#31
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Drama?
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Posting Status = Back, and on the attack. Which means I'm looking for one slow paced, high quality game.
Last edited by stobco; Feb 20th, 2014 at 08:34 AM. |
#32
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@Drama - can I take the rogue bandit archetype without being an actual bandit. As a pseudo ranger or cores unit vs molthune units, I can definitely see Ariatos participating in ambushes...
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#33
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Anyone who knows or wants to claim to know: Does a masterwork lucerne hammer add an "enhancement bonus" to its sundering abilities, or is just strictly added to its attack roll? It's normally a +2 CMB/CMD for sunder, so I'm asking if a masterwork variant gets a +3 for that property? Not that I'm looking to destroy all our potential loot, I'm just asking lol.
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Oath of Sangus Last edited by Geldar; Feb 20th, 2014 at 12:12 PM. |
#34
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As per the masterwork rules just to attack. I was looking up a similar question and unfortunately the +1 does not stack with the +2 enhancement.
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#35
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That's what I figured, just want to make sure. Thank you.
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Oath of Sangus |
#36
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Hey Geldar good to see you again!
And no swelling, just some bruises. We were practicing on Oki the Wooden Dummy in karate last night, strengthening soft tissue, ETA: Hey Drama, I did have two questions. Opting for a tiefling sorceress with the Fiendish Heritage feat. Can I go ahead and still replace the skill bonuses with the Vestigial Wings alternative trait? Just for flavor more than anything else. Similarly I saw you weren't particularly interested in micromanaging spell materials, yes? Should I go ahead and take Eschew Materials for the purpose of I hate micromanaging inventory things, or is that just a general house rule and I can select a different feat?
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Goes ding when there's stuff. Last edited by RainbowMagicPen; Feb 20th, 2014 at 06:34 PM. |
#37
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What about encumbrance?
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That which does not kill us May have just been softening us up... or have friends that will. |
#38
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I am pretty sure sorcerer's in PF automatically get eschew material.
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#39
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Khalil there is no hero points or drawbacks in the game. Also please pick two traits of your choice. I usually make this a standard requirement for any game I run.
IIolthos there is encumbrance in this game and if your weighted down then you will have penalties to movement and speed along with lifting, pushing, pulling and any other related encumbrance mechanics. Rainbow I think Khalil is right, you normally gain eschew for free so pick the campaign traits you want and post me a link to see what it does. I am not familiar with that one so I would like to see what it does. Seeing how you gain eschew as a special ability you will be able to pick another feat all in itself. |
#40
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Ah pardon my lack of clarity, I'm looking at the Tattooed Sorcerer archetype, which looses the Eschew Materials to be replaced with Mage's Tattoo.
I'd like to take Fortune Teller instead, I've got Ihsek's backstory all worked out just not typed up yet and it fits in with that, but Eschew Materials makes things a bit less complicated, and I'm not used to playing a caster that uses materials. Vestigial Wings is part of the Tiefling alternate racial traits, Rakshasa-Spawn typically get +2 to Disguise and Sense Motive, but I'd rather take Vestigial Wings which gets a +4 to Fly, but the wings fit into her image. I'd just as soon like to have the wings without the +4 Fly but it's your call.
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Goes ding when there's stuff. Last edited by RainbowMagicPen; Feb 20th, 2014 at 08:45 PM. |
#41
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Well I'm sure you'll make the right choice. As far as the fly skill, no not normally aloud to fly but you could use your fly skill to make some serious acrobatics checks. I personally do not like the tattoo sorcerer. The whole reason of taking a sorcerer is because of spontaneous casting. If you were to loose the eschew meta magic feat I would require you needing spell components. I think it defeats the purpose of having a sorcerer. I mean whats wrong with having a familiar perched on your shoulder. So cliche I know but having your blood lines are so cool with the Sorcerer. In the end your choice. I don't know if taking the Fortune Teller to raise your caster level is worth it either. Not shooting down your ideas but maybe there is something that will fit your particular class of choice. Take Vestige Wings and something else.
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#42
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You make a good point, admittedly I don't particularly understand the spontaneous casting very well, which is why I opted for the class. I've played 3.5 but I've never played a Pathfinder character through a complete encounter so I'm not really sure how to build a caster. I'm glad for any and all advice.
I haven't started on gear yet but Ihsek's sheet is here and linked in the character thread.
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#43
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Usually with somatic components of a spell in either spontaneous casting or reading out of a spell book, the spontaneous casting are hand gestures and within mere seconds the spell is cast dependent upon spell failure or armor checks. With a wizard it's more difficult because combat is usually happening all around and the wizard can't but help reading his spells out of a spell book. He has the somatic, verbal and material components to come up with. Hence the difficulty with spontaneous versus non spontaneous.
With a sorcerer, usually hand gestures and saying the 'magic words' are what it takes to instantaneously trigger a magical effect. Correct me if I'm wrong but with sorcerers replacing the spontaneous part doesn't make them a sorcerer. When you effectively take away them bringing the effects of magic from the realms of where magic is from, what happens to them while casting can make a huge difference between taking damage or an attack against them and or getting off a spell. |
#44
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Perhaaaps I should stick to the basics to start with, I think I might be getting too far head of myself here. Thank you for the explanation!
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#45
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Sorcerers are GREAT! I enjoy them more than wizards. However their spells are kind of limited, so you have to really think about that spells you want to pick, and all that is dependent on how and what type of sorcerer do you want to play. Do you just want to play a guy that wants to nuke everything he sees? Or do you want to just be able to buff up, also what type of martial fighting (or lack thereof) can play an important factor in your determination.
The great thing about sorcerers is that they are shine in versatility, the bad thing is thing is that they should probably played more as specialist. (HUH? that doesn't make sense) Don't worry as you play him more you will see what I mean. Ok let me briefly summarize how a sorcerer works. You create a character, you get your initial spells...as you level you get to pick ONE new spell...however every two levels or so you can EXCHANGE one old spell for another of the same level. So as you see sorcerers have less spells. The thing is though, they can cast more spells per day. So lets say you have 5 spell per day for lvl one spells... Wizards will generally have 3 spells per day... that they have to pick WHICH spell out of their vast spellbook early in the morning. Sorcerers don't even have spells books. They are like... "Oh Crap we are going to get in a fight, let me wave my hands ... I got armor... We have to talk to these tribesmen who look hungry and look overpowering... I got a spell for that!" Where as wizards it can be like... "I got a spell for that... crud, but I didn't memorize it..." So sorcerers CAN be more spontaneous and versatile, IF you pick the right spells. As you gain levels however you might want to consider specializing into a school or schools that will let you overcome other opponents saves. Wizards can be VERY versatile given if they have time to rest and re-memorize. IF you need help with a concept you are visualizing or imagining but just don't know what bloodline or spells to take let us know and we'll try to point you the right way.
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