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Avatar by Serpentine.
"And the Raven, never flitting, still is sitting, still is sitting
On the pallid bust of Pallas just above my chamber door"
I am guessing you had not read the archetypes 10th level ability.
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78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.
I'm interested in making a Sylph LE Witch I came up with recently. No 3.5 material, but would it be all right to take Hellcat Stealth as a fifth-level feat? It has Skill Focus (Stealth) and six ranks of Stealth as prereqs, but that would normally require waiting for level 7. It's by no means necessary, but it would certainly be nice. Nah, I'll just wait. Crafting feat saves a ton of money.
(Otherwise I'll probably be getting Craft Wondrous Item for that lovely half-price discount. )
By the way, Sleepy Shade, I noticed on your character sheet that you had a Ring of Spell Knowledge I for Enhance Water. Those looked pretty cool, so I checked them out, and it seems like they're only for spontaneous casters, and getting a spell not on your class list requires a ring of one size higher even then. Had my hopes up for getting a different patron there for a second… =/ Two wands cost the same, though, and if you lose out on using one, you can pull out the other. It frees up spell slots, and it's not that level-dependent. (One pint being the minimum.)
Seems like a decent character from what I can see (@Quidest), though my opinion probably isn't worth much. However, I do find it curious about how many people are choosing to have evil characters when ThiagoMartell specifically asked that the characters be neutral or good. It isn't to say that you can't do it though...just....meh, I guess if it matters enough, Thiago will put his foot down on it.
Seems like a decent character from what I can see (@Quidest), though my opinion probably isn't worth much. However, I do find it curious about how many people are choosing to have evil characters when ThiagoMartell specifically asked that the characters be neutral or good. It isn't to say that you can't do it though...just....meh, I guess if it matters enough, Thiago will put his foot down on it.
Sorry, I didn't see that- the Big 16 didn't list any alignment restrictions in that section. Lauren is either a neutral-ish evil or an evil-ish neutral. I'll go ahead and list her as Lawful Neutral.
Quick summary to make sure that this is reasonable:
-Would use Suffocation, Blindness/Deafness, Cup of Dust, and other such nasty-but-not-Evil spells liberally, and enjoy doing so. Would not use on innocents without a decent reason.
-Would not use Fleshworm Infestation normally, but would cast it using Spite, meaning somebody who hits her is hit back with a very nasty Evil spell.
-Plays fine with Good who don't butt into her business too much and who aren't obnoxiously cheerful. Same goes for Evil who aren't obnoxiously destructive.
It's ok. My comment wasn't so much directed at you as rather just surprise in general. And as I said, Thiago is the one that makes the final call and he hasn't expicitly said no.
Well, apparently I have no idea how to make a table in this, but at least I can list everyone that has decided to join in since the list was last updated:
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Avatar by Serpentine.
"And the Raven, never flitting, still is sitting, still is sitting
On the pallid bust of Pallas just above my chamber door"
Lauren's a fun character, and I think she'd work best in an organized group like this. She'd bring some credibility to the group with the Council- presumably the Council guilds all do their part to bring in unregistered mages.
I am still interested.
After I go to bed tonight I wont be able to work on my sheet until Monday and if I write a background it will be on a Nintendo DSi so probably wont be that long. So I would appreciate a response to my questions from the GM before then. ( I live in GMT but as it is daylight saving time GMT+1 and usally go to bed about 11ish)
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78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.
1)Do you have a problem with Magus using the knowledge poll class feature to expand their spell book?
2)If this game reaches level 11 do you have a problem with us crafting custom staffs if the game goes that high?
I'm not the DM, but 2) was answered- no custom items except possibly as quests.
1 more question for now. Does a Wyroot weapon gain a life point if it is used to perform a coup de grace?
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78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.
1 more question for now. Does a Wyroot weapon gain a life point if it is used to perform a coup de grace?
Again, not the DM, but boring RAW…
Coup de grace is an automatic crit and confirm. Keep in mind that if the James Jacob answer clarification is used, this does not allow cheesy repeated no-damage CDGing to refill your arcane pool. Critical damage is dealt as normal, but no additional damage is dealt because of the wyroot.
Using wyroot also restricts your choices as far as weapons go. No swords, scimitars, etc., and if they don't make staffs out of it (they're not usually melee weapons), you might have to craft them yourself.
Before checking the forum I thought the James Jacob answer clarification was how it worked and as that calcification told us to ask our GM that is what I am doing.
I intend to craft the staff myself I was thinking that it is about the only way that I could get the staff I want anyway.
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78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.
Before checking the forum I thought the James Jacob answer clarification was how it worked and as that calcification told us to ask our GM that is what I am doing.
I mean the other part of the clarification- some people took the wywood description to mean they could keep a helpless rat in a sack and CDG it over and over with no damage to refill their arcane pool.
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Originally Posted by somethingrandom
I intend to craft the staff myself I was thinking that it is about the only way that I could get the staff I want anyway.
Well, it won't get you a different spell list for the staff, if that's what you're after.
But…
Close Combat + Staff of Many Rays. The craft DC will be pretty high up there, and it'll cost 6 points from your pool to restore one charge, but a 10% crit chance on 22d6 at level 10? (Disintegrate, which takes three charges.)
Lol, and that's why, as a noobie, I chose to be a sorcerer. Ya buckle down, learn a few spells, and sling away. I don't think I would be able to find little niches like that to take advantage of.
Wow, there's a lot of people from this thread on at the moment.
Last edited by Falcon777 : 10-10-2012 at 04:27 PM.
I would need help to craft that particular staff at all. And as the minmium caster level for such a staff is 11 I could not craft it at 10th level.
Disintegrate is a nice spell but I do not see how I would have a greater than normal chance to crit after all Spellstrike only affects spells with a range of touch with does not include Disintegrate. As such I do not think it is any nicer for me than any other spell caster.
The reason I believe I will need to make the staff myself is that most staffs are made at minimum possible caster level, and I do not know of any staffs with more than one touch spell in them. For my porpoises I need a Staff will a high caster level with as many touch spells in it as possible. A touch spell being a spell with a range of touch.
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78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.
I would need help to craft that particular staff at all. And as the minmium caster level for such a staff is 11 I could not craft it at 10th level.
Disintegrate is a nice spell but I do not see how I would have a greater than normal chance to crit after all Spellstrike only affects spells with a range of touch with does not include Disintegrate. As such I do not think it is any nicer for me than any other spell caster.
The reason I believe I will need to make the staff myself is that most staffs are made at minimum possible caster level, and I do not know of any staffs with more than one touch spell in them. For my porpoises I need a Staff will a high caster level with as many touch spells in it as possible. A touch spell being a spell with a range of touch.
I don't think there are any staffs with more than one touch spell, I'm afraid. Crafting it yourself doesn't change that- you can't change a staff's spell list or just make up your own. (The DM stated that there are, in general, no custom items. Exceptions may be made, but would involve quests.)
I think I can help you here, though! If you're getting it at level 10, yes, you have to buy instead of crafting because of the feat requirement. I thought Craft Staff was the level 9 one, but you're right. I should note that this is not because of the staff's level. You can craft an item of any caster level- you can craft an item with a higher minimum caster level than you have.
Spellstrike only affects touch spells… normally.
To pull this off, you will need two Arcana- Wand Wielder (which lets you use spells from a staff spell instead of your own) and Close Range (which lets you treat ranged touch spells as regular touch spells). I was wrong- scorching ray would only do 4d6, so you'd never use that one. But the Staff of Many Rays comes with:
Ray of enfeeblement (1 charge) - handy when going toe-to-toe with a tough fighter.
Ray of exhaustion (1 charge) - handy, because it still has a stacking effect on a successful save. Two shots of this guarantees -3 to all attack rolls and damage, ranged or otherwise, just one if you're lucky.
Scorching ray (1 charge) - 4d6 is not worth it! It costs 6 arcane points to recharge this one use, which is way more casts of Shocking Grasp for 5d6.
Enervation (2 charges) - Negative levels! If you want to just kill something, spam this. Keep in mind that these don't crit.
Disintegrate (3 charges)- this deals 2d6 per caster level on a failed save, 5d6 on a successful save. You wouldn't get this until level 16 normally!
You also don't need to craft them at higher caster level- staffs automatically use your casting stat to set the DC, and either your level or theirs, whichever is higher. That's why they're so pricey- unlike wands, they're useful for casting spells that allow saves.
EDIT: Voluntarily raising the caster level is only an option for potions, wands, and scrolls.
EDIT 2: I did find another useful staff! Staff of the Master (Necromancy) comes with several great features. One- The max spell level in it is third level. What does this mean? You can cast a third level spell to restore one charge, then use spell recall to get the spell back! Cheaper than spending 3 from your arcane pool, and much cheaper than 6. Two- It comes with three useful spells. Ray of Enfeeblement makes fighting STR-based fighters much easier. Spectral Hand lets you deliver your touch spells at range. Vampiric Touch lets you heal yourself in combat, and critting is really useful. Three- You can spend charges from this to prepare metamagic you know without raising the level. Handy for Empower Spell! Four- It's about half the price the Staff of Many Rays. Craft it for 15,300, or pay full price of 30,000.
This is a list of those that have responded to the roll call so far, those that have withdrawn interest, and those that have submitted characters but have not responded to roll call (Everyone that is listed here in any one of these three categories has submitted a character):
Those that have replied to roll call:
Somethingrandom, WabbaJack, Arkwright, Falcon777, QuidEst, Sleepyshade, and Blazinvire.
Those that have decided to withdraw interest: Thattaman, Dudu, Justplayitloud,
Those that have submitted a character but have not responded to roll call: MasterofFates, Elbeyon, Creed.
Hope this helps, Thiago.
*Edit* as of this edit, Creed as responded to roll call as well.
Last edited by Falcon777 : 10-11-2012 at 10:53 PM.
I had missed/forgotten about Close Range. The reason I care about the caster level of the staff is because of the Staff Magus's 10th level ability
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Originally Posted by Pathfinder Srd
At 10th level, a staff magus treats any magical staff he is wielding as a magical quarterstaff with an enhancement bonus to attack and damage equal to the staff’s caster level divided by 4 (minimum +1)....
and the rules on staffs
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Originally Posted by Pathfinder Srd
...the wielder can use his caster level when activating the power of the staff if it’s higher than the caster level of the staff
So as I understand the rules a Staff Magus would use the staff's caster level to determine its enchantment bonus and the higher of the staff's or his own to determine the caster level of any spells he casts from it.
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78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.
With a high enough bluff the rogue could pretend to be a spellcaster :p
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Avatar by Serpentine.
"And the Raven, never flitting, still is sitting, still is sitting
On the pallid bust of Pallas just above my chamber door"
So as I understand the rules a Staff Magus would use the staff's caster level to determine its enchantment bonus and the higher of the staff's or his own to determine the caster level of any spells he casts from it.
Oh! I see… yes, that is an excellent reason to bump it up. I'm afraid that the rules don't support that for staves- it's based on the highest spell level, and that's capped at six in the game. In addition, the higher the biggest spell, the more you have to pay to recharge. For a big spell, you have to dump your entire Arcane Pool into it for a single charge.
That said, paying extra to raise a staff's default caster level to your own is something you can check with the DM, since it's not unreasonable- just /really/ expensive. Keep in mind, though- if you get a staff that's cheap to refill, you can save your arcane pool to give it extra enhancement bonuses. That's free, and gets you more enhancement bonuses than raising the caster level.
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Just a question. A rogue is able to cast spells as spell like abilities due to Rogue Talents. Would that count as a caster, too?
As for a reason: Sometimes you need someone sneaky for the dirty jobs, you know
If you go Ninja, you can get invisibility and a few other SLAs in there. Kitsune gives you optimal caster-ninja stats, and provides the extra tails route for more SLAs. Those are all a little better than the Rogue Talent spell options, I think. We do have one stealth character applying, but no problem having another as well, and one with sneak attack at that!