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Organized Play Member. 86 posts (169 including aliases). No reviews. No lists. No wishlists. 4 Organized Play characters. 7 aliases.


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Scarab Sages

Side note: the counterspell rules definitely talk about range.

If the target is within range, both spells automatically negate each other with no other results.

Now I can't think of any other range than the range of the spell being used.

Scarab Sages

Skill Focus then Eldritch Heritage Arcane is the alternative if you have 13 Cha

Scarab Sages

I don't think the wizard dip is going to work. You need to meet the CL requirements of the crafting feats to make bonded items. 7 levels of wizard hardly qualifies as a dip.

Scarab Sages

Based on my reading, they can't.

The requirement is divine bond or hunters bond or the mount class feature. Mad dog barbarian has none of thee things. Note that by this reading, druids can't take this feat either.

Scarab Sages

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Well, you can use bone armor as a special material where it is listed as hardness 5 and the hp for armor is listed as 5*the armor bonus provided.

Scarab Sages

I'm of the opinion that magic vestment should apply or not apply to all the oracle revelation "armors". I lean towards not because most of them don't sound like armor and even armor of bones, it's really magic that is providing the bonus and not the physical aspect of it, given that it scales with oracle level.

For those that think that armor of bones can be the target of magic vestment, do you also think enemies should be able to sunder it?

Scarab Sages

I'm not sure I buy it. You're effectively saying you can carry another person without having that affect your movement in any way. Even if that is true, that certainly puts you in the upper margins of strength

Scarab Sages

Here's an idea.
You have access to a spell Summon Swarm that you could try to use Vermin Empathy to gain some measure of control over.

Now, I'm fairly sure many GMs won't allow that particular use, but given that you would have to give up all your standard actions in order to keep this swarm for multiple combats, I don't think it is too abusive.

If nothing else, the spell itself is fairly thematic for your druid, so nothing stopping you from casting it behind the enemies before combat starts and being aware that you'll have to deal with it for at least two rounds at the end of combat. Just let your team know as they'll need to adapt their strategy accordingly.

Scarab Sages

Looks like it is legal to me:
Additional resources lists:

AR wrote:

Pathfinder Adventure Path #47: "Ashes at Dawn"

Magic Items: bloodbrew elixir, moribund key, witching gown;

Unless you are talking about a different magic item called witching gown.

That does look like a very nice item for a high-level witch even at the rather steep 35k

Scarab Sages

I'm not sure of how it would do in terms of power, but a Souldrinker would fit well thematically. Give him a conductive chained kama, and he can possibly soul drain with the weapon itself.

Scarab Sages

As an alternative, you could spend 1PP after your first scenario to get one if you really wanted to.

As another option, continual flame is one of the few spells you can have a casting of that carries from scenario to scenario, so you could pay for the spellcasting service to have it cast on an object you own, losing out on the floatiness aspect but having that permanent light source. Such a service would cost you 60gp

Scarab Sages

So, a 2nd level of Master of Many Styles monk could have snake style, snake fang and combat reflexes and would be able to do most of the things you are saying he is doing. However, and maybe your GM has missed this, the attacks would have to actually miss first in order to get the free attacks of opportunity.

Scarab Sages

That is indeed the correct way, however a level 1 character will not work as it is a scenario designed for characters level 3 to 7. The levels is described by the number in brackets next to the title as well as the color coding.

Scarab Sages

Walter Sheppard wrote:
I've been burned by GMs that grouped difficult creatures into one initiative. The best example is the 13 vampire sorcerers that won initiative and hit us with 13 simultaneous fireballs

Quite literally burned.

I think the point that you can all delay to achieve the same effect is true but has one significant difference which is that the group is far less likely to go before the players. In the above example situation, I imagine that would have made a huge difference. If you see 13 vampire sorcerers and don't think to spread out, you probably only have yourself to blame.
So, if you do group for convenience, I would suggest rolling initiative for every member in the group and keeping the lowest.

Scarab Sages

This sounds quite interesting and I have to roll the dice and see what I get. :)
Wondrous Item: 2d100 ⇒ (84, 12) = 96 Wand and potion
Wand: 1d100 ⇒ 59 1st level, CL1
Potion: 1d100 ⇒ 80 2nd level, CL3

Stats
4d6 ⇒ (5, 3, 6, 4) = 18 15
4d6 ⇒ (5, 6, 3, 1) = 15 14
4d6 ⇒ (2, 6, 5, 1) = 14 13
4d6 ⇒ (6, 6, 5, 4) = 21 17
4d6 ⇒ (5, 3, 6, 4) = 18 15
4d6 ⇒ (5, 5, 5, 2) = 17 15

Wow, well with stats like that I can't not do something MAD. What I'm thinking is building towards a Champion of Irori prestige class, but given that this is level 5, it would be Monk 3/Paladin 2. I'm assuming here this adventure will span more than one level though.

Scarab Sages

Small suggestion regarding archetypes: list any selected archetypes on the character summary(the one in the factory and your character list)

Scarab Sages

Wow, this sure is a fascinating concept. And I somehow feel that PbP is the only place where it could truly work so I have to put something down.

The idea I'm playing with is a Geisha bard who runs an escort business for the various leaders and important people of Absalom. Nothing that isn't PG, rather, she provides bodyguard escorts for people when they are going in to situations where bringing a big armored man would be entirely inappropriate, but the customer would like some backup if things go poorly. She also has built up a reputation of utmost discretion, so her employees can be trusted in more sensitive meetings.

Will need to flesh out the concept more obviously, but let me know what you think.

Scarab Sages

No worries. I'll keep an eye out. Its nice to get the effect out of your spells. Especially when you already negated half the effect with fire resistance. :)

Scarab Sages

dotting to follow this thread

Scarab Sages

James Wygle wrote:


Now, if you are correct, and the rider also spends actions for the mount to move, how can the rider spend a move action "normally" when the mount is using a full-round action for movement?

If you can give me a satisfactory answer to that, I'll go ahead and start a thread in the Rules Questions forum just to get this FAQ'd.

List of move actions one could take while the mount is moving:

- Load a hand crossbow or light crossbow
- Retrieve a stored item
- Draw a weapon if your BAB isn't +1
- Direct or redirect an active spell
- Sheathe a weapon
- 3rd level alchemists could apply poison to their weapon
- I'm sure other move actions exist in class features that I can't think of

The point is, not all move actions require you move from the horse or mount of your choice

Scarab Sages

Count me interested to give this a try.

Regarding being able to do this full time and getting paid for it, you may hit some difficulties regarding Paizo copyright once income is being made from it. You should probably contact them directly if you do go down that route.

Scarab Sages

Sareth is who he is because he was raised that way. He seems to me more likely down the path of redemption than fall. But it would take a truly cathartic moment to make him really move away from Asmodeus. Meanwhile, if he believes what he is doing will help maintain order in Cheliax, he will get behind it and do it wholeheartedly, although for potentially different reasons than the rest of the party.

Scarab Sages

Ok, lets see what the dice gods have given me today:

Stats: 4d6 ⇒ (5, 5, 4, 2) = 16 14
Stats: 4d6 ⇒ (3, 3, 1, 3) = 10 9
Stats: 4d6 ⇒ (2, 6, 2, 4) = 14 12
Stats: 4d6 ⇒ (6, 3, 2, 6) = 17 15
Stats: 4d6 ⇒ (3, 2, 3, 3) = 11 9
Stats: 4d6 ⇒ (2, 1, 5, 4) = 12 11
Stats: 4d6 ⇒ (6, 1, 4, 1) = 12 11
Stats: 4d6 ⇒ (2, 2, 2, 5) = 11 9

15, 14, 12, 11, 11, 9 15pt buy

Scarab Sages

Regarding availability:
While it is the GM's call, I would be surprised for Sandpoint to not have both potions and scrolls of Cure Light Wounds available. But then I come from a bit of a PFS mindset where these kinds of things are always available.
Infernal Healing, yeah, that's certainly more uncommon, so I can see not being able to buy it.

Regarding alchemist's fire being more powerful than acid, that is very true, but my intention was to use the acid as an alchemical power component to acid splash for +1 damage. Gives our wizard something useful to do every round of combat without blowing through all his spells.

I do love alchemist's fire though.

Scarab Sages

I am happy with just getting the class kits for them all as a starting point, plus armor and a weapon.

So that means:
Swashbuckler: swashbuckler kit( 9gp, 29lb), rapier( 20gp, 2lb), chain shirt(100gp, 25lb), 171gp left to spend. Our poor swashbuckler is already at medium load. :/
Druid: druid's kit(14gp, 44lb), hide(15gp, 25lb), shortbow+arrows(31gp, 4lb), 60 gp left to spend
Investigator: investigator's kit(40gp, 24lb), chain shirt(100gp, 25lb), longspear(5gp, 9lb), 35gp left to spend
Wizard: wizard's kit(21gp, 21lb), flask of acid(10gp, 1lb), 89gp left to spend

I would suggest that given our party of relative weaklings, a pack animal for our travels may not be a bad idea. A donkey would only cost 8gp
I would suggest getting some cure light wounds potions at least until we can get a wand as a team

As for spells:
Druid:
0: Light, Guidance, Stabilize 1: Cure Light wounds, Magic Fang
Wizard:
0: Acid splash, Detect Magic, Mage hand 1: Mage armor, Greasex2, leave one slot open
Investigator:
Enlarge person and leave second slot open as it only takes 1 minute to prepare

Scarab Sages

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Can easily get behind skill focus perception. And yeah, two high perception characters is fine. Having two characters that can act in the surprise round is always better than having only one. And having a high disable device is useless if no one notices the trap in the first place. :)

Scarab Sages

Don't forget that our empiricist will get to use intelligence for his bonus in disable device, perception, umd and sense motive.
I feel we should keep skill focus even if we don't dip in to fighter. I'm inclined towards either disable device or perception as the skill chosen. Very thematic for an investigator.

As for the trait, if magical knack doesn't work, I like the bonus of Resilient but feel like the theme kinda counters merchant family( at least as written ). However Forlorn conveniently gives the same bonus and fits a bit better thematically.

Scarab Sages

Abandoned Arts wrote:
niconorsk wrote:
1) Shouldn't disable device be +7(1 Rank, 2 Dex, 3 Class, 1 Trapfinding)
It's a copy/paste from HeroLabs that is probably accounting for the fact that the character doesn't have the proper tools.

Ah ok, that makes sense. I guess thieves' tools should be in our starting equipment then. :)

Scarab Sages

1) Shouldn't disable device be +7(1 Rank, 2 Dex, 3 Class, 1 Trapfinding)

2a) I can get behind LN worshiper of Abadar(definitely has to be lawful)
b) I prefer knowledges as they are more useful, but am ok with Profession(merchant) for flavor
c) Depends if we are dipping fighter or not. I'm inclined to say we should at least take 1 level for weapon and armor proficiencies If so, magical knack.

d) I like Skill Focus and think we should keep it.
The options for the skill are:
- Craft(Alchemy): If we take this, we can craft 2 Alchemist's fire a week at level 1 with take 10. Highly depends on downtime we can expect in the campaign though(have never looked at RotRL so dunno)
- Disable Device - pumping this will pretty much counter all traps we'll face
- Use Magic Device - this skill really only shines at high values

e) I like the idea of reach fighting and lots of AOOs so lets make that even crazier:
Enlarge Person, Long Arm, Shield, Crafter's Fortune, Heightened Awareness
f) Varisian, Dwarven, and something else

Scarab Sages

Testing something
1d20 + 3 ⇒ (5) + 3 = 8

Scarab Sages

avr wrote:


f.) for the campaign trait Merchant Family seems amazingly good. There was talk of multiclassing Fighter or something, so Magical Lineage (Investigator) to support that.

I suspect you meant Magical knack which helps caster level when multiclassing and not magical lineage which gives cheap metamagic on one spell( not even sure investigators can metamagic? )

In which case, I second that motion

Scarab Sages

a) Male

b) Half-elf

c) I like Empiricist

d) I suggest 14, 10, 12, 17, 10, 10

e) Half-elves get Skill Focus + I also suggest Human Spirit( this will get us skill points + the seems very nice Half-elf favored class bonus)

f) Family Ties and not sure

g) With above we'll have 10 skill points per level so no need to be particularly picky.
Disable Device, Perception, Sense Motive, Use Magic Device, Diplomacy are all affected by empiricist class feature
Craft(Alchemy) seems a given
Fill the rest with knowledges the wizard isn't taking imo

Scarab Sages

I'm still watching and my vote is still with investigator. But it does seem to have lost a bit of momentum

Scarab Sages

Voting for Zend Haraku as the name.

Voting investigator for our 4th character. I reckon our druid could easily pick up a ranged role with her current stats.

Scarab Sages

+1 to Shnoo Shnoo, though be warned that will result in liberal use of Death by Shnoo Shnoo jokes. :)

Scarab Sages

Regarding the 4th character, I feel our party needs a bit of a straight man to tie our admittedly odd bunch together.

I propose a human cavalier with the merchant family background.

- Checks the heavy armor and most weapons requirement
- 4+int gives a good amount of skills, can aslo consider int 13 and going down the combat maneuver route

Scarab Sages

The wizard, leaving names up to others:
b) N, I can't see him being bothered by alignment decisions much
c) Varisian
d) None
e) Common, Infernal or Abyssal( fits well with his curse but can't remember which one is fiends), Draconic, Varisian, Elven
f) Grease, Mage Armor, Unseen Servant(to carry the cat), Corrosive Touch, Expeditious Retreat, Enlarge Person, Feather Fall

Scarab Sages

Going to jump in to this as it seems like fun.

I'm voting for actual sin magic. The extra spell slots are fantastic especially at lower levels and you can live without illusion and evocation. We could also take UMD for those situations where nothing but one of those schools will solve our problem.

Feats: Spell Focus(Conjuration) seems a given. I also would vote for the Accursed feat, if the GM can see a way to fit in to the story.

Traits: +1 vote for Scholar of the ancients and Dangerously Curious

Stats: Any high-int array will do. I like the idea of low strength and using unseen servant to carry the fat cat. :)

Skills: Kn(Arcana), Spellcraft, UMD, Kn(Nobility), anything else is gravy

Scarab Sages

You lose your entire ability to cast spells which includes the spell slots, imo.

Scarab Sages

Looks like boons follow the general design philosophy of specific overrides general. :)

Scarab Sages

Wayang Spellhunter

Scarab Sages

David Bowles wrote:
This is why I don't use any computer programs to make my PCs.

Outside of the context of tabletop RPGs, that statement makes no sense. :)

Scarab Sages

I'm not 100% sure, but my guess is you'll just get to replace Pageant of the peacock with either what you sacrificed for it( feat or 2nd level spell known) or another masterpiece with the same requirements.

As for the rest of your build, I'm sure it can be somewhat salvaged. I can easily see a character being the best bluffer in the world being loads of fun.

Regardless, post your build here plus how much prestige/gold you have to spend and I'm sure the folks here will give you some good suggestions.

Scarab Sages

Dazzling display(club or greatclub) seems to me like it would be a fairly thematic feat for a skald. Does require weapon focus though.

Scarab Sages

Lets test that calculation out with an in-canon Golarion example. Sadly, the NPCs in canon aren't statted out that often, but I did find this:
Khemet III

He's listed as a level 15 character. He's ruler of Osirion and presumably lives in Sothis, the capital and being the ruler would be near the top end of the power scale.

Sothis has a population of 111000(Sothis)
which by the calculations should have 1 level 17, a pair of 16s, 4 15s, etc.

Yeah, I can buy that. The ruler isn't automatically the most powerful character.

Scarab Sages

Curiosity question:
The bladebound magus rules explicitly state that the bonus languages and purpose of the black blade are the GM's decision. How does that get handled in PFS? Or does it just get handwaved and left to the player?

Scarab Sages

I would imagine that cleric spells couldn't be fervored because the Fervor ability states:

ACG said wrote:

As a swift action, a warpriest can expend one use of this

ability to cast any one warpriest spell he has prepared.

Your cleric spells are not warpriest spells.

Edit: And your cleric and warpriest spells wouldn't stack as far as my understanding goes.
So, for example, ignoring wisdom modifier spells, a Warpriest 1/Cleric 4 would have 1 Lvl1 Warpriest spell, plus the spells of a lvl 4 cleric, but would lose the level 3 spells that a 5th level cleric would have.
Slower spellcasting gain seems like a real loss to me.

Scarab Sages

wraithstrike wrote:
Tarantula wrote:
How about just a contingency spell to cast true strike on you if you successfully hit with an attack with a grab rider?

That wont work because the trigger has to be something that affects you. It cant just be anything you desire as a trigger.

As an example you can cast a dispel magic on yourself as contingency spell if you are affected by ____, but you could not set it up to go off if another creature is affected by something.

Where are you getting that interpretation of contingency from? My reading is that the spell that gets cast has to effect you, but the triggering condition can be anything.

Regardless, using your one contingency to cast true strike seems like a less than optimal use of your one contingency.

Scarab Sages

Convincing your GM that it will work might be a challenge, but this item may be an option:
Poisoner's gloves

Scarab Sages

I know they don't buff CL, but fyi using metamagic rods doesn't take up higher slots.

My point was just that 30k for that increase is not a given and only something I personally would buy if I was focusing on spells that can only be buffed by caster level increases.

Could you give some examples of such spells? The main ones I could come up with would be the dispel magic/break enchantment type spells.