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Viorian Dekanti

APersonAmI's page

37 posts (653 including aliases). No reviews. No lists. No wishlists. 10 aliases.


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Yeah, other than a -10 penalty for the size, I don't see anything in the disguise skill description to contradict it.

Yeah, It is the sort of flavor thing best to take up with the GM, that's true.

What, so your Psicrystals pretend to be necklaces, Mr Sin?


Because a Psicrystal inclined to camouflage itself among these other crystals flying about is a Psicrystal I would love to roleplay.


Hello!

This is a build I’ve been thinking about recently that I’d like suggestions and advice about. It is, in fact, rather suicidal.

So far, for this build, I am considering a Belt of Physical Perfection (probably a +4 one, considering the level), and pair of Boots Of Speed (So that she can Pounce the enemy for 5 attacks, 3 of them at the full attack bonus, thanks to Wild Fighting).

The battle plan is to charge the enemy, and then activate Come and Get Me, getting an attack of opportunity every time someone beats at her. She has a lot of hp, and good saves from Superstition (I think Half-Orcs can select the Human Favored Class bonus, is that right?) but with almost no AC whatsoever. Between Rage, Reckless Abandon, Wild Fighting, Pounce and Come and Get Me, that’s -16 AC.

Assuming +4 Belt Of Physical Perfection, she has 219 hp while raging (from 28 Con and Toughness), can take a full-round action while she has more than -28 hp, and if she does die, she’ll delay the death condition for one round with Heroic Defiance , getting in one last full attack on the enemy.

Half-Orc Barbarian 12 [Wild Rager], Fighter 1 [Unbreakable] [20 Point Build]
STR 19 [16+2 racial, +1 12th level increase] DEX 16 [15+1 8th level increase] CON 16 [15+1 4th level increase] INT 8 WIS 12 CHA 7
Feats, Rage Powers:
1 Power Attack
2 Endurance
2 Diehard
3 Raging Vitality, Superstition
5 Combat Reflexes, Reckless Abandon
7 Deathless Initiate, Beast Totem, Lesser
9 Heroic Defiance, Beast Totem
11 Extra Rage Power: Eater Of Magic, Beast Totem, Greater
13 Toughness, Come and Get Me

So, here’s a few questions:

1: Should she wield a Falchion, for the great crit damage, or a weapon with reach to make it easier to take those opportunity attacks?

2: Is there another good feat or Rage Power to take at 13th level? Toughness is mostly a placeholder until I find something better, although the more hp between my character and her demise, the better.

3: Is Wild Rager a good idea? Even without it, she gets -12 AC, but maybe Invulnerable Barbarian might be a better choice to negate the extra damage from Come and Get Me?

Those are the ones I could think of, but I am thankful for all suggestions. If you think I have overlooked something vital, please go ahead and tell me.


Kazarath wrote:
blackbloodtroll wrote:
Are you a male IRL?
Anyways, I think I have come up with a cool design. If you wonderful people aren't bored with my banter, I'll post the build and backstory when I'm done, if people are interested of course.

Do go ahead.


Redneckdevil wrote:
Notice how I said if they did a "low" knowledge check, I'd give them the name.

Except you have not specified what a "low" roll is. If "low" is a failed knowledge check, as in less than the monster's CR, sure, feel free to just give the name. If they actually made the check, meeting the CR or better, I cannot agree that that is a "low" roll. It is my opinion that that earns them what they would know (the highest priority category on that list I made as an example) + name and type, because they succeeded on the check.

Redneckdevil wrote:

But realistically, what the character wants to know isn't always what's going to be available at low or mid rolls. Let’s say for example, your party comes across a troll for the first time. Depending on the setting, level, how many there are in the region your characters have been in, etc etc doesn't mean with a low roll or even a "mid" roll depending on the dm and factors, that wizard may have not came across anyone who had the knowledge they are wanting to know.

The knowledge checks aren't solely what the character would have wanted to know but depending on the roll they never had access to gain that knowledge.

I'll bring up two things:

1: I vehemently, but respectfully, disagree with you that the players should not get their just reward for defeating the challenge (a skill check, in this case) because of the nebulous force of "realism". (and you mean to tell me that Trolls, who are living creatures with specific preferred habitats as well as being fond of raiding villages and stealing cattle, as well as being absolute death to anything without adventuring levels because of their regeneration (A single troll could thrash an entire village if they don't have the right defense ready) and no one would ever have been in a position to tell the PC's about the most obvious trait of Troll's, the regeneration, in Troll country?)

2: Do they have the right Knowledge as a class skill? Well then, they DID have access to that knowledge at some point! All fighters had a obligatory semester of "Aberrations and Oozes: What you need to know." back in their days at Fighter College! I do agree with you that the Knowledge check represents not only what the character would have remembered, but also what knowledge they would have access too - but if it is a class skill, they are guaranteed to have access to that knowledge, and the skill roll merely represents whether they paid attention in “Aberrations and Oozes 101” or were trying to catch the attention of the pretty redhead by the window, in my personal opinion.

Redneckdevil wrote:

<Snip>

The knowledge rolls aren't solely what your character would have wanted to know, but would be what your character had access in knowing. It is flavor and access to useful knowledge. And I agree, what they should receive is useful but how useful would determine by what the dice says your character has access to.

Again, I disagree. My opinion is that each piece of information should always contain the same amount of usefulness - the dice should determine the amount of pieces of information, not the validity of each.

Side note: I feel obligated to mention that I changed some of the text in the quotes: I replaced what I thought were misspelled words with what words I thought the misspelled words were, for my own ease of reading. I apologize for this rudeness.


Is the typecasting a problem? Are your fellow players ignoring what you are actually trying to do with the character, and focusing on their assumptions about the character? Are you displeased with the your usual chracters in some way?


Redneckdevil wrote:
It does say useful.....but it doesn't say WHICH useful information u will receive. U may learn what its called (that right there is useful information if we want to be technical)

Except for the fact that with wizard who always uses fire, whose most intimate fantasies involve fire, and whose caster level with his favorite fire spell is 6 or so higher than his actual hit die, it isn't going to be the name that he remembers first and foremost.

It’s going to be how well it burns.

Because, to that characters mind, that is the important information. Knowledge checks is a representation of what a character has chosen to memorize, and for Mr. Fire Fetish, that is always, always, always going to be the same thing.

Really, I say something Like what TGMaxMaxer said.

Its name and type (for free if they make the check, not among the questions.)

Special defenses (DR, Immunities, Energy resists etc)
Special attacks (Poison, rend, grab, paralysis, natural weapons etc)
SLA's/Su abilities (Not sure about this one. I’d probably include a Vampire’s Dominate at will in special attacks, for instance.)
saves or HD or other interesting info not covered by the other 3

I think one should build a list like this, apply it universally to every monster, and then answer it in whatever order the character that makes the check would have been interested in learning the information.

If the rogue Mr. StabbyMcStabalot or Sir Fire Fetish makes the check, the first piece of info will be Special defenses. If the Big Stupid Fighter makes the check, he'll probably know about how it is going to bring the pain first and foremost, and so on. Writing it down like this and then checking off one item at a time would also help bookkeeping, as well as keep it all consistent. Also, little bit of roleplaying when the interest of the characters does not overlap.

Big Stupid Fighter - Damn, what the hell is that thing!
Mr Fire Fetish - It is a Alchemical Golem, and it is immune to magic, the bastard! Hit it with a blunt stick!
Big Stupid Fighter - thanks, but in the future? Please tell us about the lightning bomb it’s going to throw at us first.

Knowledge checks should be what the character that makes it wants and needs to know. As has been stated, a Fighter would not research will saves with any priority.


Two human males.

or

one human male,
one human male,
one human female.


Redblade8 wrote:

I couldn't find Gloves of the Beast in the SRD, where are they from?

-Red

Psionics Expanded. I do not know why, but the gear from that book does not seem to be listed on the SRD. It is an magic item that replaces a limb with a natural attack, as a glove or a boot, and you can have up to 4, attained separately. Starts cheap and low damage, but you pay for damage dice, up to 22000 for 6d6 (half that cost when crafting). This build basically gets that one with a shield as soon as possible (6th level, probably.)


I have been weighing back and forth on a character for a while now, contemplating whether to submit them for a campaign at some point or not.

It’s a Psychic Warrior, using Psionics Expanded and Psionics Unleashed.

Well, here are the feats for the relevant build, levels 1-13. It gets into its groove at 8th level. It takes the Interceptor path at 1st Psychic Warrior level, Survivor Path at 9th Psychic Warrior level.

Duergar
Starting scores (before bonuses)
Str 16 Dex 14 Con 14 Int 12 Wis 12 Cha 7
Progression for 20 levels: Psychic Warrior 8/War Mind 5/Psychic Warrior 3/War Mind 3/Psychic Warrior 1 (Psychic Warrior 12/War Mind 8)

Levels 1 to 13

Psychic Warrior 1 - Improved Initative, Psicrystal Affinity
Psychic Warrior 2 - Psionic Fist
Psychic Warrior 3 - Psicrystal Containment
Psychic Warrior 4 -
Psychic Warrior 5 - Psionic Meditation, Craft Universal Items
Psychic Warrior 6 -
Psychic Warrior 7 - Unavoidable Strike
Psychic Warrior 8 - Vital Strike
War Mind 1 - Craft Psionic Weapons And Armor
War Mind 2 -
War Mind 3 - Expanded Knowledge: Touchsight
War Mind 4 -
War Mind 5 - Improved Vital Strike

Initiative 17 (Dex 4(Mithral Full Plate with Graft Armor), Improved Initiative 4, Duelling Amulet Of Mighty Fists 4, Reactive 2, Psicrystal Affinity 2, Cracked Dusty Rose Ioun Stone 1)

This build assumes Magic/ Psionics transperacy to allow the craft feats to be able to make both magic and psionic items to sell feat slots for more gear. The character wields a single Glove Of The Beast for a 6d6 natural attack, with a shield in the other hand. It’s a single natural attack, so *1.5 STR for damage. It uses Metaphysical Weapon for Enchantment bonus (+2 per Hours/Level at 5th, +3 at 9th, +4 at 13th, +5 at 17th).

With Expansion from the Interceptor path, the character can spend a single power point to make the Glove 8d6 and become Large, 7 power points to make it 12d6 and become Huge, free action as part of making the attack. Add on Vital Strike and Unavoidable Strike for a 24d6 melee touch attack at 8th level if using the more expensive Expansion, 36d6 that hits two adjacent characters at 13th level. It will get Greater Vital Strike at 19th level.

Her Immediate/Swift action will either go to Sidestep to negate a melee attack, Evade Burst to get Evasion or Improved Evasion as needed, the Interceptor Maneuver to get a free melee attack when a foe the Interceptor threatens attacks one of her allies, or Hustle for mobility or getting Psionic Focus back in a hurry.

My main questions are:

1: Do you see any issues with the build? Is there something I have missed?

2: Is it overpowered?

Any feedback is welcome!


Bizbag wrote:
Rynjin wrote:
I'd probably allow it. It may even be the intention of the Feat (since it requires Die Hard), and it certainly seems to be the RAW.

Likewise. It'd make for a great story and memory. Especially if your buddy gets to you in time to save your life.

Or you could heal yourself I guess, but that's just not anywhere near as dramatic. Unless you were alone... barely escaping the enemy, clinging to life, but refusing to give up until you could swallow that one... last... potion...

This is totally how I feel about this kind of ability, another example being Orc Ferocity. You COULD spend that one standard action to heal yourself, sure, and it would probably be mechanically a good move, but it seldom is what I want do to in that situation.

In one campaign, I was surrounded by a whole bunch of zombiefied Halflings, which were going to rip me to pieces the following round. My response was to Suggest that the bad guy hand over the magic item that controlled the Halflings and made them not eat you to my still alive teammate. And then the Halflings ate me. And it. was. AWESOME.

Also: nice that consensus is that it works.


Heroic Defiance can delay the onset of any condition, even instantaneous or permanent, that is not hit point or ability damage. Does this include death?


Dasrak wrote:
Quote:
How should the CR be changed if an NPC is given a favored class bonus as a PC?
Not at all; NPC's are allowed favored class bonuses normally.

Huh! I did not realize that! Thanks!

Dasrak wrote:
The fact that some FC bonuses are unreasonable compared to the baseline +1 HP (looking at you, human sorcerer) is a balance issue, not a CR guideline issue.

The general rule for FC bonuses seems to be that to be given an unspecific ability equivalent to a feat cost 6 FC points, while a specific ability equivalent to a feat costs 4 FC points, which I like a lot, actually, to me that is reasonable, despite 20 hit points or 20 skill points costing 1 feat, not 3.

I'd houserule the Sorcerer as getting 1/4th new spell known per FC point.


Actually, favored class bonuses can make a pretty big difference. For an anti-mage human barbarian at 9th level, that’s +3 higher saves versus all spells and spell-like abilities while raging. For a Duergar Aegis, that’s an extra 1 DR/- per 4 levels.

If I wanted to make a Vitalist villain, with both the range of her telepathy and all her buffs as the entire material plane, capable of very literally fighting with the PC's through her mooks, that would only take 10 class levels for a Dromite, but 15 for any other race.


How should the CR be changed if an NPC is given a favored class bonus as a PC?


Hm. Not sure if this is relevant, but in Dreamscarred Press's version of Psionics, there is a feat that functions as Quickened Power, but it is a move action, and it specifically states that you can manifest another power in the same round you use the feat.

The D20PFSRD wrote:


Hustle Power [Metapsionic]

Benefit: To use this feat, you must expend your psionic focus. You may manifest a power with a manifesting time of one standard action as a move action instead. Powers with manifesting times other than one standard action may not be affected by this feat. You can perform another action, even manifest another power, in the same round that you manifest a hustled power.

Using this feat increases the power point cost of the power by 4. The power's total cost cannot exceed your manifester level.

Manifesting a hustled power still provokes attacks of opportunity.

Special: This feat cannot be used on powers that cannot be quickened.


Can a character deal the damage from the Knockdown Rage Power as nonlethal damage?

If so, could they also apply the intimidate check from the Enforcer feat to that attack?


Definitely interested. I love Psionics, and there are a few things I have wanted to try for a while now.

The two things I most want to play is a Psychic Warrior or Aberrant Aegis.


Recently, I have been thinking about flying creatures with the grab ability, and I have some questions.

Scenario: A flying creature with 15 feet reach flies 20 feet above the ground and attacks a medium creature without flight with a natural weapon with the grab ability, both hitting and succeeding on the grapple check.

1; The Grapple rules say that the grappled would now be placed adjacent to the grappler, which would be in the air. Is this treated the same way as succeeding on a check to maintain a grapple and moving the creature into a hazardous environment, therefore immediately giving the grappled a check to break loose?

1a; Is carrying capacity relevant here?

1b; What is treated as "adjacent"? Directly underneath the grappler, at the same heght as the grappler, or any direction, including above the grappler?

Ok, so now the grappler and the grappled are in the air.

2; Is it possible to Pin or Tie Up a grappled creature in the air?

2a; If the grappled breaks free from the grapple, would falling provoke an Attack of Opportunity, possibly allowing the grappler to grapple again with the grab ability?

2b; if the grappled creature hit the ground and fell prone, and the grappler succeeded on another grapple attempt, would the grappled creature remain prone in the air?


That is WONDERFUL! congratulations and good luck!


As a result of recent turmoil in my personal life, I regret to say that I cannot continue this campaign, am retiring Leale Tuin from it, and I apologize for this fact.

Have fun, you guys.

Bye.


I am really excited about this campaign - I get involved with and deeply invested in a small number of campaigns/characters of emotional importance, so a campaign like this where dedication is keyword is perfect.

Sorry for my spelling errors, did not write this at home so no spellcheck:C.

Questions:

1. Your time-zone

I live in Sweden, GMT+2.

2. Your available posting hours

Difficult question. From GMT+0 3PM to GMT+0 8PM I should be resonably capable of posting, but will have plenty of other time available outside that parameter that's hard for me to pin down. Friday-Monday especially I'll be a LOT more active than that, but its the hours I should be readily available.

3. If you are an existing player on the boards, which alias best reflects your playing style

I do not understand your question. I am a big fan of the rp aspect, and tend to adapt to what feels appropriate for my character.

4. How often could you post each day

I try to respond as soon as I am capable to what is going on. I dont type very fast, but during the mentioned hours at the bare minimum.

5. Would you prefer to play solo or with one other person.

I would prefer to play with one other person: I like the roleplaying that takes place between players.

6. What sort of game you would like to participate in (this can be as generic or detailed as you like – this does not have to be lengthy but if it’s too loose, it may not give me enough detail to interest me)

RP-heavy is my style. I prefer events to have emotional weight - I want to feel excited about what is happening, want to be terrified when in combat. As long as it feels real, feels important, I am all for it.

A political intruige with backstabbings, hidden agendas and mysteries would be interesting.

Perhaps it begins in a straightforward maner, PC's are sent to deal with a problem, perhaps monster, perhaps matters of diplomacy. Something more is behind events, which are unraveled by the main characters, be it for their own gain or in the name of their ideals.

7. What sort of character you would play in the above game (please don’t link me to a character from another game – I’d rather you told me)

I think of many different concepts for characters. They will have psychological depth, regardless of whatever else they are. Right now, I think I'd like to play a kind but mentally challenged Fighter, a Rogue worshipper of Seranrae who truly believes in mercy, or a Cleric considering their own beliefs and morals.

8. If applicable, what is your character’s overarching aim (this could be both personal and campaign related)

In the Campaign? Depends on what happens. Personal? Staying true to their ideals and, really, finding a place for themselves. Most of my character are misfits, but not necesarily unhappy ones.

Grab bag:

-Starting levels:

I prefer a few levels in, so the character creation decisions have some room to make a difference, but level 3 might be a a good level to start on for purposes of building the character through the campaign. Otherwise, I am a big fan of the mid-levels.

-Ability scores for characters:

I definitely prefer point buy, I tend to get aggrevated when chance is involved in deciding the defining traits of my character.

- Starting gold

I don't see an issue with avarage gold for the level we start at, but do not really care about it if we chose something different.

- Number of traits

I like 2 of these things, but I am not picky.

- Where the game is set

I like Urban settings.


I am dropping out of this one, I am sorry to say. Have fun!


Interested, currently stating out a Cavern Sniper fighter variant.


DEFINITE interest. Those houserules... Is the homebrewed fighter, traits and feats available?

4d6 ⇒ (4, 5, 5, 6) = 20
4d6 ⇒ (2, 5, 2, 4) = 13
4d6 ⇒ (2, 6, 5, 3) = 16
4d6 ⇒ (4, 2, 2, 2) = 10
4d6 ⇒ (5, 4, 3, 6) = 18
4d6 ⇒ (3, 3, 2, 5) = 13
4d6 ⇒ (2, 4, 6, 4) = 16
4d6 ⇒ (2, 4, 5, 4) = 15

16, 15, 14, 14, 13, 11? Not what I would have picked in point buy. Lets see what I make with it.


Network wrote:
Yay! A discussion thread to...discuss...the campaign.

Alter Shape into a Merfolk+Sky Swim=beat it, Fly!

Tried to link to it, but suddenly the PFSRD seems to be restricted, which does bother me a bit, since it is such a useful resource, as well as the page that I have made my links to for the purpose of this campaign. Anyone know anything about that?


Abiliy Scores:

Point Buy:
Str 7(-4)
Dex 12(+2)
Con 12(+2)
Int 14(+5)
Wis 17(+13)
Cha 12(+2)
24-4=20

+2 Con belt,+1 ability score incrase for 4th level in Wis, +2 Racial bonus in Wis, +4 Wis for Headband, +2 STR for Alter Self. End Result:
Str 9(+2)
Dex 12
Con 14(+2)
Int 14
Wis 24(+1,+2,+4)
Cha 12


My Myth Weaver does not work? Damn, I'll have to post those stats later today, I got to go to work now.


Huh, I made the mistake of rolling all six dice when rolling for health. I guess I have to reroll, then...

5d8 + 8 + 16 ⇒ (2, 4, 5, 1, 5) + 8 + 16 = 41

*edit* and the result is less health. Damn. Can I use my original result instead? It had to advantage of only being about 1 hp away from my characters average health.

Anyway, I am pretty much done with the basic character concept, the mechanics and the sheets here on the paizo boards and on Myth-weaver. Time to finally get started on that backstory. As such, I must ask: How should I make my character a part of the campaign world? I would like some background on the setting to work with so my character is true to it. I apologize if this is asking too much.


Question: Does Alter Self affect clothing/Armor? Alter self does not seem to say so specifically. The Armor is pretty eyecathcing, so would be helpful if so. Also, Harakani? I'm afraid you have made a mistake in your point buy calculation, an ability of 17 is 13 point buy, not ten.

I would have wanted to finish his backstory tonight, but I am just too tired right now. Will finish tomorrow. If you could give me some sort of feedback or reaction to what I've posted so far, regardless of whether you liked it or disliked it, I would appreciate it. By the way: I made a mistake previously, his Perception is actually 16, I've also chosen 4 HP rather than skill points for the favored class bonus.

Description:
La Siréene's original body is tall, somewhat skinny, has short brown hair and green eyes, with as good as permanent stubble.

However, he rarely uses this form. His preferred shape is an Aasimar female with blue eyes, golden blonde hair down to her shoulder blades, and a very small, thin, light build at a mere 4 feet 5 inches. In this form, he presents himself by his first name, La Siréene, as it is quite fitting to that form.

Personality:
La Siréene is a psychopath. Not in the sense that he enjoys killing people, no, but in the sense that he has no empathy whatsoever for other people. This stems from his delusion that no one in the world except himself has free will: in his perspective, everyone else is a construct, following set programing, toys for him to amuse himself with.

Of course, like most psychopaths, he is excellent at faking empathy to fit in in a social situation.

La Siréene is completely and entirely rational. His ultimate purpose is to improve his own life. In fact, his purpose is to do good, since improving the circumstances of others is much the same as improving your own. As such, he is not very violent or aggressive- why damage his own toys? Because of his outlook, he has no need for anger, revenge, hate, racism, sexism, bigotry in any shape or form, because others are merely playthings to him, and he wants to keep them whole and functioning.

Character Flaws:
He occasionally shows arrogance and overconfidence, as he believes himself mentally different from others.

Standard Memorizations:

Standard Memorizations (CL 6th)
3rd-Level Spells (4+Domain/day) Suggestion, Sleet Storm, Spike Growth, Stone Shape, Summon Nature’s Ally III
2nd-level Spells (5+Domain/day) Persistent Charm Person, Barkskin, Flaming Sphere, Fog Cloud, Resist Energy, Soften Earth And Stone
1st-level Spells (5+Domain/day) Charm Person, Faerie Fire, Obscuring Mist, Longstrider, Ant Haul, Entangle
Orisons (Unlimited castings, 4 prepared.)Create Water, Detect Magic, Light, Spark

HP6d8 + 16 ⇒ (8, 7, 7, 6, 1, 3) + 16 = 48


Yeah, I am really interested in this. There is a character from a previous game of mine I want to use personality and character wise, but backstory/mechanically I’ll obviously remake him from scratch. Here is my idea, mechanically: Urban Druid of the Lust subdomain. My character will be a manipulative, shape-shifting mind controller, capable and willing to take advantage of the mind and soul of natural life itself. For a name, does La Siréene Dorée work with the setting?

My Character Sheet. Note that it is very incomplete, wanted to get down some of the mechanics first, will piece together the rest( personality traits and backstory and such) as soon as possible. The CWI was mostly a choice for self-sufficiency, but it would be excellent for it to be able to add to the flavor of the campaign. Since I have not had opportunity to consider this use of the feat, my current equipment list is very standard.

La Siréene Dorée:
Daily Expendables
3rd-Level Spells (4+Domain/day)
2nd-level Spells (5+Domain/day)
1st-level Spells (5+Domain/day)
HP(6d8+12)
Current HP = 5*6+12 = 42

Male Human Urban Druid
TN Medium humanoid (human)
Init +1 (+1 DEX) Perception +13

DEFENSE
AC 17
Fort +9, Ref +5, Will +14(+16 versus Divinations/Enchantment)

OFFENSE
Speed 30 ft.
Melee +2
Ranged +5
Special Attacks None

Standard Memorizations (CL 6th) (Will add this later)
3rd-Level Spells (4+Domain/day)
2nd-level Spells (5+Domain/day)
1st-level Spells (5+Domain/day)

STATISTICS
Str 7 Dex 12 Con 12/14 Int 12 Wis 20/24 Cha 12
Base Atk +4; CMB +2; CMD 13

Feats
Spell Focus: Conjuration (human bonus feat)- +1 DC for Conjurations
Augment Summoning (Lvl 1)- +4 Con/Str for summoned monsters.
Craft Wondrous Item (Lvl 3)- May craft wondrous items.
Persistent Spell (lvl 5)- Metamagic, +2 spell levels, targets must make 2 saves and make both rather than just 1 save.

Traits:
Magic Linage: Charm Person - Reduce spell level by one when administering metamagic to Charm Person
Fast Talker- Bluff +1, Bluff as class skill

Skills
Bluff +11 (6 ranks, +1 CHA, +3 for class skill, +1 Fast Talker)
Diplomacy +12 (6 ranks, +1 CHA, +3 class skill, +2 Lorekeeper)
Fly +2 (1 rank, +1 DEX, +3 class skill,-3 ACP)
Heal +11 (1 rank, +7 Wis, +3 class skill)
Knowledge (Arcana) +3 (1 rank, +2 INT)
Knowledge (Dungeoneering) +6 (1 ranks, +2 INT, +3 class skill)
Knowledge (Geography) +3 (1 rank, +2 INT)
Knowledge (History) +8 (1 rank, +2 INT, +3 class skill, +2 Lorekeeper)
Knowledge (Local) +8 (1 rank, +2 INT, +3 class skill, +2 Lorekeeper)
Knowledge (Nature) +13 (6 ranks, +2 INT, +3 class skill, +2 Nature Sense)
Knowledge (Nobility) +8 (1 rank, +2 INT, +3 class skill, +2 Lorekeeper)
Knowledge (Planes) +3 (1 ranks, +2 INT
Knowledge (Religion) +3 (1 ranks, +2 INT)
Linguistics +3 (1 rank, +2 INT)
Perception +13 (6 ranks, +7 WIS)
Spellcraft +11(6 ranks, +2 INT, +3 class skill)
Survival +13 (1 rank, +7 Wis, +3 class skill, +2 Nature Sense)

Favored Class: Druid, +6 skill points.

Racial Traits +1 skill rank per level, Bonus Feat

Languages Common, Undercommon, Fey, Druidic, 1 TBD

SPECIAL ABILITIES

Nature Bond: Lust Domain.
An urban druid may not select an animal companion. Instead, she must choose from the following domains, rather than those usually available to druids: Charm, Community, Knowledge, Nobility, Protection, Repose, Rune, or Weather.

Dazing Touch
You can cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more Hit Dice than your cleric level are unaffected. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Spontanous Casting
An urban druid can channel stored spell energy into domain spells that she has not prepared ahead of time. She can “lose” a prepared spell in order to cast any domain spell of the same level or lower.

Nature Sense
A druid gains a +2 bonus on Knowledge (nature) and Survival checks.

Wild Empathy
A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result.

The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.

Lorekeeper
At 2nd level, an urban druid adds Diplomacy, Knowledge (history), Knowledge (local), and Knowledge (nobility) skills to her list of class skills. She also receives a +2 bonus on these skill checks.

Resist Temptation
At 4th level, an urban druid gains a +2 bonus on saves vs. divinations and enchantments.

A Thousand Faces
An urban druid gains this ability at 6th level. A druid gains the ability to change her appearance at will, as if using the alter self spell, but only while in her normal form.

Equipment:
16000:
8000: Headband Of Inspired Wisdom+4
2000: Cloak Of Resistance+2
2000: Belt of Mighty Constitution+2
3000: Rod Of Extend Spell
750 Wand Of Cure Light Wounds
7 Heavy Wooden Shield
90 Hide Shirt
153 Various Items


Jeraa wrote:

4 creatures have a total Challenge Rating equal to their individual CR +4. So 4 CR 6 creatures have a CR of 10. That would mean that 4 CR 6 creatures are an appropriate fight for 4 level 10 characters.

That would seem to imply that if alone, an appropriate challenge for a single character would be equal to his level -4. A CR 10 encounter is appropriate for a party of 4 level 10 characters, while a CR 6 encounter is appropriate for a single level 10 character.

(Note that challenges are supposed to be easily overcome, using only about 20% of the parties resources. Also note that CR is not an exact measure of challenge - its only guidelines. The actual challenge posed by a creature would depend on party composition, optimization level, and several other factors.)

This seems reasonable- If 4 level 8 PC's defeat a CR8 encounter, they get 1200xp each. If 2 level 8 PC's defeat a CR6 encounter, they get 1200xp each. If 1 level 8 PC defeats a CR 4 encounter, she gets 1200xp. The game seems to deem these CR as appropriate in its readiness to give awards for success.

Thanks!


Steg wrote:

"An enhancement bonus on a shield does not improve the effectiveness of a shield bash made with it, but the shield can be made into a magic weapon in its own right."

While I regrettably am not an expert on this subject, I think this might refer to the Bashing property rather than the possibility of actually enchanting a shield as a weapon in addition the armor that it already is.


I'd like to use the Complete Gear rules for magical equipment in pathfinder, and would like opinions on how this should be done and what needs to be changed, since I do not have much experience with Pathfinder.

How should Material components and Wizards scribing from scrolls work, for instance?


Is there a way to calculate CR for a single PC rather than the "3 or less" guideline given in the Core Rulebook?


I'm looking for a pre-made campaign fit to play with a single DM and a single player.


Thanks!

Really looking forward to Master the Battle, then!


I have some questions:
The description of the Metaforge's Crystallized Mind Blade is unclear.
Crystallized Mind Blade gives the ability to use up 1-3 power points in exchange for an equal amount of enhancement, but it does not say how long this effect lasts. My guess is minutes/Aegis class level, because that's the non-agumented duration of Metaphysical Weapon, but errata would help greatly.

Secondly, is there a way for a Metaforge to use her Astral Armor as if it was a mithral breastplate? The Soulbolt+Aegis combination is somewhat marred by the limitation of +3 Dex or +1Dex max in all shapes other than astral skin, otherwise a limitation related only with heavy armor, as plenty of archery feats require more than 16 dex, such as Manyshot and Improved Precise Shot.


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