And also not mentioned anywhere but theres a possibility that the phylactery of Tar Baphon is hidden in Xin-Grafar.
Also yes you can do a lot from Use Magic Device but you would need to trick a level 20 necromancer level 10 mythic lich unique spellcaster. If your characters are as high level as that and actually explain what they are doing and how they would do it I would allow it.
Im about to start City of Golden Death. I have 6 players and they are fairly optimized (Barbarian, Witch, Figther, Gunslinger, Ninja, Priest), so much that I feel the modules are not offering a nice challenge to them.
If they are comfortable and want to continue, Im thinking about transitioning the adventure path into a Golarionazed Age of Worms directly into the Champions Belt, I already planted some seeds for them to follow into this events.
Can you offer advice to make the City of Golden Death more challenging? I already redesigned Iramine to be a pretty difficult Magus. But the other Heralds and acolytes just seem plain vanilla to me.
So if you can give suggestions they would be greatly appreciatted.
Did you read the full page? Thats not what it does. Stop rampaging, and also if you dont like it...just ignore it, its not like Jason Bulhman is forcing your hand or your game...although he can force anything on me he is a cutie, I would allow him to hihi.
Hey Zimmerwald, any thoughts on Mythicizing Carrion Crown?
I'm afraid I don't. I haven't purchased or read Carrion Crown, and I have no plans to.
I find Carrion Crown one AP that would not be very suitable for Mythic rules due to its gothic horror meets monster of the week theme, although there are some turning points in which you can ascend.
Spoiler:
1) The Sanctuary of Desna
2) The exploration of the Mi-Go caverns
3) Exposing yourself to the Raven's Head a artifact of legend
Also TarBaphon is mythic himself. I havent finished the last module, but I'm a bit scared if we are to face even a diminished TarBaphon :S
Yeah, as I said above I think all the comments fall in the "no fall" camp and I now agree with that.
It's not that I hate paladins, I think the question was important because as a GM I'm supposed to arbitrate and wanted to get feedback or risk doing something overtly arbitrary and ultimately not justified.
I'm guessing this kind of questions come up a lot here?
Yes, that's the standard magus thing, but there's other ways to spice it up. You can try other touch spells, like frostbite. I honestly played my magus more like a tank or a stealthy person than someone that shocking grasp people to oblivion. It's why I like Strength magi better. I don't really need shocking grasp if a good Power Attack can do the job, so spells like Vanish and Shield are much more useful and interesting to use.
I noticed all of your party members are front-line fighters. Maybe something that sits in the back, then? I'll throw a few suggestions:
1) Spellslinger Wizard
A wizard that uses a gun. You can go straight spellslinger or pick up one level in gunslinger.
2) Whip Magus
Spellstrike those shocking grasps with a whip! Pick the kensai archetype, select whip as your weapon, and take Whip Mastery as your 3rd level feat.
3) Cardslinging Bard
Be a swashbuckling, cardslinger! Be an arcane duelist and pick up ranged feats. At 5th level, get the Deadly Dealer feat and make a Harrowing deck be your arcane bond.
All of these might fit a pirate campaign.
The whip magus sounds intriguing, but just how effective is it? I can see the appeal of using spell combat from a safe distance, but using kensai would lower the number of spells you have, and a magus is already low on magic. What happens when you run out and are forced to rely on the rather small damage a whip deals?
Whips are not entirely for damage output, you can trip without provoking and do a lot of other maneuvers with them and also full attack.
Some minor Carrion Crown spoilers ahead. Please beware.
So, current Carrion Crown adventure path is being too much fun with one character that has been giving comic relief to the party. During module 3 Broken Moon. This player had a Urban Druid and as we entered a hunting lodge we faced three boars in the process of being hunted by plot central party.
So the druid, says, oh no my wild animal friends. I will help you. And casts Fog Cloud in the Boar's area.
And then <<Jackass background music>> something like this should have happened:
Hello this is Balar Ebony, and this is Boar rescue: Pathfinder style.
But what really happened was Incident 1:
DM says: are you fully aware of what you are doing?
Dumb Player: Yes I'm rescueing my friends from being hunted
DM: Right, well how are you going to do that
DP: I'm a druid they know Im here to help.
DM: Did you cast Speak with Animals?
DP: No
DM: Did you prepared it today?
DP: No
DM: Ok roll initiatives. What do you do?
DP: I tell the boars to come to me.
DM: Oh indeed the boars are coming to you...
And then by some miracle and the intervention of our powerful dwarf figther we rescued him in negative hitpoints and just about to die.
ZOMG so dumb.
Incident 2: Animal Rescuing!
The master hunter has animals trapped in the cellars. Oh well so they can hunt game and stuff? Yeah
Dumb Player: I will free them.
DM: Ok you find a pack of wolves, 5 of them it seems. A dire bear, a ettercap, and some more dangerous stuff.
Dumb Player: This outrage cannot be happening! I will free them. I cast speak with animals.
After several attempts of diplomacy and handle animal the caged animals just one wolf is indifferent to him and he then proceeds to start freeing them. And he almost dies thorn to pieces by the dire bear.
Incident 3:
He, now scared of animals. Perhaps thinks that plants will be much better.
DM: You find a three with the bodies of several werewolves in hibrid form hanging in his branches.
Wizard: That looks weird, if I recall correctly werewolves turn into they human form once they died, either that is something else or they are still alive and they dont seem like it.
Dumb Player: Worry not, its just a three.
Wizard: Wanna roll knowledge nature on that one Mr Druid?
Dumb Player: No, I trust my forest friends.
Wizard: Hummm, I'm pretty sure he will be you "Happy Tree Friend".
10 rounds of combat later, we managed to pull him out of the three because it was a freaking Hangman's Three and swallowed him whole.
Oh so so so funny. Oh and he still wanted to save the three...
Kinda weird that the god of Lawful Contracts would want retribution when you acted to protect yourself from unfair verbal agreement stated with his seed.
For an enchanter Still, Silent, Heighten, Persistant, Threnodic are good choices, Spell Focus & Greater Spell Focus
For a elemental/blasty type: Elemental, Focused, Dazing, Empower, Selective, Maximize, Rime, Intensified Spell
For Save or Suck: Heighten, Persistant, Focus and Greater Focus
For Controller type: Rime,
For the Magus: Intensified & Empower, (and get close range arcana for that 10d6 Snowball and Empowered/Maximized/Quickened with posibility to crit Ennervation can you say 8 levels in a crit BOOYAH!)
For Everyday uses:
- Extend for buffs
- Selective to protect your allies, etc
- Varisian Tatoo (or Spell Tatoo): For +1 to CL to a particular school
Preferred Spells: For Caster Level variable dependant spells, you cast often. Stack a +6 for a particular spell with
Spell Perfection: For almost everyone, as it doubles practically everything you ride on Caster Level and DC. Get 3 other Metamagic Feats to plan for Spell Perfection at 15th level.
That's the beauty of your different mages, you can build something quite diverse everytime you take the class.
Actually blind fighting is a good idea. Specially a good warrior, you have 50% chance of pummeling the wiz. As the wizard has other options. Remember in higher levels Mirror image is useless but resourceful and the warrior should have a wizard in his party to help him overcome the other.
I played a Dirge Bard in Carrion Crown and they are awesome. The undead affecting enchantment spells are sweet and helpful.
Also you can combine that archetype with Sound Stryker and dish out good damage (weird words counds a bludgeoning).
Also nicely placed diplomacy checks are going to help you lots in certain encounters and knowledge religion and arcana are sweet to have all over the modules.
Paladin will help but he has to be really, really "open minded".
With the Archaeologist available I dont know why anyone would consider playing a rogue. Archaeologists are the awesomesauce!
I'm building a Magaambyan Arcanist but I'm having trouble finding good combos with the Good Descriptor spells and feats for a Magaambyan Arcanist Conjuror Specialist, anyone have builds or recommendations on what to pick and how to synergyse?
The only good use for the Good Descriptors seem to be Holy Word for a nice abuse of Spell Perfection (grin: Varisian Tatoo, Spell Specialization) in higher levels,
My suggestions for druid spells are the following.
You is the overreacting panda. You let him play with anything he likes. Also Negative Channel can be taken out with alternate racial traits if I recall correctly.
Due to MAD I think I need to roll my stats to consider the best path to follow either str or dex.
As magi shine when using a wide crit scimitar is always agood choice.
As mentioned before I dont mind losing spell recall as mystic theurges rarely are without spellcasting options.
Right now I'm looking for strategies to raise my to hit and my AC.
I think the cleric spells help and also adding Greater Heroism from the witch Via Samsaran Mystic Past Life is a win/win (I'm adding Ill Omen, Enervation and Greater Heroism, dunno anything else that stands out that is arcane witch not present in the cleric spell list)
I'm pondering at this idea for a while. And I want your opinion on how to optimize this concept. We are starting a Planescape campaign and the GM proposed us 240,000 gps wealth level no crafting feats.
So:
1) What race combos better with this? (Samsaran comes to mind for MAD)
2) Strength or Dervish dance? Second one is feat intensive
3) Any new magic items I'm missing? And which ones should I get first?
4) Archetipes for either magus and cleric?
5) Arcana suggestions?
6) And what combos and gameplay do you guys suggest for this particular combo?
the mystic theurge works a bit better mixxing wizard and cloistered cleric: you give up a few spells from the cleric but you cast all using INT. Still red for me, orange at best.
Are you talking about the UM Cloistered Cleric? I looked it up on the OGC and I'm only seeing wording that suggests you still use Wisdom.
I think you are suggesting Empyreal Sorcerer + Cloistered Cleric (for additional domain powers) which is still kinda red... Y would much prefer Pathfinder Savant.
Cap on abilites for non epic weapons is +10 total. Of that a maximum can be a +5 in enhancement bonuses. By extension the total cap of what you can put on a weapon is +5/+5 in enhancements and abilities. Bladebound magi after 4th level would then be fully free to spend all of their arcane pool on weapon abilities. (as would any other magi who get their hands on magic weapons)
I guess that could be the case, as the Magus and Paladin specifically state that the weapon bonuses stack. It should apply the same to the SpellSlinger.