out how the spells you can pick from work?
1. The one or two paragraphs in the core book didn't really make sense to me regarding multi-classing. I get that: (a) one class is your primary; (2) every time you go up a level, you pick the class you go up in (tell me if these aren't right). What I don't get is how this affects restrictions: for example, Rogue can't use heavy armor, but Fighter's can. Does that mean that your Fighter/Rogue can or can't use heavy armor? 2. 2nd edition D&D had a "Kit" called 'Battlerager Cleric'. They were essentially clerics "blessed" by their god (probably due to a severe blow to the head) and, in addition to being able to use traditional dwarven weapons like giant axes and do normal cleric-ey things, they had the ability to do some of the things that a barbarian does - the raging thing in particular (however, this would just "come over" them over X rounds of combat). What's the easiest, least weird way to achieve #2? Thank you in advance for your suggestions.
I will be playing in hopefully the first of many Pathfinder games next Saturday. In the D&D game, I am most familiar with 2nd edition, with some hand-wavy understanding of 4th edition and 3.5. I've got the Core Pathfinder book and 6 days. How do I "get" the core rules information in need in that time (other than no-doze). If you've got specific advice, or specific parts of chapters to read, or whatever that would be very helpful.
To give some context, I'm fairly familiar w/ 2nd ed AD&D, ad vaguely familiar with D&D 3.5. 1. What do I need to own to play?
2. Is there a "quick start" or summary guide that provides summaries, suggestions, or explanations for new players? |