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Oops. From AoNPRD:

"This spell functions as magic jar, except you transfer your mind to a single object, animating it as if using animate objects, except your mind controls the object as if it were your own body. You cannot speak or cast spells while possessing the object. Because your original body is effectively dead while under the effect of this spell, this temporarily suspends disease, poisons, and other afflictions affecting you."


Just a question. Magic Jar reads "You keep your Intelligence, Wisdom, Charisma, level, class, base attack bonus, base save bonuses, alignment, and mental abilities. The body retains its Strength, Dexterity, Constitution, hit points, natural abilities, and automatic abilities. A body with extra limbs does not allow you to make more attacks (or more advantageous two-weapon attacks) than normal. You can't choose to activate the body's extraordinary or supernatural abilities. The creature's spells and spell-like abilities do not stay with the body."

... I think you can cast spells while possessing something, and that magic jar is just saying you don't get to cast the spells that the thing you're possessing knew.

For a home game, I'd ask my GM about this - I genuinely think the text means you can still cast your spells. For a PFS game, though, I think this is another vote for 'don't try this in public games.'


I think the TWF build is probably the "best" in terms of damage output. Stack as many static bonuses to damage as you can and then just concentrate on making as many attacks as possible.

The Mysterious Stranger stuff doesn't work with Spell Cartridges out of the box, since Mysterious Stranger gets Cha to Dam as a swift action, and Spell Cartridges needs that swift action for Arcane Strike.

The best workaround I've seen is Bloodrager's 'Blooded Arcane Strike' feat - as long as you're bloodraging, Arcane Strike is active.

Also, if you want to go TWF, 1 level of Eldritch Archer Magus gives you the ability to ignore somatic components as long as you're holding a ranged weapon.

So you're looking at 1 level of Gunslinger (Cha to Dam as a swift action, firearms proficiency), 1 level of Eldritch Archer Magus (Cast spells while holding guns, Spellcasting at level 1), at least 3 levels of Trench Fighter (Dex to Dam), and then Bloodrager the rest of the way (Cast spells after level 4, Arcane strike w/o swift actions).

More Fighter levels open up Weapon Specialization and Weapon Training at Fighter 5(including effortless dual wielding).

I'm not sure if a 2nd level of Magus (for a rapid-shot equivalent Spellstrike) is worth it.


This post describes what has become known as a "west marches" style of game. Googling 'west marches' has a lot of results from people who have tried similar setups.


There's also this (setting benchmarks by level)


Here is how a novelist describes a character who is supposed to be the world's greatest thief plying her trade:

"The protections weren’t bad, but not as thorough as I would have expected. The first was very general and nearly useless—all you had to do was pretend you belonged there and it would let you burn down the place without raising a fuss. The recognition spell was only marginally trickier, requiring me to cause it to bend around and past me; but there was no spell monitoring whether the recognition spell was being bent, so, really, they might as well not have bothered with it. There were the usual integrity detectors on the doors and windows, but these are easily defeated by transferring the one you want to pass to another door or window. These, in fact, did have monitor spells to watch for just this, but they’d been cast almost as an afterthought and without anything to let the security people know the monitor had been removed—I could take it down just by identifying the energy committed to that spell and absorbing it into a working of my own."

- Orca by Steven Brust