A few more spells I've found to be useful (actually and theoretically): Deathknell-Cleric spell- prob already mentioned but i'll throw it out there again. gives an easily obtained ECL boost- just sacrifice a small animal or something for a quick out of battle CL boost if needed- like animate dead Deathwine- not a BCD spell but can give a rather large boost to necro spells- ie animate dead Sharesister- cleric/witch spell- not really helpful for you unfortunately but you can sort of pass around your CL bonus to other casters if needed- give them just a taste of your power and watch them turn green with envy Blood Sentinel- again not BCD but gives you that familiar you missed out on for a short time- gets even better if you apply your CL boost I'm beginning to think, spell sage may be one of the best necromancers out there due to the shear CL bonuses he can achieve as well being able to drop desecrate almost on a whim
Douglas Muir 406 wrote: Good Stuff Actually I was only using arcane concordance for short term out of combat stuff like making invisibility longer for rogue and stuff- I like your idea better. I always forget about casting long term stuff the day before. I have a rod of extending anyway though as I'm using that out of class casting essentially everyday so far. And yeah, I think the DM is internally debating the Blood Money thing. So far I've only used it a few times to keep it less abusable, that and I only have a 7 str. I had to buy pack mules to carry all my stuff...
Just wanted to say I'm playing a spell sage in a home game and am loving it. The sheer versatility is amazing- sometimes overwhelming. I've already run into decision paralysis more than once because I have so many options. Game is currently low magic, at 5 level with very few options for healing. After healing potions, I'm the Band-Aid. Already saved the ranger from death w/ a CLW which stunned everyone since I was the mage. Also have become the tool-box skill monkey- if no one has the skill, then they turn to me. Also the most popular guy in the party I think just from the sheer amount of buffs. You're right in saying you'll have to swat away players like flies after you buff them once- they just keep coming back for more. Some useful spells I've found in addition to the tricks you've already laid out are- masterwork transformation/bless water with blood money and lesser restore for free money- just don't overdo it or the DM will squash it. You never have to rely on the cleric for restoring. Early scrying from bard 3 is also nice. Also arcane concordance and glibness have been pretty useful. The only negatives are running out of spells quickly- NO pearls of power in this game which really sucks. I have to hoard slots like crazy. Also the lack of a school power and familiar/bonded object has been noticeable a few times. I took the plunge and got arcane eldritch heritage to get a bonded object just for the extra spell per day- I've ended up using every game day so far. Also not crazy effective in combat so far- since I've got so few spells, I save them for boss fights and such. Mostly been cranking away with crossbow. Keep it up man- good stuff. I've learned and put to use a ton of your ideas already. Get the 4th level spells out soon- might be gaining a level here later and I'll probably need some advice.... so you know get on that.
Ryzoken wrote:
What we really need to know is how much damage would you take while grappling a succubus. I imagine no one around here would find interest in that kind of a thread though.....
I wish they would do an ultimate alignment book- really put a spin on classes like paladin/anti paladin- the new gray paladin really didn't do much for me Maybe change up or update the alignment system with new/alternate rules - hell even get rid of it would find for me Of course some new spells, feats, archetypes etc based off of alignments would nice too
How do the two interact? Shielded gauntlet master gives an AC shield enhancement bonus equal to your gauntlet enhancement bonus, which is considered an unarmed attack. amulet of mighty fist gives an enhancement bonus to your unarmed attacks- so does a +5 amulet give a +5 AC shield bonus to someone with shielded gauntlet style for a total of +6? Furthermore would the gauntlet receive any other bonuses that the amulet might have such as furious which would bump the AC bonus even more if I happen to be raging? Does this work and if it does, is it worth it?
Party stumbles upon a wild herd of gazebos during mating season...... Wild gazebos, as everyone knows, are much more violent and aggressive than the more domesticated sorts, who are usually just found lazing about in one place. Gazebo mothers are also known to be fiercely protective of their young, which are known as belvederes Furthermore it's wise to know that gazebos are often called by different names in different lands, for example a pavilion in Varisia, an arbor in Cheliax or a summerhouse in Taldor. So if a traveler to Cheliax is asked "Do you wish to dine in the arbor?," he must understand that it is equivalent to a threat like "Do you wish to sleep with the fishes?" Finally for anyone who wishes to observe a gazebo in its natural habitat should always arm themselves with an axe, a saw or fire- arrows and other piercing weapons will simply not pierce it's woody hide and are not effective at all. More than one gazebo hunter has met with an ill fate after trying to shoot it with an arrow. You must also be very quiet and keep a safe distance, as gazebos are very fast runners. If it sees you and you pause for too long, it will be upon you in no time and you will be eaten. Anyway, Happy gazebo hunting.
Weapons:
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Best paladin IMHO is ragadin who follows empyreal lord Ragathiel with sacred servant with oath of vengeance and takes rage domain- add in tiefking who is demon, div, Luton or rakasha with class bonus to healing self. Also take fey founder- plays as a normal paladin until level 11 when you get your rage domain Fights well, smites well, self heals well and even casts pretty well- very very tanky
Cavall wrote:
So what'll be the name of your girl band? Will they be rock, punk or something else?
I think the gang would be a mix of noncaster heroic classes- Warning a few spoilers below Velma- investigator sleuth or empiricist with high Int/Wis and low Cha and lots of knowledge and other wis and int based skills Daphne- maybe bard like the diva or celebrity archetype but no spells- high Cha and remember the girl can sing as she was in that rock band- the gangs morale drops quite a bit when she leaves Shaggy- maybe a very poorly built fighter or rogue- he did do that stints the army- low abilities all around- lots of run and extra movement feats- also has disguise, climb, swim skills Fred- trapper ranger archetype fits him pretty well- could also be sleuth investigator or rogue with lots of trap rogue talents - good abilities all around except prob a low Wis- obviously high disable device Scooby- awakened dog- a lot like Shaggy build- Hotdog Waters?- something similar to Velma but not as optimized Gang generally has a good mix of skills- they do a lot of stealth, perception sense motive, diplomacy(gather info), and even escape artist Other classes that might fit are archaeologist bard with no spells or some weird swashbuckler build I guess On a side I really got into this show when I watched it with my kids- far superior to the old show- I really hope they make more of them- it was a really best storyline I thought
What if I don't want to go home after the AP? Sacred servant oath vengeance paladin (would change this to bloodrager if evil AP if I can)- Str and cha Saurian shaman Druid who focuses on wild shape with Dino companion- Str and wis Lore oracle with spirit guide archetype- cha and a little int Divination God wizard with side of conjure feats- int Substitutes might include
Fey bloodline sorcerer Sleep/ evil eye focused witch or shaman CAGM AM barbarian Vanilla Summoner ( not unchained) Everyone would take Leadership if allowed for extra silliness Traits would prob generally involve initiative with bonuses for low saves
Just a random thought but what about feats, spells etc.that require a combo of actions? Example might be: Accelerate Spell (Metamgic): Casting an accelerated spell is a swift and move action. You are still limited to only two spells per turn. Level increase is +3. Yada yada yada.... Accelerated Movement: You are able to move more efficiently due to your rigorous training. You can move twice your movement with a move action and swift action rather than a move and standard action. Not sure what the prerequisites should be. Maybe spells that use a standard and move action or move and swift for slightly greater effects, maybe like +1 caster level or something?
I can get behing regeneration and fast healer not working but I'm not sure natural healing/resting is resolved. Fast healing states:"Except where noted here, fast healing is just like natural healing." Fast healer states that it works with resting (which I assume is like natural healing). Has there been an FAQ, errata or clarification on this? Boots of the earth don't look so bad.
How do fast healing or regeneration interact with the Fast Healer Feat? Does someone with an 18 CON (+4 bonus) and a ring of regeneration receive +3 HP per/turn? Or is "magical healing" only only considered stuff like cure spells, channelling or lay on hands? Would a Goliath or Mountain druid in troll form get Regen 5 plus the Fast Healer bonus each turn?
Derek Dalton wrote:
Darksol the Painbringer wrote:
That wasn't the ruling I was referring to. Find it here: [url=http://paizo.com/paizo/blog/v5748dyo5lcom][/url]
Enhancement bonuses only add to cmb of disarm, trip, and sunder. Drag and reposition are also included if it is a weapon with the trip special. Dirty trick might be added if the GM allows on a case by case basis. I can't post link by SKR but ruling was made back in 2011. Unsure if there has been further update or errata.
I have an additional question if you don't mind? What do you need to run the Rappan Athuk campaign? Obviously the main book but what else is really "needed" if anything? Are the supplements worth it (in particular the map book and the additonal level books)? Are there any maps that can be laid out for figurines without all the traps, secret doors, and other goodies marked?
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