Merry Christmas! Aleron and whom ever it may concern. Of the six players I mentioned five have experience playing the game. Three of those five have played the game for at least a year(me!) both home-brew campaign and rise of the rune lords (notably not at the same time). The other two are only have a few months experience. The sixth guy has not played pathfinder before but has experience playing and to some extent creating table top games. If your interested in our role play I will list what we normally do. I'd rather not write a whole paragraph about it so ill be briefish... We all like combat and threat of death is nice. It would be nice to know character deaths are handled with regards to a player who wants to keep playing. Also allowed and not allowed content would be good info. 1. I-generally play a mildly mad/crazy person... Notably not obnoxiously I just do stupid stuff on purpose, not that I don't do smart things particular when things look grim. (not quite bright)Like walking down a hall way with out checking stuff out or sleeping in a tree when there is a perfectly fine tavern. I typically optimize only so I can make something work that is not likely to work otherwise. I would expect the group to have fairly well thought out builds. 2. generally is logical plans things out likes to communicate with NPCs a lot. He like the roll play is also likely to be someone sneaky. 3. Will likely just hit something rather than roll some kind of check. 4. Likes to be the intelligent character though it wouldn't surprise me if he just started blowing stuff up with some hair brained plan. He will have his guy trying to figure things out all the time, might be arrogant as well haha. 5. Hard to say he hasn't played enough to give too particular of an indication about how he will play in the future. 6. Hasn't played before so no idea. Schedules are hard to say right now needing to get people to say how interested they are before I can nail that down. Most of us work 8-5 M-F. I wouldn't be surprised if a couple don't want to do the online play.
So me and a group of friends who now live around the country used play Pathfinder together. Recently some of us started talking about maybe starting some online pathfinder. I could use some feed back about online play to let me know if it is worth it (Obviously GMs are a huge factor in this along with the players just wanting thoughts). I also would like to know if there are GMs out there for online game play and what y'all require/expect of your players. The only way we've played it so far is in person. There are 4-6 of us.
I feel like this question is clear but just for the sake of put all doubt out I would still like to ask it. Am I to understand that the mask that the SWD's gain as a part of their class do not act like a bonded item similar one a wizard can gain? It is a familiar stuck on your face without a life of its own, so basically an empowered item close to the witches familiar.
What are the sources on this summons list? As in I don't know what these letter/number combos mean. Table: Summon Monster II (Alternatives) 2nd Level Alternatives Subtype(s) Source
Would I be correct in assuming that you do not need to be orc? I feel like this is a safe assumption. The next question I have is how does making your character a orc subtype affect your physical appearance? Also based on the text I have provided bellow I believe it to be safe to assume anyone with a subtype of a race qualifies for any effects, abilities, feats, anything... that the race normally would qualify for. This part is largly the cause of my thoughts that gain a subtype would also create a physical and a noticeable change. ARG wrote:
Humanoid races have few or no supernatural or spell-like abilities, but most can speak and have well-developed societies. Humanoids are usually Small or Medium, unless they have the giant subtype, in which case they are Large. Every humanoid creature also has a subtype to match its race, such as human, giant, goblinoid, reptilian, or tengu. If you are making a new humanoid race, you should either find an existing subtype to match or make a new one by using the name of the race as the subtype. If you are making a half-breed race, it should have the racial type of both parent races. For example, a half-elf has both the human and the elf subtypes. Subtypes are often important to qualify for other racial abilities and feats. If a humanoid has a racial subtype, it is considered a member of that race in the case of race prerequisites. A humanoid race has the following features. Bloodline Arcana: You gain the orc subtype, including darkvision 60 feet and light sensitivity. If you already have darkvision, its range increases to 90 feet. Whenever you cast a spell that deals damage, that spell deals +1 point of damage per die rolled.
I was looking at the witches page online and I don't see any text defining the number of spells pre-level a witch can add to her familiar. I could just be blind and not see it I suppose. If I had to guess it works like the wizards spell list 2 per level and 2 plus casting modifier at the first level. Is this correct?
I going to take it that means you don't have to be full human to take that feat. Despite the feat only listing human as a prerequisite. Also the description of Orc blood, which half orc's have, is quite close to the feats description. Basically what I'm getting at is what's the point I don't see the difference? Is it that that taking the feat makes you more Orc. Like your human mother has an Orc ancestor so you move from 50% Orc to 51% majority rules.
-area
-actions
-destroying the illusion?
-Illusion cover?
School illusion (figment); Level bard 1, magus 1, sorcerer/wizard 1 CASTING
EFFECT
DESCRIPTION
^I suppose I could see how it might get way too OP. They really should have limited the amount of material component cost covered by the spell and/or made the health cost higher. I do like the idea a lot though. It is like you bust out a knife and stab yourself in the leg to cast a spell (epic). Also wouldn't the spell require a standard action to stab yourself or is that just part of the spell? The spells requires cutting yourself so unless you have a knife in your hand you also have to draw it right?
So here is my question I see a spell called Blood Money on the magus's list and it also lists wizard and witch. But when I look at the wizards spell list it does not have Blood Money. Am I to assume this is a typo and the wizard doesn't have it or what? http://www.d20pfsrd.com/magic/all-spells/b/blood-money BLOOD MONEY School transmutation; Level magus 1, sorcerer/wizard 1, witch 1 CASTING
EFFECT
DESCRIPTION
For example, a sorcerer with the spell stoneskin prepared could cast blood money to create the 250 gp worth of diamond dust required by that spell, taking 1d6 points of damage and 1 point of Strength damage in the process. Material components created by blood money transform back into blood at the end of the round if they have not been used as a material component. Spellcasters who do not have blood cannot cast blood money, and those who are immune to Strength damage (such as undead spellcasters) cannot use blood money to create valuable material components.
If I am miss-interpreting your response excuse me. Based on your profile I find that likely, lol. Your "2." confuses me but to be fair so does the text sometimes. [learning] If you are referring to the new spells from leveling I don't see room for interpretation being the wording uses "must." [preparation]If your are referring the extra slot I would think it needs to be from the specialty(like Illusion). I say this because if you lack a school or element then you don't get the slot(universalist). I will say the text's wording on this topic is phrased optionally because of the use of the word "can," but I would think that is just saying if you don't want to prepare that spell right away you don't have too. [learning]
[preparation]
I could use some tips about creating golems. As far as I can tell they don't seem too practical and quite costly, but I vote they are cool. Any helpful threads or advice would be nice. Bellow are some reasons why I don't understand how golems are practical. I am aware that two levels later, from the example golem, a wizard should be able to make better golems, but the same is true of four levels later, from the example golem, and the cost goes through the roof not to mention it would be getting quite far into the game(<-fragment idc). For some of the golems I don't see why anyone would bother creating them other than a GM for the sake of an encounter. The earliest golem creations I could find were the carrion golems, but it looks like it fails as a guard or a team mate. Also when some of these die they explode and infect everyone in the area within the blast radius. Issue here is that the enemies are likely never to have to deal with the disease but I find it likely we will. Would this golem be healed or hurt by positive energy from a heal? I would assume it would get hurt or does nothing. If nothing how might you repair a golem anyway? It just seems like by the time you can make golems they are too week, expensive, and unhelpful.
Any chance the eldritch heritage feat gives you the bloodline arcana? I would have to guess not, but it would be nice :D! Bloodline Arcana: Whenever you cast a spell of the summoning subschool, the creatures summoned gain DR/good equal to 1/2 your sorcerer level (minimum 1). This does not stack with any DR the creature might have.
I wanted to know if a wizard that is conjuration sub-school teleportation could use the feat bellow with Shift. My guess is no because its not abundant step or dimension door, but it is "...as if using dimension door." So that is what gets me. Feat:
Prerequisites: Ability to use the abundant step class feature or cast dimension door. Benefit: After using abundant step or casting dimension door, you can take any actions you still have remaining on your turn. You also gain a +4 bonus on Concentration checks when casting teleportation spells. Shift (Su): At 1st level, you can teleport to a nearby space as a swift action as if using dimension door. This movement does not provoke an attack of opportunity. You must be able to see the space that you are moving into. You cannot take other creatures with you when you use this ability (except for familiars). You can move 5 feet for every two wizard levels you possess (minimum 5 feet). You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Ya I am going to reconsider my feats... particularly the meta magic. Oterisk you guide was helpful now that I actually read it through. It does seem that either you don't like the full out draconic/DD or that you simply think it's inferior to other options. Either way I don't think my DM is going to like me taking that may different classes to make my build. I was trying to aim in the direction of switch hitting. I wanted to do some blasting, Some cool natural attacks, maybe some buffs(part time), possibly some crowed control(don't think there is enough space to do this very well). Going by Oterisk guide I would be some where in the range of puff the magic dragon and Beast caster. Not Sure I know how to get to beast caster properly though. O the intimidating dragon thing never occurred to me thanks, it made me laugh. I am also going to take it that familiars are far more recommended than the bonded objects like for wizards. Another think what are the master bonuses for the improved familiar feat or are there any?
I work out some feats for this build tell me want you think or what you might suggest. Also telling what I did wrong or what GM might not agree to would be good too. 1st Draconic Bloodline
16 feats:
Feats
Maximize Spell<-rod needed?
Based you the based on the description It sounds like you could save it learning a higher level spell later? It doesn't say you "do" its says you "can," optional wording. New Arcana (Ex): At 9th level, you can add any one spell from the sorcerer/wizard spell list to your list of spells known. This spell must be of a level that you are capable of casting. You can also add one additional spell at 13th level and 17th level.
In Oterisk's guide to Dragon Disciple he implies that some how by taking a level in both Dragon/Abyssal Blood you are able to gain both class blood line traits through Dragon's Disciple, at least through all your Dragons Disciple levels. Then to top it off some how these traits not only stack but also increase with each level. My opinion is that this does not sound right. Now its possible I am miss understanding this and he is saying that you get all this by taking one level in Dragons Blood, one level in Abyssal Blood, then eight in DD, to be finished off with ten levels in Abyssal Blood losing and number of nice dragon blood bonuses. Either way you would have the draw back of loosing both level 20 traits, along with the expected loss of 2 caster levels or more. I suppose someone might argue that the text implies that you would gain Dragons Blood traits regardless (sounds like a bit of a stretch though). It also bypassed the crossblooded option in some ways. -Oterisk
Blood of Dragons A dragon disciple adds his level to his sorcerer levels when determining the powers gained from his bloodline. If the dragon disciple does not have levels of sorcerer, he instead gains bloodline powers of the draconic bloodline, using his dragon disciple level as his sorcerer level to determine the bonuses gained. He must choose a dragon type upon gaining his first level in this class and that type must be the same as his sorcerer type. This ability does not grant bonus spells to a sorcerer unless he possesses spell slots of an appropriate level. Such bonus spells are automatically granted if the sorcerer gains spell slots of the spell's level. Strength of the Abyss (Ex): At 9th level, you gain a +2 inherent bonus to your Strength. This bonus increases to +4 at 13th level, and to +6 at 17th level.
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