Edwid Fickleberry

lair-master's page

RPG Superstar 8 Season Dedicated Voter. Organized Play Member. 127 posts. No reviews. No lists. 1 wishlist. 1 Organized Play character.




If you cast Air Walk underwater (or submerged in another liquid), is the subject borne toward the surface just as if you had cast Water Walk? Air Walk doesn't say so explicitly, but I wonder if the two spells would/should act similarly in such an instance.

Dedicated Voter Season 8

This has been discussed before, but can I post my item on my personal website? I don't wish to profit from it, but I am proud of the work I did and would like to share it with others. As it's their property, is there a way to give proper attribution to Paizo?


Magic items aren't commonplace in my setting. You can't go to the corner magic shop and buy a wand of cure light wounds. That said, I do want to provide the players with a reliable source of healing. Since they already have magic amulets which boost their AC, I'm thinking of enhancing them to possess healing magic too. A single use of the amulet would heal damage equal to the PC's Hit Die plus their Constitution modifier. For example, a sorcerer with 14 Con would heal 1d6 + 2. A paladin with 16 Con would heal 1d10 + 3. Each amulet would have a number of uses per day equal to the character's level.

What do you think? I want the amulets to be weak enough that cure spells and such are still valuable, but powerful enough to be useful. Thoughts?


One of my players has taken the Sacred Summons feat. Is there a table somewhere that explains which monsters can be summoned according to aura? Because I've looked closely at the feat and still don't really get it. If no such table exists, can someone please just tell me which monsters a cleric with a NG aura can summon? What about LG? CG?


I'm preparing an encounter where the heroes are besieged by seemingly endless waves of goons as they sit trapped in an old abandoned fort. Think John Carpenter's "Assault on Precinct 13" (1976). The party is comprised of a battle cleric, an urban ranger, an alchemist and a sorcerer. They're all level 3.

I could use some pointers for designing such an encounter. I want to attack them in droves, but I don't want the goons to be too weak to pose a threat or too strong. Monster recommendations would be great. I was thinking good old-fashioned goblins, but I'm open to other ideas.

I was also thinking the first wave would be all ranged attacks. The party would receive partial cover in front of windows and full cover behind walls and tables and such. This wave is mainly supposed to spook them, but it will probably result in the deaths of some NPCs too.

The second wave is when things get hairy. The goons advance on the fort using wagons for cover, and once they're close enough will attempt to enter through every opening available. The party will need to defend the doors and windows from scores of goons.

The waves keep coming and from there it's up to the party to either find a means of escape or lure the goons into a concentrated area and wipe them all out with an explosion or something. If you've seen the film you know what I'm talking about.

So, yeah, the idea sounds fun in theory but I don't know how to properly execute it. Any advice would be great!


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What do you think of this cantrip? I imagine it would be a fun spell for a bard to have handy. "Available for Birthday Parties & Bar Mitzvahs!"

Create Business Card
School conjuration (creation); Level bard 0
CASTING
Casting Time 1 standard action
Components V, S
EFFECT
Range 0 ft.
Effect One paper business card/level
Duration instantaneous
Saving Throw none; Spell Resistance no
DESCRIPTION
You introduce yourself and with a flick of your wrist produce an ordinary business card. Any attempt to pass yourself off as someone or something other than yourself requires a DC 12 Linguistics check. Failure results in a soiled business card with crudely-drawn letters containing multiple typographical errors. A business card used as part of a Bluff, Diplomacy, or Intimidate check provides a +2 circumstance bonus.


Posted this previously, but I'm hoping it may get a little more feedback with its own thread.

I'm playing an arithmancer, or what the common folk call a "mathemagician". In short, the character has discovered the "rules" that govern his world. With an abacus and a bag of seven magic dice, the arithmancer bends these rules to suit his ends.

While exploring the concept, I concluded that it would be weird to play a wizard who's all about math without acknowledging the math of the game itself. Hence the "Numerical Sight" power. Mathematical Mist was taken from the Crystalline Dust Form ability Axiomites possess:

Arithmancy

Associated School: Transmutation.

Replacement Powers: The following school powers replace the telekinetic fist and change shape powers of the transmutation school.

Numerical Sight (Su)
You recognize the math inherent in all things, enabling you to see them as they truly are: a combination of numbers, symbols, and equations. As a standard action you can gaze at a creature, object, or 5-ft. area within 30 feet and attempt a Knowledge (mathematics) check to determine the absolute value of a single number related to the target. For example, you could determine an enemy’s hit points, the Disable Device DC of a trap, or the hardness of a wall. The DC of this check is equal to 10 plus the target’s CR (if it has one). You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Mathematical Mist (Su)
At 8th level, as a free action, you can transform your body into a golden crystalline cloud resembling a shifting mass of glowing mathematical symbols and equations. In this form you can fly (30 ft. good maneuverability) and gain the incorporeal quality. You can use spells and spell-like abilities but cannot make physical attacks. This transformation lasts for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive.


I would like to play an arithmancer, or what the common folk call a "mathemagician". In short, the character has discovered the "rules" that govern his world. With an abacus and a bag of seven magic dice, the arithmancer bends these rules to suit his ends.

Kinda metagamey, I know, but I think it could be fun! There's one ability in particular I would like him to have, but I'm not sure how powerful it is. I want him to be able to "see the math" around him. Currently, I've written the ability as a cantrip:

Numerical Sight
School divination; Level sorcerer/wizard 0
CASTING
Casting Time 1 standard action
Components S, F (abacus)
EFFECT
Range close (25 ft. + 5 ft./2 levels)
Target or Area one creature, one object, or a 5-ft. cube
Duration instantaneous
Saving Throw none; Spell Resistance no
DESCRIPTION
You recognize the math inherent in all things, enabling you to see them as they truly are: a combination of numbers, symbols, and equations. When cast on a creature, object, or area, you can attempt a Knowledge (engineering) check to determine the absolute value of a single number related to the target. For example, you could determine an enemy’s hit points, the Disable Device DC of a trap, or the hardness of a wall. The DC of this check is equal to 10 plus the target’s CR (if it has one).

The spell was loosely inspired by the Numerologist regional trait.

What do you think? Is this a cantrip? A 1st level spell? A 9th level spell? Maybe it should be an arcane school power? It could be fun to create a focused arcane school based on Arithmancy. Would you allow a spell like this in your game?


I've narrowed it down to Alchemist, Witch, and Wizard. To be honest, Alchemist is the class I'm least enthused about. The mutagen and bomb features don't appeal to me much, so I guess I've narrowed it down to Witch and Wizard. My main goal is I want to be a master brewer, making the best Dwarven Fire Ale in all of Golarion! I want to pump my Craft (alchemy) skill through the roof! I presume an Alchemist is the best class to accomplish this with, but what's the second best? Witch or Wizard?


I'm writing a campaign where the player characters are construct/undead creations designed to enforce the law in a large city. Think Reno 911 meets RoboCop meets D&D. Problem is, I'm having trouble finding a simple construct or undead template the players can apply to their characters without altering them dramatically (like no Con score). Any recommendations?


Does anyone know where I can find or search for spells unique to the druid spell list? My search fu must be weak because I find a list like that anywhere.


I'm making either a cleric or oracle for an upcoming game, and I thought it would be fun to make him a barber surgeon! Subsequently, I've been trying to come up with stuff to give him that barber surgeon flavor.

In terms of equipment, I definitely need a leeching kit and surgeon's tools. An extraction scarificator would be great too.

I also want a Caladrius bird familiar. Theodoric of York had one, so why not me? I don't know how a cleric or oracle would go about getting one, though.

And, of course, I will need to be proficient with a war razor.

If I'm a cleric, my domains should reflect my trade. Since the four humors are connected to the four elements, it would be cool to choose the Air, Earth, Fire, and Water domains (with GM approval). If my GM doesn't go for that, the Seasons subdomain could work, since the humors are linked to those, too. Not sure what my second domain would be. Maybe War or Tactics.

If I'm an oracle, that's a little tougher. The Battle mystery could work, since barber surgeons often treated soldiers. Some combination of the Wind, Stone, Flames, and Waves mysteries would be cool, but I'm not sure. I'm also considering the Elementalist archtype.

What would you do to give a character that barber surgeon flavor? Would you choose a cleric or oracle? Please note, I am not interested in the Chirurgeon alchemist archetype.


I've been playing a weekly game for the past four months or so. I have an admittedly short attention span, and before this I'd ever only played one-shots or short-term games (three to four sessions max). Lately, I've been feeling kinda bored with my character. There's nothing wrong with him really, I just really like coming up with characters and think a new one would be fun. We took a break and did a one-shot recently, but I'm just not feeling that enthused about returning to my regular character.

What should I do? Should I talk with the GM about creating a new character? What do you do when you tire of a character in a long-term game?


My friends and I have a weekly campaign, but sometimes our GM needs a break. We've taken to running one-shots with another player wearing the GM hat. When it was my turn, my "one-shot" ended up lasting four sessions! This was an original adventure I'd written, and I didn't expect it to take nearly as long to complete as it did.

As I prepare to don the GM hat once more, can anyone offer advice on designing an effective one-shot? How does one confine a story to a single session? What types of stories make for good one-shots? Are there any published one-shots I should read for inspiration? Under your tutelage, it is my wish to master...The Art of the One-Shot!


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I've been kicking around an idea for a one-shot where all the player characters are the same class.

What classes possess the versatility to make a premise like this work? Can you make a well-rounded party using a single class?

What kind of stories could be told? Wizards at a magic school? Bards at a music festival? Rogues breaking out of prison?

Has anyone attempted anything like this?


After our first session, it became clear our party needed a front line combatant. Since my inquisitor was the best option, I decided to revise him from a crossbowman into a two-handed weapon wielder. In short, he needs a lot of work. Here's what I've got so far:

Race: Human
Deity: Pharasma
Alignment: LN

STR 16
DEX 14
CON 14
INT 12
WIS 14
CHA 8

Skills:
Climb +7 (1 rank)
Intimidate +6 (3 ranks)
Knowledge Arcana +5 (1 rank)
Knowledge Dungeon +5 (1 rank)
Knowledge Nature +5 (1 rank)
Knowledge Planes +5 (1 rank)
Knowledge Religion +5 (1 rank)
Perception +8 (3 ranks)
Sense Motive +9 (3 ranks)
Spellcraft +7 (3 ranks)
Stealth +8 (3 ranks)
Survival +8 (3 ranks)

Feats:
Shake It Off (teamwork feat)
Martial Weapon Proficiency (Greatsword)
Weapon Focus (Greatsword)
Improved Initiative

Traits:
Reactionary
Fate's Favored

Domain (or Inquisition):
Spellkiller Inquisition

Spells:
Orisons - Stabilize, Acid Splash, Detect Magic, Light, Read Magic, Disrupt Undead
1st Level - Divine Favor, Shield of Faith, Expeditious Retreat, Protection From Evil

Some things, though not ideal for such a build, cannot change. His race and deity are fixed, so I'm not sure how else to get a two-handed martial weapon without taking the feats. Pretty much everything else is up in the air. I'm flying blind over here.


I have an idea for a half-orc oracle with the deaf curse and the feral alternate racial. He would be based on Count Zaroff's manservant Ivan from "The Most Dangerous Game".

In short, this character is going to be both deaf and dumb. How can my character communicate with other player characters? Can a feral half-orc understand common, but not speak it? Is this a stupid idea?


Quote:
Seize the Initiative (Su): Whenever you and your allies roll for initiative, you can grant one ally within 30 feet the ability to roll twice and take either result. This decision is made before results are revealed. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Can a Cleric use this ability on himself? Or can it only be used on another player?


Our party is seriously lacking in muscle and healing, so it has fallen to me to create a battle cleric. But here's the thing: the GM has warned us the adventure will involve a good deal of stealth and diplomacy. The other players have diplomacy covered, but I still need to sneak around with the best of them.

I created the battle cleric and figured I could throw a few ranks into stealth as an afterthought, but armor encumbrance and the fact that stealth isn't a class skill is making that hard.

How can I make this battle cleric stealthy? Or is there a different approach I should take?

Race: Human
Alignment: Chaotic Neutral
Deity: Gorum

STR 17
DEX 12
CON 16
INT 10
WIS 14
CHA 7

Skills:
Heal: +8 (3 ranks)
Sense Motive: +8 (3 ranks)

Feats:
Improved Initiative
Power Attack
Toughness

Traits:
Defender of the Society
Fate's Favored

Special Abilities:
Destruction Domain
Tactics Domain
Heart of the Wilderness

Equipment:
Masterwork Greatsword
Masterwork Heavy Crossbow
Chainmail Armor
Ring of Protection +1


I'm really excited about the character concept, but I don't have a strong grasp of Pathfinder rules. Any advice would be greatly appreciated!

The idea is he's an inquisitor who has devoted his life to hunting immortals on the behalf of Pharasma. Those who would cheat death or extend their lives by unnatural means are his quarry. But he's getting old and the immortals he hunts remain as deathless as ever. It's beginning to dawn on him that his enemies may prevail simply by outliving him. As he comes to terms with his mortality, he is tempted to seek his own means of abnormal longevity. Some adversaries take more than a lifetime to hunt down, but will he violate the tenets of his own faith to defeat them?

The campaign starts at 3rd level, 20 point buy. He's 57 years old and suffers from the subsequent aging effects (-3 STR DEX CON, +2 INT WIS CHA). My goal is to provide some healing, lead the pack in Wisdom and Knowledge-based skills, and provide ranged combat support with a heavy repeating crossbow. Without further ado, he are his stats:

Race: Human
STR 8
DEX 16
CON 8
INT 14
WIS 16
CHA 10

Skills:
Heal +9 (3 ranks)
Knowledge Arcana +8 (3 ranks)
Knowledge Nature +8 (3 ranks)
Knowledge Planes +8 (3 ranks)
Knowledge Religion +8 (3 ranks)
Perception +9 (3 ranks)
Sense Motive +10 (3 ranks)
Spellcraft +8 (3 ranks)
Stealth +9 (3 ranks)
Survival +9 (3 ranks)

Feats:
Coordinated Shot (teamwork feat)
Point-Blank Shot
Precise Shot
Weapon Focus (repeating heavy crossbow)

Traits:
Schooled Inquisitor
Touched By Divinity (with Healing Domain so I can cast Cure Light Wounds 1/Day as a spell-like ability)

Domain (or Inquisition):
Spellkiller Inquisition

Spells:
Orisons - Stabilize, Acid Splash, Detect Magic, Light, Read Magic, Disrupt Undead
1st Level - Divine Favor, Shield of Faith, True Strike, Cure Light Wounds

As you can see, he's not the party face. He's supposed to be the old sage, imparting knowledge and noticing what others don't. The only thing I'm bummed about dumping is his intimidate skill, as I do imagine he uses fear to get what he needs.

In particular, I am looking for advice regarding his attribute balance, skill balance, feats, traits, spells, and domain (or inquisition). So, basically, everything! To reiterate, his roles will be healing, Wisdom and Knowledge-based skills, and ranged combat support. Any equipment or general inquisitor advice would be great, too.

Thanks for taking a look at my character!


Apart from damage and price, are there any other differences between heavy and light repeating crossbows? Can both be reloaded by pulling the reloading lever with a free action?


i'm starting a campaign next week starting at 3rd level, 20 point buy. We already have an infernal halfling sorcerer and an archaeologist human bard.

I would like to play a man of faith who has devoted his life to hunting immortals on the behalf of his church. Basically a human marut. Those who would cheat death or extend their lives by unnatural means are his quarry. Lawful neutral and worships Abadar, since Abadar has the Inevitable domain. Problem is, he's getting on in years and the church is beginning to question whether he isn't getting too old to do his job. And he never did catch that lich who killed his parents, thus beginning his lifelong career. For the first time, this old hunter may be tempted to extend his own life by unnatural means. Will he succumb to hypocrisy for the thrill of the hunt, or stick to his beliefs and go gentle into that good night?

The question is, which class and build would best suit this concept? I know I will probably be expected to do some healing, and we don't have any any strong melee characters yet. Also, it would be great to represent his advanced age mechanically somehow. Any ideas?


i'm starting a campaign next week starting at 3rd level, 20 point buy. We already have an infernal halfling sorcerer and an archaeologist human bard.

I would like to play a man of faith who has devoted his life to hunting immortals on the behalf of his church. Basically a human marut. Those who would cheat death or extend their lives by unnatural means are his quarry. Lawful neutral and worships Abadar, since Abadar has the Inevitable domain. Problem is, he's getting on in years and the church is beginning to question whether he isn't getting too old to do his job. And he never did catch that lich who killed his parents, thus beginning his lifelong career. For the first time, this old hunter may be tempted to extend his own life by unnatural means. Will he succumb to hypocrisy for the thrill of the hunt, or stick to his beliefs and go gentle into that good night?

The question is, which class and build would best suit this concept? I know I will probably be expected to do some healing, and we don't have any any strong melee characters yet. Also, it would be great to represent his advanced age mechanically somehow. Any ideas?


I want to create a merchant character who sells gems and crystals. He's exclusively interested in magic gems and the use of gems as material components in spells.

The character will be a caster, but I'm not sure which kind. What class would best suit this character concept? I was thinking some manner of necromancer would be good, since some necromancy spells involve the use of onyx gems, but that's just one direction this could go in.

Race suggestions would be great, too. An interest in jewels makes dwarf a natural choice, but I'm open to other ideas. The Goldsniffer racial trait was made for a character like this.

I'm also looking for feats, traits, or skills that might fit a character like this. It's a broad concept, I know, but a caster specializing in gem-based magic sounds like fun!