My level 4 tiefling witch is wearing a Haramaki (+1) and has the Armor of the Pit feat (+2). When combat is predictable, I'll cast Mage Armor on myself (+4). What are other reasonable, affordable measures I can take to max my AC while keeping my spell failure chance at 0%? Would another kind of armor be preferable to a Haramaki? Options I already know of... Ring of Protection (+1) - 2000 gp
I'm sure this kind of question gets asked all the time, so feel free to just give me a link. Thanks!
I'm helping my friend create a new character, and he wants to play a blaster with the draconic bloodline. At first I was thinking Magical Lineage would be a good trait for him to pick up, but then I read the following in the Core Rulebook: "Because the sorcerer or bard has not prepared the spell in a metamagic form in advance, he must apply the metamagic feat on the spot. Therefore, such a character must also take more time to cast a metamagic spell (one enhanced by a metamagic feat) than he does to cast a regular spell. If the spell’s normal casting time is a standard action, casting a metamagic version is a full- round action for a sorcerer or bard." (p. 113) So do metamagic feats other than Quicken Spell suck for sorcerers? What do you think?
I'm headed from level 2 to 3, and looking for advice on what new feat and spells to take. At level 1 I took Extra Hex, and currently have Cackle, Misfortune, and Evil Eye. (I opted not to get Slumber because I've heard it's overpowered.) My patron is Time. Current spells I have are: Level 0: arcane mark, bleed, dancing lights, daze, detect magic, detect poison, guidance, light, mending, message, putrefy food and drink, read magic, resistance, spark, stabilize, touch of fatigue Level 1: beguiling gift, command, cure light wounds, ear-piercing scream, enlarge person, ill omen, mage armor, ventriloquism I'm leaning towards getting Extra Hex again and taking either Flight or Fortune. Spellwise for level 2 I'm thinking of grabbing cure moderate wounds and vomit swarm. What do you think? Are there other feats worth considering? I don't have improved initiative yet, but it doesn't seem necessary as I already have a +9 to my initiative. Thanks in advance for your advice!
This spell doesn't have enough description for me to understand how it works. 1) Most importantly, does the illusion remain in the square where I cast it, even if I move? Or does it move where I move? 2) If the former is true, will monsters attempt to attack the illusory double that was left there? Thanks,
1) I'm a witch and I've got a wand of CLW, which is on the witch spell list. Do I need to roll a UMD check every time I use the wand? 2) I'm a witch and I've got a wand of grease, which is NOT on the witch spell list. Do I need to roll a UMD check every time I use the wand? If so, is the DC higher than with the wand of CLW? Sorry, I've read the skill description like five times. My reading comprehension when it comes to this rules system is sometimes poor. Thanks,
P.S. I think I'm confused because in one place the skill description reads, "You make a Use Magic Device check each time you activate a device such as a wand." Then, later on, it reads, "Use a Wand, Staff, or Other Spell Trigger Item: Normally, to use a wand, you must have the wand's spell on your class spell list. This use of the skill allows you to use a wand as if you had a particular spell on your class spell list."
I'm a first time Pathfinder GM, and recently I was looking into rewarding one of my PCs, an alchemist, with the discovery of an evil alchemist's formulae book. This is going to be in a treasure trove that will have a little for everybody. I'm trying to stay close to the Wealth By Level guidelines, so I looked into how much this formulae book would be worth, and I was really startled by how little it's worth. RAW it looks like masterwork greatsword for the fighter is worth 350 gp, while the formulae book, containing five level 1 formulae and two level 2 formulae is worth just 130 gp (I'm getting these figures from page 219 of the CRB). It seems particularly crazy that the gp cost of learning these new "spells" is so low, given that an alchemist only gets one new formula each time s/he gains a level. Thoughts?
Hey guys, I took Misfortune and Cackle at level 1 with Extra Hex. Do you think I should take Evil Eye or Slumber at level 2? I'll also be getting two new level 1 spells. Right now I have the following: beguiling gift
Which two do you think would go well with those six? FYI my witch is a pretty standard debuffer. Thanks,
Hey guys, One of my PCs is a level 1 alchemist, so I have a few questions about how bombs work: 1) The APG reads: "Creating and throwing a bomb requires a standard action that provokes an attack of opportunity." So can a level 1 alchemist create and throw two bombs in one round (as a full-round action)? 2) The APG also says: "An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier." If the alchemist uses a cognatogen, I assume that temporarily bumps his daily bomb max by 2, but that the raised maximum goes away when the effects of the cognatogen wear off? 3) The reflex save DC for avoiding splash damage is 10 + Int mod. + 1/2 alchemist level. Do you round the last part up to 1 at level 1? I know there are few situations where you round up in PF, but I think I heard somewhere that sometimes when you divide 1 in half you round up to 1. Sorry if these questions are dumb. I'm new at this!
Hey everybody, this is a question regarding the meanings and implications of age in Golarion. Specifically, what I'm wondering is as follows: You all know those tables that say a human or half-orc is an adult around age 16 or 18, whereas a tiefling, for instance, isn't one until age 60 (or whatever; I don't have the book in front of me. What I'm wondering is what that really means. First, I wonder about the cognitive level. Your average five year old human doesn't know multiplication, but by age nine it's pretty standard knowledge; if you didn't know how to multiply by age 15 you might be considered developmentally disabled. Does logic apply for races that live to a later age? Would it be considered normal for a 15 year old elf to be ignorant of multiplication? Second, I wonder about physical maturity. Human females usually can't conceive children until they're maybe 13. Does that mean eleven females can't conceive until their forties or even later? Lastly, human kids that are half the age of a young adult (i.e. 8 to 10) are pretty defenseless. By the elf scale are elves who are 30 years old (or whatever) pretty physically defenseless? Interested in all your thoughts!
No offense intended, Adamantine, but are you sure you're reading the rules correctly? The Handle Animal rules only stipulate the maximum number of tricks an animal companion can learn (based on their Int), not how many any given AC is presumed to begin with. If your AC has Int 2 and your GM allows it to begin with seven tricks, that seems more like a GM gift than RAW. Anybody else have an opinion on the matter?
Hey everybody, I'm new to DMing and I'm wondering how y'all treat animal companions. Druids' ACs begin with only one trick, for instance. Reading the Druid and Handle Animal sections in the CRB, I'm lead to believe that ACs won't just do whatever the Druid says, let alone everything the Druid wants. The Druid has to "push" the AC to do anything other than this one trick. And if that trick is "attack" then in the event of the AC beating his master's initiative roll, he'd probably just look around like, "Wut?" until the Druid instructs him on what to do. So I'm wondering how many of you really play AC classes and Handle Animal as worded, because it seems to be pretty common to just hand wave it all, letting the player directly control the AC as if his/her consciousness is evenly distributed between the PC and the AC. If playing the rules as they're written, that would seem to necessitate 1st level Druids training their AC new tricks on Day 1. Thoughts?
This is my first time GMing, and I'm trying to doing everything as normally and RAW as possible. Assuming 80% of XP comes from encounters (interpreted broadly) and 20% is story awards, let's just say for simplicity's sake that an APL 1 group of PCs have had two CR 3 encounters (=400 xp), four CR 2 encounters (=600 xp), and six CR 1 encounters (=600 xp) by the time they hit level 2. (1600 xp each from encounters, 400 xp from story awards.) So that's 12 encounters total. At medium speed each encounter should be ~260gp. (See CRB p. 399). 12 x 260 = 3120. Divide by four and you get 780 gp per PC. Would that be average, below, or above average? I ask partly because some of the Adventure Paths I've taken a look at have characters getting pretty costly stuff pretty early on. Thanks,
A few more questions and comments: #6 - Levitate. Would this be useful for a caster? #12 in Blood of Fiends says "You are NOT immune to sleep effects," FYI. I think you're thinking of #84. #41 - is Spell Resistance good? #49 - How do you know what counts as "positive" or "negative" channeled energy? #60 - +2 to initiative at night. What do you all think?
Hey guys, I'm organizing an encounter in which the PCs, who've just rescued a little orphan girl from the streets, are ambushed by some thugs who (mysteriously) want to kidnap the girl. One of thugs' first action will be to try to run through the orphan girl's square, scoop her up, and keep running in the direction he's going. The little girl is only about five years old, and won't be able to put up much meaningful resistance. How would you all handle this attempted kidnapping? As some sort of charge/grapple combination? Thanks,
Nitro-13 wrote: i like the dr 2 vs cold iron. my last tiefling had it and it was a life saver. it also depends on your build and the campaign, Are you running a pre-made Adventure or is it something your gm came up with? My GM came up with his own story. Is DR 2 useful past the first few levels? My build is a pretty standard debuffing one, though I will be healing a little bit as needed. My patron is Time.
Hey guys, I'm brand new to Pathfinder and to these forums. Yay! My first character is going to be a tiefling witch, and my GM said if I wanted to I could get one of the "variant tiefling abilities" listed on p. 16 of Blood of Fiends and here (http://www.d20pfsrd.com/races/other-races/featured-races/arg-tiefling) instead of the darkness spell-like ability. "Within reason," he said, e.g. none of the straight +2 to an ability score "abilities." So I'm wondering which of the 100 (!) variant abilities seem powerful to y'all, without crossing the admittedly fuzzy line into "unfair" territory. I'm interested in all your opinions. Best,
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