lord_void's page

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I was reading the write up for chill touch and it says I can make the attack one time per level, so does this mean that when I use the spell I keep the "charge" until I've used it a number of times equal to my caster level or does it mean I make three (I am level 3 atm) attacks with the spell the turn I cast it?


Question about stacking, would Elemental focus Cold stack with Spell Focus evocation for casting a cold spell from the evocation school? Ray of frost for example would have a DC of 10+0+5+1+1(Spell and elemental focus) for a save...well, that's a bad example becuase RoF doesn't have a save, but you get my point.


I'm not totally sure this is the right play for this but here goes:
I remember from 3.5e a feat that allowed casters to ignore the gesture and movement component of a spell and was looking for it in pf and can't seem to find it...can someone direct me towards what I am looking for? It's totally possible I am wrong and it was in a totally different system, but I'm 80% sure it was in 3.5e.


I was tossing and turning in my sleep the other night and had an idea for a new campaign for my weekly game, the basic concept is a demon went through and killed the mortal worshipers of the gods thus stripping them of their power and in the process of this purge literature pertaining to these gods, i.e. bibles, have been put to fire and if your caught in worship of a god you're dead.

Now, the problem...I don't have a medic dedicated class now. I know the cleric isn't just a bandaid station but he was the premiere healer and I find myself lacking that...the paladin was easy enough, I just allowed a player to use the magus, I was curious how it would work out anyway and this is a pretty good oportunity to test it--but I digress. I was talking to another member of my group and he suggested just building a new class in the form of an arcane caster with healing powers...

On the other hand I thought maybe just building a few new spells and tweaking the necromancy school a bit to get what I want, kinda like the mage in Dragon Age with it's life sucking abilities...what does everyone here think? I don't have my notebook handy but when I can I'll post a couple of my new spell ideas.

I suppose as a third option I could tweak the celestial bloodline to do what I want with the creation of new spells, maybe give here something like a Paladin Lay on Hand ability...I don't really know.


Here lately I find myself lacking the will to game master my weekly game. Now, I have about five adventures written out and ready to be ran and pretty much have everything ready to end my current story arc, however I find myself having no desire to run it at all. I enjoyed writing it, I enjoyed GM-ing there for a little while, but here lately I have been finding myself lacking any desire at all to game master...what does everyone else do when/if they ever have this problem? Normally the answer would be just to take a break after the current campaign wraps up, but I really really do not want to finish it and my players tend to get butt hurt if a game is dropped, so what should I do?


With the upcoming release of dragon age two I have been obsessively playing dragon age origins and couldn't help thinking the game world would be a great setting to play in and expand on.I am here to see if anyone has any suggestions for making a pathfinder dragon age game...the templar, blood magi, and grey warden are proving problematic to really create out, any ideas?


I am going to introduce an inquisitor into my current campaign this week, he's going to be a NG aligned follower of Iomedae who is tracking down a forger who is creating false manuscripts in an attempt to mislead the church and pervert the teachings in an attempt to further my lich's, and by extension my demon lord's, goals. His purpose, and the forger's purpose, is three fold, it changes the way my villians up to this point had been operating, slows the pace of the game down by lowering the amount of actual combat (my players have gotten cocky) and to introduce some backstory and plot that up to this point I really have been unable to introduce.

Now, my question, to what length would an inquisitor go in hunting down and capturing his target, in this case a heratic that threatens the very foundations of the faith. Would he focus on his target to the exclusion of everything else? Obviously he would work within his alignment, but thats really not a constraint (I once played a NG battle cleric who worked off the general principle of no quarter asked and no quater given, and I never once violated my alignment.)


Where exactly are they? I can't find them in either my copy of core or the APG...am I just missing something here?


I'm starting a new pathfinder campaign next weekend using a lich as the major villian. The lich is in service of a demon trapped in hell. The demon was sealed away by Iomedae (who is the Queen of the pantheon in my world--akin to Zues). Seeking a way to escape this demon has dispatched the lich to weaken the goddess by destroying her followers on Earth, a member of the party will be playing a Paladin of Iomedae. However, the lich not being a complete incompetent sought a way to counter the weakness his undead minions have against the powers of the paladins and clerics.

For a counter to the clerics I simply planned on using a cleric character build without a specific diety and applying the undead template. However, it the paladin counter I'm running into problems with. I really don't want to just rewrite the paladin class to suit my needs, I don't have access to the Advanced Players Guide at the moment for the Anti-Paladin option. Suggestions would be greatly appreciated.

The lich has some non-undead in his service, some mortals within the various governments who have been subverted, some wizards drawn to the allure of power he offers, and some otherwise just nasty fellows who sulk around the world selling their sword and soul the the highest bidder.

Any suggestions from my fellow pathfinder players would be appreciated, either for how to handle a undead evil paladin, or just general suggestions for fleshing out the villian set-up more.


Qreetings friends,

I am working on a steam-punk style settig for my pathfinder campaign and would like some tips, tricks, or advice from those of you who have experience with this type of setting, because sadly, I have none...back in the day my group prefered high fantasy style (forgotten realms) type games over the more eberon looking games.

The basic model I am working off at the moment is something along the lines of Final Fantasy VI. The only problem with the VI model is it doesnt really look like a medieval setting so much as a victorian era earth--more or less. I thought about using the dwarf city and towns from World of Warcraft as a reference but over all that really didn't feel right either because i the case of WoW it's more of a racial gimmic really than the way the world works.

I also really don't want to just drop gears and pipes pumping steam and what not onto a basic medieval building and say there you go, but I'm really having an akward time coming up with the way the setting should look.

The whole reason I came up with running this type of world as opposed to the "standard" medieval world is becuase I was musing one day "how cool would it be to have the bad guys flying around in airships ala Baron from Final Fantasy IV." However, a friend of mine pointed out that I really can't just drop airships into a standard medieval world without at least attempting to account for the technological level of the world. So I decided to go all the way and just run a steam-punk looking game...I find myself now needing some advice or tips on how to make the world feel authentic and interesting.