Sajan

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222 posts (464 including aliases). No reviews. No lists. No wishlists. 3 aliases.



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Remember that paladins are lawful good. They respect authority because they think that it's a good thing. Unless the opposite it's true. Then they can ignore laws and act following the good path. It's also written in their basic code of conduct:

Code of conduct wrote:

A paladin must be of lawful good alignment and loses all class features except proficiencies if she ever willingly commits an evil act.

Additionally, a paladin's code requires that she respect legitimate authority, act with honor (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help for evil or chaotic ends), and punish those who harm or threaten innocents.

That paladin may think that speeding is illegal because it increase the risk of incidents, and incidents may kill innocents. But if he's alone, maybe he wouldn't care. Maybe the paladin might pirate music because he knows that piracy gives more money in the pockets of the artist (it's a long story but in short people spend more in concerts than in DVD/CD or whatever, you can google it), and also believes that "lawful" music distributor pay too little to the artists.

For the murderer friend, the paladin would totally be mad with his friend, but it's a law that allows murder (as is a sentence of death) a fair one? No. At least it isn't from the point of view of the standard paladin, which encourages, while still both, good over law.
For the last question, it all depends from the people who receive the paladin. They might just not trust lawful good people.


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The fey bloodline gives a +2 to the DC of the compulsion subschool.
Also, grab a few non-controlling spells once a while, just not to be useless when you meet undeads, oozes and whatever has immunity to mind affecting effects.
Alternatively, invest in metamagic feats and rods to bypass type immunity and continue to control stuff.


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Menite Monk wrote:
Are you referring to Quivering Palm? I thought of that but a Fort save of +31 against a DC of 30 seems to be a prey for a nat one event.

He's not talking about that.

He's talking about this.
I'll quote the relevant build, what happens in combat and why.
What happens wrote:
Fight Rules : no one flees for good - the pride of monkdom and the Bestiary are at stake. Single d20s always result in 10, multiple d20s (like full attacks) go 10-11-9, 10-9-11, and repeat. Threats kick in when the percentages from hits (not misses) build up to 60% within or over rounds (eg. 12 basic /20x2 hits would offer one threat and confirmation). Strictly mathematically speaking, multiple 20x2 threats don’t produce exact 5% threat chances, apparently, but for a game guide I reckon a flat 5% per pip will do. If there’s a decisive close call I’ll flag it. Rough but simple...
The build wrote:

Name: One. Race: Human. Class/Level: Qinggong Zen Monk 20. Favoured

Bonus: H∞. Age: 30. Height: 5’. Weight: 130lbs. Alignment: LN. Pointbuy: 14/14/14/7/17/7 = 20.
Str 18 (24), Dex 18 (24), Con 14 (20), Int 7 (9), Wis 28 (34), Cha 7

Initiative +13
Perception +41, Darkvision
Hit Points 233
Armour Class 53, touch 40, flatfooted 46 (class 17, arm 8, dex 7, def 5, nat 5, ins 1)
CMD 67 (base 30, class 17, dex 7, str 7, def 5, ins 1)
Fort +24, Ref +27, Will +30; +2 magic & poison; evasion
Spell Resistance 30, Damage Resistance 10/Chaotic

Speed 90, fly 40
Base Attack +15, Base Flurry +20
CMB +22
Fist +22/+17/+12 (2d10+7, 1d6 energy, cold iron, magic, lawful, adamantine)
Fist vital strike +22 (2d10+7, 4d10, and ditto)
1. Bow deadly +32/+27/+22 (1d8+24, +1 per previous hit/19-20x3, 1d6 nonlethal, nonprovoking, threaten 5’, ignore less than total concealment/cover, all DR bar Epic, ki focus, -1 attack and damage beyond 30’)
2. Bow ki deadly vital strike +32 (2d10+24/19-20x3, 4d10, and as 1)
3: Bow deadly flurry +33/+33/+28/+28/+23/+23/+18 (1d8+28, and as 1)
4: Bow ki deadly flurry +33/+33/+28/+28/+23/+23/+18 (2d10+28, and as 1)
5: Bow ki deadly flurry haste +34/+34/+34/+29/+29/+24/+24/+19 (2d10+28, and as 1)

Traits: Exile, Resilient
Feats:
1st: Toughness
Human: Improved Initiative
Monk 1st: Improved Unarmed Strike
Monk 1st: Perfect Strike (bow, special)
Monk 1st: Precise Shot
Monk 2nd: Weapon Focus (longbow)
Monk 2nd: Point Blank Shot
Monk 3rd: Point Blank Master
3rd: Deadly Aim
5th: Defensive Combat Training
Monk 6th: Specialisation (longbow)
Monk 6th: Improved Precise Shot
7th: Lightning Reflexes
9th: Vital Strike
Monk 10th: Improved Critical (longbow)
11th: Hammer the Gap
13th: Stunning Fist
Monk 14th: Pinpoint Targetting
15th: Improved Vital Strike
17th: Ability Focus (Stunning Fist)
19th: Mantis Style

The Way of One:
* Bow Flurry: no flurry with any other weapon
* Perfect Strike: 20/day, once/round, as part of attack; roll three d20s for one bow attack, with a discard as confirmation if the first threatens
* Zen Archery: Wisdom determines ranged attacks
* Mantis Style: swift, combat duration, +2 stunning DC. One bonus stun/day
* Vows of Cleanliness, Fasting and Truth: no lies, no potions, must remain clean, +11 ki
* Ki Pool: 33/day, swift, self only and one round unless stated:
1= (i) extra bow flurry [one attack], (ii) +50’ bow increment, (iii) +4 dodge armour, (iv) unarmed bow damage, (v) +20 speed or jump, (vi) +5 barkskin [standard, 200 min]
2 = (i) bow ignores total concealment, (ii) restoration [standard], (iii) dimension door 1200’ [move]
3 = (i) bow ignores total cover [shoot round corners], (ii) etherealness [move, 1 min], (iii) shadow walk [standard, 20 hours, self and 20 passengers, DC28w]
* Grasshopper: +20 jump with constant running start
* Reflexive Shot: One makes (and by default does not incur) bow opportunity attacks
* Stunning Fist (Ex): 21/day, once/round, as part of unarmed or bow attack: dc34/36w, stun
* Diamond Soul: Spell Resistance 30
* Quivering Palm (Su): 1x/day, as part of unarmed or bow attack: dc32w, death * Ki Bow: any arrow One fires becomes a Ki Focus weapon
* Hammer the Gap (Ex): cumulative +1 damage/previous hit uninterrupted by misses in a round; this damage is critiplied
* Perfect Self: immune to spells targetting humanoids. DR10/Chaotic

Skills: Acrobatics +27, jump+71 (16 ranks, 3 class, 7 stat, 1 luck/20 class, 24 speed), Fly+17 (1 rank, 7 stat, 1 luck, 4 item, 4 man), Heal+16 (3 ranks, 12 stat, 1 luck), Knowledge Planar+20 (20 ranks, -1 stat, 1 luck), Perception+41 (20 ranks, 3 class, 12 stat, 1 luck, 5 item), Sense Motive+17 (1 rank, 3 class, 12 stat, 1 luck), Stealth +30 (19 ranks, 3 class, 7 stat, 1 luck)

Gear (880,000gp): belt of physical perfection+6 & dwarvenkind (166,350gp, 1lb), tome of wisdom+4 (expended, 110,000gp), manual of strength+4 (expended, 110,000gp), manual of dexterity+4 (expended, 110,000gp), composite merciful str24 longbow+5 (73,100gp, 3lb, hardness 15, hp55), vest of armour+8 (64,000gp, 1lb), ring of protection+5 & counterspells (56,000gp; greater dispel 660gp), headband of wis+6 and int+2 (Know: Planar, 42,000gp, 1lb), ring of evasion & counterspells (31,000gp; greater dispel 660gp), greater bracers of archery (25,000gp), cloak of resistance+5 (25,000gp, 1lb), luckstone (20,000gp), broom of flying (17,000gp, 3lb), boots of speed (12,000gp, 1lb), bottle of air (7250gp, 1lb), ioun stone+1 armour (5000gp), eyes of the eagle (2500gp), handy haversack (2000gp, 5lb), 2 ioun torches (150gp), mwk backpack (50gp, 4lb), 300 arrows (15gp, 45lb), cold iron knuckle (2gp, 1lb), 2 weapon cords, 7gp

In the haversack: 20 monk’s outfits (100gp, 20lbs), 2 holy waters (50gp, 2lb), 2 unholy waters (50gp, 2lb), 5 smoke arrows (50gp, 5lb), 40 blunt arrows (4gp, 6lb), soap (1gp, 2lb), waterskin (1gp, 4lb)

Encumbrance (light 266lb): 67lb with broom. Encumbrance for broom (light 200lb): 194lb

Now, this actually happens after a ancient gold dragon and a solar angel.

What happens wrote:

One has 1 charge of haste , 17 ki points, 6 Perfect Strikes and 8 stuns left for his last fight. He goes first. He flurries, he hits (openers on 2s), he stuns (the tarrasque needs a 20 to save). One spends the next few rounds pumping stunning flurries into the beast, followed by about 340 coup-de-grace vital-strike arrows, reducing the tarrasque to about minus 16,000 virtual hp (taking into account DR and regeneration, obviously), which gives him all the time he needs to shovel the machinegunned remains into four bags of holding he’s hired for the day, then turn ethereal (3 ki) and dump them out on the Ethereal Plane, where the beast drives all ghosts to extinction over the course of a decade, then starves into a permanent coma (because regeneration can’t heal starvation damage).

In recognition of his services to the multiverse, One the Zen Archer is awarded the title Lord Ghostslayer and stewardship of the Nine Kingdoms he calls home, where he lives happily ever after.

So the solar was only a narrow victory. Still, One put on a rather good show, didn’t he? Can a wizard or cleric beat Beastmass? Can a paladin or barbarian? How many builds can do it without taking a single point of damage? Let’s look at why One does well, and then consider some build points.

And there are a lot of other people who beat the tarrasque.

Here.


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Ahpook The Destroyer wrote:

I was hoping you good people could point me the directions of all feats, traits, class abilities, or races that get to supplant the wisdom bonus for the charisma bonus on will saves.

Also, I am seeking similar instances of the ability that is basically the same as evasion except for its for will saves.

Thanks in advance!
AtD

There is Stalwart, but at best it comes at level 11 as an inquisitor.

Stalwart wrote:
At 11th level, an inquisitor can use mental and physical resiliency to avoid certain attacks. If she makes a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, she instead avoids the effect entirely. This ability can only be used if the inquisitor is wearing light armor, medium armor, or no armor. A helpless inquisitor does not gain the benefit of the stalwart ability.

I remember there is a Fighter archetype that gets it too, but probably it's very late for a class feature.


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Castey Hexey dies.


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I think that "Everyone but Goddity" and "Goddity only" are on the right road to become memes.


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Happy Christmas to everybody!


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Roll for initiative.
The map is found in the following link.

Map.
Read comments to understand situation.
At this time, Arhena is 'A' and
Terylinlara the exile is 'T'.


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Jiggy wrote:
Someone should calculate the APL vs CR of these fights, so as to calibrate expectations of baseline assumptions of resource expenditure. :)

Well you are a CR 7 character facing another one. It takes 16000xp to level up. If you spent less than 20% of your resources, then you would level up to 8th before running out of resources. It's a lot.


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Have you ever wondered about a class being more powerful than another? Do you agree with the idea of the superiority of magic, or you think that it's just tricks and strange words? You are bored by people saying that X class is better than another?
Stop asking and start giving answers! Either as a spectator or as a player, you'll finally know what mighty power is!
If you want to join, you'll need to prepare a character. There will be 4 kind of fight:
1) Core: Only the material from the core rulebook and the first bestiary is allowed.
2) PRD: Only the material from the prd is allowed.
3) PFS: Only a legal PFS character is allowed.
4) Master: Every book is allowed.
Mythic is disabled in any circumstance.
The battles will be fought at level 4, 8, 12, 16 or 20. If many of the contenders choose a different level, then it will be the fight level.

Rules of combat:
1) Teams are composed by an equal amount of characters.
2) The arena is a cylinder with a radius of 200 foot. It prolongs 200 feet over the sky and 200 feet in the ground. Limits are made of adamantine walls, except for the higher circle, which is just air. There's natural, bright light. You are in the material plane.
3) If you somehow get outside the boundaries, you are considered eliminated until you return into the arena.
4) If the sum of the remaining teammates can't free a character from a crippling condition (such as flesh to stone or death), that character is removed from the arena. Its belonging vanishes and he's considered eliminated.
5) You have no foreknowledge of any of your opponents. You are informed about the beginning of the fight 3 rounds before the fight starts. Your character doesn't know about this arena until he's informed. You are otherwise ready for adventuring (weapons wielded, spells prepared, class features prepared etc.). You can use these 3 rounds to prepare yourself. You can't exploit a planar time trait during this time. You can't ready an action during this preparation.
6) Standard WBL. In PRD and Master, 1 crafting feat increase it by 25%, 2 by 50%, and 3 or more have no other effect.
7) Custom items are allowed. You have to follow the rules of the kind of fight. You may not duplicate a magic item outside of your kind of fight.
8) You can spawn in the arena from 30 feet to 50 feet from the center. You spawn at least 60 feet from every other opponent.
9) The number of free actions is 3 every round.
10) There is a surprise round only if none of your opponents can act in the surprise round. In 1 against 1 there's never a surprise round.
11) A team wins if all of its opponents are eliminated for at least one round.
12) There's not such thing as fair combat. Feel free to push every character to the maximum possible. You are still limited by rules. You may not exploit loopholes or errors in the rules (such as being dead but still able to fight because it doesn't say you can't).
13) Teammates are by default able to recognize other teammates.

Builds must respect this criteria: 15 PB, any race from the bestiaries but Drow Noble. They must still respect the kind of play they belong. That's all. Yes, every other race is fine. Yes, every trait is okay. A kasatha is as good as a venerable, reincarnated samsaran.

When everything is ready, initiative is rolled and the fight starts.

F.A.Q.
What defines a martial in this contest?
A martial in this contest is a class which has his BAB equal to his level. Ninjas, (chained) Monks and Rogues are considered martials.

What defines a caster in this contest?
A caster in this contest is a class which has access to the 9th level spells.

Can I play something else?
No. We are comparing martials and casters. You are in the wrong arena.

You are bad at GMing, that would happen only by mistake.
This is not a question. You are also supposed to be costructive when making arguments.

If roleplaying is more important than rollplaying, why are you doing this?
First, rollplaying and roleplaying are not mutually exclusive, and you should stop assuming this. Second, we are trying to end discussions here. That's why.

I don't like this arena, what should I do?
Either try to improve it or either ignore it.

Are those rules written in stone?
They are free to be discussed and changed if found wrong or terrible.


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People, there's Memory of Function.

Memory of Function:
Source Technology Guide pg. 10
School transmutation; Level arcanist 7, cleric/oracle 7, sorcerer/wizard 7, warpriest 7
Casting Time 1 standard action
Components V, S, powdered skymetal worth 10,000 gp
Range touch
Target object or construct touched
Duration instantaneous
Saving Throw Will negates; Spell Resistance yes
Description
Even a broken object remembers what it means to be a functioning whole. You restore a broken object or damaged construct to a functional state, as if it were new and intact. Any pieces missing from the object or construct remain missing. Significant missing pieces may prevent proper functioning. If the object uses charges, the object becomes fully charged. A timeworn object becomes fully charged, but doesn’t lose the timeworn condition (this spell is one of the few ways a timeworn item can be recharged). For 1 hour after this spell is cast on a timeworn object, that object does not suffer any chance of glitching. Other consumables such as ammunition are not restored.

When this spell is cast upon a damaged construct, all hit point damage dealt to that construct is healed. When this spell is cast upon a destroyed construct, it is restored to full functionality and full hit points, provided no significant portion of the destroyed construct (such as an entire limb) is missing. Constructs brought back in this fashion regain their memories up to the moment of their destruction and have no particular inclination to serve the caster.

If you attempt to cast this spell on an object or a construct that has been destroyed for more than 10 years per caster level you possess, the spell fails.


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I found in Arkalion a critical weakness. He's susceptible to Source Severance, which functions somewhat like Antimagic-field but only arcane/divine. Set it to divine and if you manage to get Arkalion into that effect he might have trouble. The best I can think of is an arcane archer with imbue arrow or something enough stealthy to get near to him, reading a scroll of Source Severance from Contingent Action and one-round him. Not sure about how Arkalion (and effects related to him) would react to this.


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Pixie, the Leng Queen wrote:
Not sure how its so OP... its just a weaker empower at that point (empower is a 50% boost... this is a 20% if lookes at that way)... for a rather high spell slot... yeah... not seeing it... like...at all.

At least you can adjust it depending on the situation. An empowered fireball is not going to harm a devil, but a shadow evocation can (even if just a little).

There's another way to get over 100%.
Shadow conjuration/evocation -> 20%
Capstone lv 20 for Shadow Bloodline -> +20%
The Crook of Cidhureen -> up to +50%
The metamagic feat -> +20%
Totaling 110%.
This time there's no explicit limit.


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A Shadowcaster which is capable of adding Solid shadow to the Shades spell (rod, trait, whatever) is probably able to summon an illusion more real than reality itself.


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Male AC-16 Touch-12 Flat-14 (+4 against incorporeal) // HP 9/9 //Saves *All +2* // Binding Darkness 7/7 --Relevant stuff--

1) Archer 2 has acted just 2 post ago. Melee 2 is dead. Melee 1 acted after me. They act again?
2) More or less.


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Well you could go as a Champion of Irori (Prestige class of monk/paladin). Awesome saves, full BAB (sort of), every stat does something (STR to hit/damage, CON to hp/FORT, DEX to AC/REF, INT to bardic knowledge (I know I know, but you actually get it), WIS to AC/WILL, CHA to saves, smite evil/chaos, maybe a bit of healing). You get Cleave/Whirlwind Attack+ for free, your AC increases when more than one enemies gets adjacent (this makes flanking a bad strategy), and it also fit well the concept of perfection.


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Third Mind wrote:

21. A wizard.

24. A lot of that wizard copies inside some glass canisters, with the following labels:"I, II, III, IV..."


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ElderScrolls_GM wrote:

Very insightful, Nessus. *insta-deaths you*

JK!

Let's see let's see let's see here.

Tbh, almost all of the enemies are melee based, though a few of the tougher CR 15 guys will give you a run for your money if you don't have healing.

I have not looked over your skills intensely yet-
Anybody got survival at all? ;) If not, well....

Cyrodil's weather, when Oblivion Gates are active, is not, let's say, the GREATEST place to navigate, even when you are on the road :)

To be 100% honest, roads are more dangerous than forests/hills/swamps. At any moment in the game. I tried that (with an unkillable pc, just for tests). And not, I did't used TGM.


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Evelyn Mastercroft wrote:

I'm wearing medium armor that slows me down as much as a medium load, has a lower max dex than medium allows for, and incurs as much of an ACP as my armor, so I don't mind medium load atm. As such, I can carry almost 100 more lbs. Almost.

I concur. I can do virtually nothing about healing until level 4. Lay on hands will only get me 1d6+1 starting next level, but hopefully I can use that to keep aggro.

If I were a half-elf in the truest sense, I would take Use Magic Device. As it stands though, it's not a class skill. I COULD take it anyway if worse comes to worse.

Bretons are half-elf. Not only for the subtype, they are actually Altmers who bred with humans(Link). If it's necessary I'll take UMD (7 ranks per level).


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I looked to the paladin archetype, it has a problem.

Archetype description:
Martial Focus: The divine guardian devotes herself to
the concerns of the material world, eschewing some divine
studies. She does not gain access to divine spellcasting and
cannot use spell-completion magic items.

Divine Troth (Sp): Once per day the divine guardian
pledges her protection to a willing creature for the day.
This is done at the same time she prepares her spells.
When the paladin first selects a creature for divine
troth, that creature must be present and agree to receive
the paladin’s protection, but if the paladin already has a
creature selected for divine troth, she can maintain that
selection each day without her charge being present. Once
per day, the divine guardian can cast locate creature to find
the current target of her divine troth. This ability replaces
detect evil.
Guarding Hands (Su): The paladin can use lay on hands
to heal herself or her divine troth as a move action, but
cannot use lay on hands to heal herself as a swift action.
The divine guardian cannot use lay on hands more than
once per round. This modifies lay on hands.
Courageous Defense (Ex): At 3rd level a divine guardian
can intercept attacks directed at the target of her divine
troth
as if she had the BodyguardAPG and In Harm’s
WayAPG feats. The divine guardian’s aura of courage does
not grant a bonus to allies within 10 feet, but still grants
her immunity to fear effects. This ability modifies aura
of courage.
Bonus Feat: A divine guardian gains a bonus feat at 7th
level, and additional bonus feats at 10th and 13th level.
These bonus feats must be chosen from the following list:
Diehard, Endurance, Greater Shield Focus, Greater Shield
SpecializationAPG, Heroic DefianceAPG, Heroic RecoveryAPG,
Missile ShieldAPG, Ray ShieldAPG, Saving ShieldAPG,
Shield Focus, Shield SpecializationAPG, or Tower Shield
Proficiency. She must meet these feats’ prerequisites, but
for purposes of meeting the prerequisites of these bonus
feats, she treats her paladin level as her fighter level, may
use her Charisma score as her Dexterity score, and is
considered to have the Spellbreaker feat.

Look at the text in italics. The paladin never prepares spells, but he needs to do that to choose his divine troth for the day. He can never use Divine Troth, has a impeded use of Lay on Hands, and can never use Courageous Defense.


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First, hello everyone.

Now let's get to the point: Ascendant spell has the highest cost of all the metamagic feats (except for Heighten Spell used to push a spell to 6+ levels?). Probably it grants the greatest benefits over every other feat. Assuming we could use tricks to play an effective caster based on that feat (and I mean every trick: Spell Perfection, Rods (assume very high prices), Metamagic Adept/Wayang Spellhunter, Staff of the Master, Metamagic gems (also pricey), Sacred Geometry, Metamagic Mastery (the only reason a person would play a universalist wizard), etc..), which choices would be worth a look?


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Sir Agariel:" Sir Lordan, we planned an assault to the hellish castle, and we have all the resources given by the king."
Sir Lordan:" I see. Are our troops well equipped and trained?"
Sir Agariel:" I'm sorry, Sir Lordan, but our troops are mostly made by untrained volunteers. They are strong willed, yet they can't stand a battle now."
Sir Lordan:" Understood. We need to spend more resources than our first expectation."
Sir Agariel:" Reason is yours, Sir Lordan. We might be powerful, but we still are just two swords."
Sir Lordan:" Bring me the Paizo-group-of-optimizers-players. It is said, in the legend, that they can alter any fate."
Sir Agariel:"Yes, Sir Lordan."
Time passes...
Sir Agariel:" Sir Lordan, they say that they cannot meet you. They say that we are actually a mere example of what can be done with optimization, all inside their imagination. They still had compiled a short list of advices."
Sir Lordan:" That's very un-respectful in our regard. Nonetheless, read what they wrote. It might help us anyway, Sir Agariel."
Sir Agariel:" That's strange, I can read: "Dump wis, sword-and-board doesn't work, exploit your class ability." This looks like a blasphemy."
Sir Lordan:" It could be a prophecy, instead. What can be done?"
Sir Agariel:" Well, royal analysts say that our rare power of moving through the planes is unmatched when money is the must. By accounting this information, we could pay for another 30 people's equipment and training."
Sir Lordan:" What we are supposed to do?"
Sir Agariel:" They say that we must "spend a feat on craft wands" to have that power. I'm not sure, but maybe it means that we should learn how to transfer our magic into other objects.
Sir Lordan:" I shall learn myself how to achieve this power. As if even I don't unsheathe my own sword, we shall bless our god with the victory of goodness."
Sir Agariel:" You are an example of enlightenment and sacrifice for all of us, Sir Lordan."

This is for the people who thinks that the only people who matters are the PC (with little to no interest in spending resources on people outside the group). And also for the people who believe that paladins should only smite harder or lay-on-hands better. They are about winning over the evilness, and not winning over a single fiend.


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I noticed that paladins with the Oath against Fiends can cast Plane Shift as a 4th level spell.
Is now this spell capable of being cast from a wand? (Assuming that the paladin crafts himself the wand)
Any repercussion?


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It can end in two ways;
1) Lucifer drops the Tarrasque, then he calls the barbarian orc posse from the Beastmass so they can keep him down. Until orcs die of old age.
2) The Tarrasque, being unkillable, just has to wait until he gets, let's say, 50 natural consecutive 20s on dices. Math says that it might take some time before this happens, but that's not the Tarrasque's problem. He doesn't understand math either.


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With 40 millions you can buy a +141 sword. Or you can craft a +200 one with your hands.


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Yeah, that's from Heaven.

Awesome Display (sp):
Your phantasmagoric displays accurately model the mysteries of the night sky, dumbfounding all who behold them. Each creature affected by your illusion (pattern) spells is treated as if its total number of Hit Dice were equal to its number of Hit Dice minus your Charisma modifier (if positive).

This is what you are looking for. If they are skeleton this isn't still working, but by level 1 you can affect monsters with 5-6 HD at full effect.
The most worthless spell?
Mirror Polish:
School transmutation; Level arcanist 1, red mantis assassin 1, sorcerer/wizard 1, witch 1
Casting Time 1 standard action
Components V, S, M (a soft cloth)
Effect
Range touch
Target one metal item of up to 1 sq. ft.
Duration instantaneous
Saving Throw yes (object); Spell Resistance yes (object)
Description
You polish a metal item until it is reflective enough to be used as a mirror. This does not prevent the item from later damage or corrosion that would ruin the mirrored surface. The spell can be cast only on a metal item with a fairly smooth and contiguous surface, such as a breastplate, a helm, a shield, or a sword, but not a mace, chainmail, or scale mail.

I mean, just use a mirror!


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Exguardi wrote:
Ssyvan wrote:
How does anyone get a +14 to hit at level 1? (And I fully expect someone to meet this challenge)

Sure! Use Death from Above. A 20 STR Shoanti Barbarian can use traits to gain a horse from the get-go as well as a masterwork weapon.

5 (STR) + 2 (Rage) + 5 (Death from Above) + 1 (Weapon Focus) + 1 (Masterwork) = +14 to hit for our intrepid holy rager, PFS-legal and ready to go in the first game.

You forgot +1 from BAB.

If that matters.


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Despite this is not a creation of mine, I'll quickly modify porpentine's One.

Non mythic build:

Name: One. Race: Human. Class/Level: Qinggong Zen Monk 20. Favoured
Bonus: H∞. Age: 30. Height: 5’. Weight: 130lbs. Alignment: LN. Pointbuy: 14/14/14/7/17/7 = 20.
Str 18 (24), Dex 18 (24), Con 14 (20), Int 7 (9), Wis 28 (34), Cha 7

Initiative +13
Perception +41, Darkvision
Hit Points 233
Armour Class 57, touch 40, flatfooted 50 (class 17, arm 12, dex 7, def 5, nat 5, ins 1)
CMD 67 (base 30, class 17, dex 7, str 7, def 5, ins 1)
Fort +24, Ref +27, Will +30; +2 magic & poison; evasion
Spell Resistance 30, Damage Resistance 10/Chaotic

Speed 90, fly 40
Base Attack +15, Base Flurry +20
CMB +22
Fist +22/+17/+12 (2d10+7, 1d6 energy, cold iron, magic, lawful, adamantine)
Fist vital strike +22 (2d10+7, 4d10, and ditto)
1. Bow deadly +32/+27/+22 (1d8+24, +1 per previous hit/19-20x3, 1d6 nonlethal, nonprovoking, threaten 5’, ignore less than total concealment/cover, all DR bar Epic, ki focus, -1 attack and damage beyond 30’)
2. Bow ki deadly vital strike +32 (2d10+24/19-20x3, 4d10, and as 1)
3: Bow deadly flurry +33/+33/+28/+28/+23/+23/+18 (1d8+28, and as 1)
4: Bow ki deadly flurry +33/+33/+28/+28/+23/+23/+18 (2d10+28, and as 1)
5: Bow ki deadly flurry haste +34/+34/+34/+29/+29/+24/+24/+19 (2d10+28, and as 1)

Traits: Exile, Resilient
Feats:
1st: Toughness
Human: Improved Initiative
Monk 1st: Improved Unarmed Strike
Monk 1st: Perfect Strike (bow, special)
Monk 1st: Precise Shot
Monk 2nd: Weapon Focus (longbow)
Monk 2nd: Point Blank Shot
Monk 3rd: Point Blank Master
3rd: Deadly Aim
5th: Defensive Combat Training
Monk 6th: Specialisation (longbow)
Monk 6th: Improved Precise Shot
7th: Lightning Reflexes
9th: Vital Strike
Monk 10th: Improved Critical (longbow)
11th: Hammer the Gap
13th: Stunning Fist
Monk 14th: Pinpoint Targetting
15th: Improved Vital Strike
17th: Ability Focus (Stunning Fist)
19th: Mantis Style

The Way of One:
* Bow Flurry: no flurry with any other weapon
* Perfect Strike: 20/day, once/round, as part of attack; roll three d20s for one bow attack, with a discard as confirmation if the first threatens
* Zen Archery: Wisdom determines ranged attacks
* Mantis Style: swift, combat duration, +2 stunning DC. One bonus stun/day
* Vows of Cleanliness, Fasting and Truth: no lies, no potions, must remain clean, +11 ki
* Ki Pool: 33/day, swift, self only and one round unless stated:
1= (i) extra bow flurry [one attack], (ii) +50’ bow increment, (iii) +4 dodge armour, (iv) unarmed bow damage, (v) +20 speed or jump, (vi) +5 barkskin [standard, 200 min]
2 = (i) bow ignores total concealment, (ii) restoration [standard], (iii) dimension door 1200’ [move]
3 = (i) bow ignores total cover [shoot round corners], (ii) etherealness [move, 1 min], (iii) shadow walk [standard, 20 hours, self and 20 passengers, DC28w]
* Grasshopper: +20 jump with constant running start
* Reflexive Shot: One makes (and by default does not incur) bow opportunity attacks
* Stunning Fist (Ex): 21/day, once/round, as part of unarmed or bow attack: dc34/36w, stun
* Diamond Soul: Spell Resistance 30
* Quivering Palm (Su): 1x/day, as part of unarmed or bow attack: dc32w, death * Ki Bow: any arrow One fires becomes a Ki Focus weapon
* Hammer the Gap (Ex): cumulative +1 damage/previous hit uninterrupted by misses in a round; this damage is critiplied
* Perfect Self: immune to spells targetting humanoids. DR10/Chaotic

Skills: Acrobatics +27, jump+71 (16 ranks, 3 class, 7 stat, 1 luck/20 class, 24 speed), Fly+17 (1 rank, 7 stat, 1 luck, 4 item, 4 man), Heal+16 (3 ranks, 12 stat, 1 luck), Knowledge Planar+20 (20 ranks, -1 stat, 1 luck), Perception+41 (20 ranks, 3 class, 12 stat, 1 luck, 5 item), Sense Motive+17 (1 rank, 3 class, 12 stat, 1 luck), Stealth +30 (19 ranks, 3 class, 7 stat, 1 luck)

Gear (880,000gp): belt of physical perfection+6 & dwarvenkind (166,350gp, 1lb), tome of wisdom+4 (expended, 110,000gp), manual of strength+4 (expended, 110,000gp), manual of dexterity+4 (expended, 110,000gp), composite merciful str24 longbow+5 (73,100gp, 3lb, hardness 15, hp55), vest of armour+8 (64,000gp, 1lb), ring of protection+5 & counterspells (56,000gp; greater dispel 660gp), headband of wis+6 and int+2 (Know: Planar, 42,000gp, 1lb), ring of evasion & counterspells (31,000gp; greater dispel 660gp), greater bracers of archery (25,000gp), cloak of resistance+5 (25,000gp, 1lb), luckstone (20,000gp), broom of flying (17,000gp, 3lb), boots of speed (12,000gp, 1lb), bottle of air (7250gp, 1lb), ioun stone+1 armour (5000gp), eyes of the eagle (2500gp), handy haversack (2000gp, 5lb), 2 ioun torches (150gp), mwk backpack (50gp, 4lb), 300 arrows (15gp, 45lb), cold iron knuckle (2gp, 1lb), 2 weapon cords, 7gp

In the haversack: 20 monk’s outfits (100gp, 20lbs), 2 holy waters (50gp, 2lb), 2 unholy waters (50gp, 2lb), 5 smoke arrows (50gp, 5lb), 40 blunt arrows (4gp, 6lb), soap (1gp, 2lb), waterskin (1gp, 4lb)

Encumbrance (light 266lb): 67lb with broom. Encumbrance for broom (light 200lb): 194lb

Mythic build (just feats and path abilities):
Name: One. Race: Human. Class/Level: Qinggong Zen Monk 20/Champion 10. Favoured
Bonus: H∞. Age: 30. Height: 5’. Weight: 130lbs. Alignment: LN. Pointbuy: 14/14/14/7/17/7 = 20.
Str 18 (24), Dex 18 (24), Con 14 (20), Int 7 (9), Wis 38 (44), Cha 7

Initiative +33 (to be assumed as 53)
Perception +41, Darkvision
Hit Points 283
Armour Class 58, touch 45, flatfooted 51 (class 22, arm 8, dex 7, def 5, nat 5, ins 1)
CMD 72 (base 30, class 22, dex 7, str 7, def 5, ins 1)
Fort +24, Ref +27, Will +35; +2 magic & poison; +10 against mind affecting; evasion
Spell Resistance 30, Damage Resistance 10/Chaotic

Speed 120, fly 40
Base Attack +15, Base Flurry +20
CMB +22
Fist +22/+17/+12 (2d10+7, 1d6 energy, cold iron, magic, lawful, adamantine)
Fist vital strike +22 (2d10+7, 4d10, and ditto)
1. Bow deadly +37/+37/+37 (1d8+30, +1 per previous hit/19-20x4, 1d6 nonlethal, nonprovoking, threaten 5’, ignore less than total concealment/cover, all DR bar Epic, ki focus, -1 attack and damage beyond 30’)
2. Bow ki deadly vital strike +37 (2d10+30/19-20x3, 4d10, and as 1)
3: Bow deadly flurry +38/+38/+38/+38/+38/+38/+38 (1d8+34, and as 1)
4: Bow ki deadly flurry +38/+38/+38/+38/+38/+38/+38 (2d10+34, and as 1)
5: Bow ki deadly flurry haste +39/+39/+39/+39/+39/+39/+39/+39 (2d10+34, and as 1)

Traits: Exile, Resilient
Feats:
1st: Toughness
Human: Improved Initiative (m)
Monk 1st: Improved Unarmed Strike
Monk 1st: Perfect Strike (bow, special)
Monk 1st: Precise Shot
Monk 2nd: Weapon Focus (longbow)
Monk 2nd: Point Blank Shot
Monk 3rd: Point Blank Master
3rd: Deadly Aim (m)
5th: Defensive Combat Training
Monk 6th: Specialization (longbow)
Monk 6th: Improved Precise Shot
7th: Lightning Reflexes
9th: Vital Strike
Monk 10th: Improved Critical (longbow) (m)
11th: Hammer the Gap
13th: Stunning Fist (m)
Monk 14th: Pinpoint Targeting
15th: Improved Vital Strike
17th: Ability Focus (Stunning Fist)
19th: Mantis Style
Mythic: Dual Path (Guardian)

Path abilities:
Fleet Charge;
Always a chance;
Limitless Range;
Armored Might;
Fleet Warrior;
Precision x3;
Adamantine Mind;
Maximized Critical;

And we have to remember that:
He automatically stabilizes when below 0, and dies at double negative constitution;
He has 23 uses of mythic power, and once per round if he rolls 20 on attack rolls he regain 1 use of mythic power.
He has surge +1d12 on any d20. This costs 1 mythic power.
He is at full health after 8 hours of rest.
If he needs to save against a non-mythic effect, if he succeeds he ignores partial effects.
As immediate action he can force a reroll for himself, taking the second throw even if it's worse. This costs 1 mythic power.
He can end as a free action the following conditions; bleed, blind, confused, cowering, dazed, dazzled, deafened, entangled, exhausted, fascinated, fatigued, frightened, nauseated, panicked, paralyzed, shaken, sickened, staggered, and stunned. This costs 1 mythic power and works even if the condition prevent One from taking actions.
He comes back to life whenever One dies, as long he didn't died by a critical hit or coup de grace scored by an artifact.

The Way of One:
* Bow Flurry: no flurry with any other weapon
* Perfect Strike: 20/day, once/round, as part of attack; roll three d20s for one bow attack, with a discard as confirmation if the first threatens
* Zen Archery: Wisdom determines ranged attacks
* Mantis Style: swift, combat duration, +2 stunning DC. One bonus stun/day
* Vows of Cleanliness, Fasting and Truth: no lies, no potions, must remain clean, +11 ki
* Ki Pool: 38/day, swift, self only and one round unless stated:
1= (i) extra bow flurry [one attack], (ii) +50’ bow increment, (iii) +4 dodge armour, (iv) unarmed bow damage, (v) +20 speed or jump, (vi) +5 barkskin [standard, 200 min]
2 = (i) bow ignores total concealment, (ii) restoration [standard], (iii) dimension door 1200’ [move]
3 = (i) bow ignores total cover [shoot round corners], (ii) etherealness [move, 1 min], (iii) shadow walk [standard, 20 hours, self and 20 passengers, DC28w]
* Grasshopper: +20 jump with constant running start
* Reflexive Shot: One makes (and by default does not incur) bow opportunity attacks
* Stunning Fist (Ex): 21/day, as part of unarmed or bow attack: dc44/46w, stun
* Diamond Soul: Spell Resistance 30
* Quivering Palm (Su): 1x/day, as part of unarmed or bow attack: dc32w, death * Ki Bow: any arrow One fires becomes a Ki Focus weapon
* Hammer the Gap (Ex): cumulative +1 damage/previous hit uninterrupted by misses in a round; this damage is critiplied
* Perfect Self: immune to spells targetting humanoids. DR10/Chaotic

Skills: Acrobatics +27, jump+71 (16 ranks, 3 class, 7 stat, 1 luck/20 class, 24 speed), Fly+17 (1 rank, 7 stat, 1 luck, 4 item, 4 man), Heal+16 (3 ranks, 17 stat, 1 luck), Knowledge Planar+20 (20 ranks, -1 stat, 1 luck), Perception+46 (20 ranks, 3 class, 17 stat, 1 luck, 5 item), Sense Motive+22 (1 rank, 3 class, 17 stat, 1 luck), Stealth +30 (19 ranks, 3 class, 7 stat, 1 luck)

Gear (880,000gp): belt of physical perfection+6 & dwarvenkind (166,350gp, 1lb), tome of wisdom+4 (expended, 110,000gp), manual of strength+4 (expended, 110,000gp), manual of dexterity+4 (expended, 110,000gp), composite merciful str24 longbow+5 (73,100gp, 3lb, hardness 15, hp55), vest of armour+8 (64,000gp, 1lb), ring of protection+5 & counterspells (56,000gp; greater dispel 660gp), headband of wis+6 and int+2 (Know: Planar, 42,000gp, 1lb), ring of evasion & counterspells (31,000gp; greater dispel 660gp), greater bracers of archery (25,000gp), cloak of resistance+5 (25,000gp, 1lb), luckstone (20,000gp), broom of flying (17,000gp, 3lb), boots of speed (12,000gp, 1lb), bottle of air (7250gp, 1lb), ioun stone+1 armour (5000gp), eyes of the eagle (2500gp), handy haversack (2000gp, 5lb), 2 ioun torches (150gp), mwk backpack (50gp, 4lb), 300 arrows (15gp, 45lb), cold iron knuckle (2gp, 1lb), 2 weapon cords, 7gp

In the haversack: 20 monk’s outfits (100gp, 20lbs), 2 holy waters (50gp, 2lb), 2 unholy waters (50gp, 2lb), 5 smoke arrows (50gp, 5lb), 40 blunt arrows (4gp, 6lb), soap (1gp, 2lb), waterskin (1gp, 4lb)

Encumbrance (light 266lb): 67lb with broom. Encumbrance for broom (light 200lb): 194lb

One, regardless the situation, acts before Cthulhu (53 against a maximum of 35). While he hits on 11s (10s with haste), he can stop Deadly Aiming to gain +6 to hit, losing 18 to damage. It doesn't matter the damage at first, since Cthulhu must save against DC 44 ( or 46, but let's One be fair) stunning fists on every attack, NOT once per round. Since only 50% of attacks hits, he's out after a single saving throw failed (needing a 15), and One needs a 4 or higher for a hit, he has a 0.42% chance of NOT getting stunned if One decides to full attack (He does). When Cthulhu is stunned, One hits him even on 1s, he just rolls dices for crits (always confirmed, maximized and are x4). Since One's stun stacks, it's just a matter of few round before One kills Cthulhu for the first time. The second time it's just the same thing, but Cthulhu is staggered for 7 round (statistically speaking).
The only thing Cthulhu can use is Unspeakable Presence. One needs to roll two 1, for a 0.25% chance of that happening. If that happens, One dies, returning the day later since Cthulhu doesn't posses an artifact.
EDIT: Since saves are Charisma based One needs 10s for saves, so he has a 25% chance of dying. Much greater but still not enough to stop him, since he can't be killed by Cthulhu.

But lets' follow the scenario;
1) Cthulhu arrives to us (since he is coming) prepared but without specific preparation for One. One acts first and wins.
2) Cthulhu is in his temple, One spawns there without specific reasons. One is surprised but it doesn't make any difference. One acts first, moves near to Cthulhu, wins, and finally returns outside the temple because water can still kill him. For a while.

Done?


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Goth Guru wrote:
More for 492) I would add 6 books already in there with bookmarks every other color of the rainbow. This is a good way to introduce my favorite books from this list and confuse players because the red bookmark is easy to access.

That book is very versatile. Maybe you want to decrease its power but that's your choice. I usually use this at level 14+ so it makes sense.

Back on topic;

495) Stop being a lich NOW and become mortal AGAIN!
This book emits a lot of positive energy as an aura of 15 foot where undeads receive a penalty to Channel energy DC saves equal to -2.
It explain 99 sure ways to free a lich from his own phylactery.
If a lich is willing to follow any of the instructions found in the book, it must save against a CD 30 Will save. If it succeeds, he returns to his original form as a mortal in 3d4 days. A failure simply means that the lich adds a cumulative +1 on that save, which can be attempted once per day. The old phylactery then doesn't work anymore, but it still worth 60000 gp.


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ryric wrote:

Er, not all wizards are vengeful psychopaths. Answering a theft/destruction of inanimate property with murder is not the act of a lawful or good person.

Also, sometimes people make bad choices. Roaring rampage of revenge sounds like a fun plotline to me.

I wonder if that wizard become so angry that he forsakes books for skull crushing, wouldn't this be the first step of a new barbarian?


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Snake fang specifically calls for unarmed strikes when referencing to attacks of opportunity provoked by misses. Maybe you can convince your GM to use the style with cestus, which are 19-20/x2 (so 17-20).
Maybe feral combat training with a natural weapon 18-20.
Maybe.
I'm not good with 3rd stuff, so I don't know if there's something there.
My instinct says no.


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I was thinking about this build (very approximately);

Monk 2+/Paladin 4+/Champion of Irori 2+
Equipped with a Ring of Ki Mastery (storing 2 ki in it for its effects).
Has Ki Channel as a feat.

Let's assume this guy (I'll call him "Loop") has Xd6 of channel (this should start working at 3d6, and that's the minimum Loop can achieve), any amount of lay on hands, smite evil/chaos, and any ki points (but at least two) left for today.

Loop decides to use 2 Lay on Hands to trigger his Channel (Paladin, level 4), but also decides to swap each Lay on Hands with 2 ki points (Champion of Irori, level 2), spending 2 points of ki in total thanks to his ring (being two different instances). Loop activates his feat, gaining X point of ki instead of Xd6 of hp.
Loop has more ki than before (X-2), at no consumable resource.

Are there mistakes?
If not, what can be exploited with this?
At first, Loop has ∞ Ki, ∞ Smite Evil/Chaos, ∞ Lay on Hands and ∞ Channel Positive Energy.
He can Channel (no hp for himself) + Lay on Hands (hp self only) all the day but sleep time and Antimagic Fields.
Is there anything else?

Source;
Monk (needed for prestige class, nothing else)
Paladin
Champion of Irori
Ki Channel
Ring of Ki Mastery


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AC, HP, Saves, Ki pool:
AC 18, touch 14, flat-footed 14 (+4 Dex, +4 Armor) // HP 18/18 // Fort +2, Ref +7, Will +0 // Ki 3/3
Equipment:
In use: shuriken (20); masterwork wakizashi (2); piecemeal armor // Not in use: bedroll; flint and steel; mirror (small/steel); rations (x6); torch (x10); Backpack, Common; Belt Pouch; 19.44 gp
Skills and Similar:
Skills: Acrobatics +9, Climb +6, Disable Device +9, Knowledge (Local) +6, Knowledge (Nobility) +6, Perception +5, Sleight of Hand +9, Stealth +11, Swim +6, Use Magic Device +7 // Init: +4

During a conversation in which a murder comes as an idea.
Ehmmm, no, I don't think it will work. I mean, yes and no. This situation is very similar to an old story my brother told me a long time ago. Let it speak, I'm sure you'll get the meaning.

"In a far land, there were a village of peaceful people. Everybody tried to help each other, believing that no one should never left alone. But war passed from this village, and a forgotten emperor established his command over the land. This emperor sent one of his general at the city, commanding him to administrate the village. In no time, taxes reached the sky, and many died from the lacking of food.
Yuna, one of the survivor, thinking about helping his community and the death of her parents, decided to assassinate the general. The next day, there were a dagger in the general's heart.
With death, the people of the village exulted from joy, forgetting the love of the peace and the meaning of a life. The emperor sent another general, and he was even more brutal than the predecessor. Yuna killed him, and the village was even more happier. They were fueled by anger now. As the emperor sent more generals, the story of Yuna became more and more famous. A day, something changed.
Instead of a general, the emperor sent a messenger. The messenger had a letter, written by the emperor himself. The letter had written a description of the capital of the new nation, and Yuna was invited to be the first person to enter into the magnificent palace, built for the emperor. Believing she could kill outright the emperor in that occasion, she accepted, regardless of what the remain of the population said about the chance of a trap.
When Yuna arrived to the city, something she never thought about happened; the population was excited by her presence, as the emperor offered a great part of his personal treasure to start a new tradition; The Traitor's End's day. The emperor personally met with Yuna during her arrival, congratulating with her about the great help she gave to the nation, eliminating the scum from the army, allowing a new era of peace for the population. Yuna felt very strange, since the emperor said everything she liked to hear; the fact of the peace, and the fact that she was the creator of that peace.
The festivity started immediately, and it lasted for a month, being the tradition started. Habituated to an high tenor of life, to great meals and fantastic ceremonies, another strange thing happened; the emperor asked her to marry him.
"This is unbelievable, " Yuna thought, "there's no reason for the emperor to marry me, I'm not even that nice for him!"
The emperor, anyway, managed to convince her. And after another week of other parties, the wedding ended with two spouse.
And Yuna, finally found peace even for herself."

Jian stops for a moment.
But what there's in this story? A story about killing that finishes well, while I'm trying to say that it won't work?
Well, my brother started telling me the other part of the story when I realized that it didn't worked well as a standalone.

"Well, I can now say that Yuna found peace for what she believed being peace. Unluckily, that wasn't peace.
The emperor had others plans for her. Plans so big that even the chance of starting to realize them would be enough for madness.
"The story about the scum just doesn't work", someone started to whisper in the slums. "There's no reason for an evil general to take over a village when he could try with a big town.", the whisper became normal words. "The emperor must be a liar, since this is, of course, an alteration of reality." In that precise moment, there wasn't nothing, anywhere. Nothing but those words screamed, and an angry and furious country.
Yuna couldn't believe in what it was happening; his world couldn't, in any circumstances, be WRONG. Her parents died for the cause, she solved problem of the corruption, and everybody is trying to destroy this! This was unacceptable for Yuna's mind, and Yuna's mind answered with absolute brutality; all of the opponents were executed, in front of a stunned population.
The emperor smiled at those events. He got a beautiful wife, a brutal executor without mercy, and, in some time, a son.
That's perfect. Of course, in his personal point of view.
"That's my world of happiness, and nobody will take this from me!" Yuna said with each killing, founding herself, many times, as the hangmen of the traitors.
This happiness didn't last much. Two years later, Yuna found the dagger of her first murder in her hand, at night. The day later, she found the heart of the first general, despite the fact of the cremation of that dead corpse. The next day, Yuna had enough time to wake up and see that dagger in her own heart, before dying."

"What's about the son? Didn't Yuna got a child?" I asked.
"That's the final, wait my words." My brother answered.

"Yuna got a daughter, and that wasn't enough for the emperor, who died without a male heir. His empire collapsed, and after some time, peace returned. Now, you may ask me who is Yuna's daughter. Well, the answer is: Yuna, the emperor, the daughter, the people of the village, the generals and even the rebel, could be any of us. Yuna believed to be good, and finished her days doing the evil. The emperor was evil, but he always acted as a good person. The daughter, with her innocence, terminated the terror of the emperor. The people of the village were good, but their empathy with Yuna and their unlucky story made them bloodthirsty. The generals were evil and ended their life due to a greater evil. The rebels tried to banish the evilness from their country, meeting death.
The final of the story is: are you going to stop the story from happening again? What character will you be? Do you think you could be more than 1 character? Or that you'll be more like a combination of those character? Those are the question. And I hope you'll find an answer before others with bad answers will come at you."

My brother stopped the story there, but of course, that story cannot end. If Yuna had the chance to know what the emperor had planned, maybe the story would be different. If the daughter were a son, the emperor would have won even after his death. And so on.

But it's time for the conclusion; killing the governor will only give us a brief moment of peace, just before things getting harder for all. That is, given the situation. Maybe the governor is willing to sacrifice himself a bit for the people, maybe he's waiting the right occasion to get out from his position. Or maybe the Master of the guards lied, knowing the truth about the governor (supposed) evilness, or the governor tricked him, into believing into his potential goodness. It's time to directly met him, asking black over white what we need to know about the truth. Until that moment, there's nothing left to be said.

I think it's enough. It's hard to write a story when you don't write it in your own native language! I hope that you'll find it easy to read and understand!


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Student of Philosophy does what your player wants but is a single trait. Probably.


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AC, HP, Saves, Ki pool:
AC 18, touch 14, flat-footed 14 (+4 Dex, +4 Armor) // HP 18/18 // Fort +2, Ref +7, Will +0 // Ki 3/3
Equipment:
In use: shuriken (20); masterwork wakizashi (2); piecemeal armor // Not in use: bedroll; flint and steel; mirror (small/steel); rations (x6); torch (x10); Backpack, Common; Belt Pouch; 19.44 gp
Skills and Similar:
Skills: Acrobatics +9, Climb +6, Disable Device +9, Knowledge (Local) +6, Knowledge (Nobility) +6, Perception +5, Sleight of Hand +9, Stealth +11, Swim +6, Use Magic Device +7 // Init: +4

Out of Character:
Albeit I've changed the color of the font that's what Braeth Swiftstep wrote:
"That sounds like a fine plan Ysanne. I think Vem and Jian would be the best to search out the manor since they are the best at stealth and disguise." he says nodding to the two ninjas

Well, actually none of the ninjas have ranks in disguise. How strange. Despite this, the lower charisma between characters is still 13 and we can use Aid Another to increase our results up to +10 with 5 people (It would happen at a mere 0,11088%). I also believe that "Just minor details" will be enough so another +5.

Jian politely asks attention, then speaks to all:
"We should secretly communicate with the language we spoke before we all died the first time. It's unlikely that someone will be able to understand us. We could rent rooms in the city, as we were normal visitors, and, eventually, change them before something goes wrong. If we cannot directly met, we'll use written messages."
Jian continues by responding to Jezelyn:
"Jezelyn, I think that straight-forwarding admit to be emissaries form monks could be an error. I'm thinking this for one, only, reason; we don't know how the governor could react. Maybe he could start defensively with us and this would be a bigger problem. Let's give Ysanne the time to gather information, as they are always useful, before openly act."
Jian follows his sayings to Vem:
"Vem, I suggest to look for a job, one that could bring us as near as possible to the governor, the area of the party and anything useful in general."
Then, Jian looks at Braeth:
"Braeth, if you don't find anything to do, feel free to come with us: you are good at hiding just like me or Vem."
Jian, listening Mhar, asks him:
"Mhar, you seem puzzled; is there anything wrong?"
And, finally, Jian speaks again to everybody: "It's all OK?"
As he finishes talking, he releases his attention (and starts breathing again).


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AC, HP, Saves, Ki pool:
AC 18, touch 14, flat-footed 14 (+4 Dex, +4 Armor) // HP 18/18 // Fort +2, Ref +7, Will +0 // Ki 3/3
Equipment:
In use: shuriken (20); masterwork wakizashi (2); piecemeal armor // Not in use: bedroll; flint and steel; mirror (small/steel); rations (x6); torch (x10); Backpack, Common; Belt Pouch; 19.44 gp
Skills and Similar:
Skills: Acrobatics +9, Climb +6, Disable Device +9, Knowledge (Local) +6, Knowledge (Nobility) +6, Perception +5, Sleight of Hand +9, Stealth +11, Swim +6, Use Magic Device +7 // Init: +4

...Yellow submarine


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AC, HP, Saves, Ki pool:
AC 18, touch 14, flat-footed 14 (+4 Dex, +4 Armor) // HP 18/18 // Fort +2, Ref +7, Will +0 // Ki 3/3
Equipment:
In use: shuriken (20); masterwork wakizashi (2); piecemeal armor // Not in use: bedroll; flint and steel; mirror (small/steel); rations (x6); torch (x10); Backpack, Common; Belt Pouch; 19.44 gp
Skills and Similar:
Skills: Acrobatics +9, Climb +6, Disable Device +9, Knowledge (Local) +6, Knowledge (Nobility) +6, Perception +5, Sleight of Hand +9, Stealth +11, Swim +6, Use Magic Device +7 // Init: +4

Yellow submarine


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No. The following archetype for the ranger allows you to do it;

Bow Nomad:

Thanks to their four arms, kasathas can master a combat form native to their home world and rarely witnessed on Golarion - wielding two bows at once. This archetype is available to kasathas (and to other races with four or more arms at the GM's discretion).
Twin Bows (Ex): At 1st level, a bow nomad can simultaneously wield a combination of two of any of the following ranged weapons: shortbow, longbow, and their composite versions. When a bow nomad makes a full attack with two bows, two weapon penalties apply and can be offset with Two-Weapon Fighting feats. Since bows aren't light weapons, a bow nomad with Two-Weapon Fighting takes a -4 penalty on attacks with each of her bows. Extra attacks from other sources, such as those granted by Manyshot or Rapid Shot, can be applied to only one of the wielded bows per round. This ability replaces wild empathy.

Combat Style (Ex): At 2nd level, a bow nomad must select archery as her combat style.

Agile Maneuvers: At 3rd level, a bow nomad gains Agile Maneuvers as a bonus feat. This replaces Endurance.

Trick Shot (Ex): A bow nomad can make a number of trick shots per day equal to 1/2 her ranger level + her Dexterity modifier. Unless otherwise noted, making a trick shot is a standard action that provokes attacks of opportunity.


  • Deflecting Arrow: At 3rd level, as an immediate action that doesn't provoke attacks of opportunity, a bow nomad can deflect a single ranged attack. This ability functions as the Deflect Arrows feat, except the bow nomad need not have a hand free and can deflect an attack targeting any creature within 30 feet.
  • Hampering Strike: At 8th level, a bow nomad can attempt to disarm or trip an opponent within 30 feet in place of a ranged attack, with a -4 penalty on the combat maneuver check.
  • Pinning Strike: At 13th level, a bow nomad can attempt to pin a Large or smaller opponent's limb or clothing to the ground or a wall in place of an attack. If the bow nomad's attack roll exceeds her opponent's CMD, the opponent is pinned and cannot move from its current position. As a move action, the opponent can attempt a Strength check to free itself (DC = 10 + 1/2 the bow nomad's ranger level + her Strength modifier).
    Only creatures adjacent to a solid, anchored, penetrable surface can be affected by this ability.
  • Exploit the Gap: At 18th level, a bow nomad can exploit the natural weaknesses of her foes. When a bow nomad makes a full attack with her twin bows, each arrow that deals damage in that attack also reduces the target's natural armor bonus (if any) by 1 (to a minimum of o) for 1 round.

This ability replaces favored terrain.

Focused Fire (Ex): At 6th level, the bow nomad must select the Manyshot feat as her 6th-level combat style feat. In addition to the normal benefit of Manyshot, the bow nomad can specify the bow in her off hands as the source of the second arrow (precision damage and critical damage are still only added once). The bow nomad takes no two-weapon penalties when using this ability, but she cannot use it and Two-Weapon Fighting in the same round. The nomad can still choose to use Manyshot in the normal manner. At 11th and 16th level, the bow nomad can apply this ability to each of her iterative attacks. This ability alters the 6th-level combat style feat and replaces camouflage and hide in plain sight.


And so far it is the only way.


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Lakesidefantasy wrote:
Did the character who was resurrected receive any negative levels? If not, then you got deal. If the character did receive a negative level then the price was high.

Well no.

Have resurrection casted and the permanent level removed costs 12190 gp, counting diamond dust for both spells (10000 and 1000 respectively) and the service paid (15*7*10 and 7*4*10). This isn't neither the best price you can find.


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While a GM plays his own rules, he's God. I think that you (and your party) should politely talk with your GameMaster about his rules. Ask him why does a such a popular spell costs too much (and pretend more explanation beyond: "This is my choice!"). Maybe he has other strange rules that you are unaware of. Maybe he has some player-friendly rules. And remember the most important rule of the game: if you are not getting fun, then you are not playing well.
And yes, he is wrong, because;
1) This was a surprise. You would be angry if someone told you that something you like costs a lot more than expected.
2) (as you have reported it) He was impolite. A GM has to bring fun to the player, not unkindness.


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AC, HP, Saves, Ki pool:
AC 18, touch 14, flat-footed 14 (+4 Dex, +4 Armor) // HP 18/18 // Fort +2, Ref +7, Will +0 // Ki 3/3
Equipment:
In use: shuriken (20); masterwork wakizashi (2); piecemeal armor // Not in use: bedroll; flint and steel; mirror (small/steel); rations (x6); torch (x10); Backpack, Common; Belt Pouch; 19.44 gp
Skills and Similar:
Skills: Acrobatics +9, Climb +6, Disable Device +9, Knowledge (Local) +6, Knowledge (Nobility) +6, Perception +5, Sleight of Hand +9, Stealth +11, Swim +6, Use Magic Device +7 // Init: +4

My fellow friend (and Spirit if you allow it), what if we use a part of each one money to buy something useful (but expensive) for everybody? I was thinking about a Bag of Holding, or maybe a wand or two.
So?

EDIT:
Anyway, Jian has leveled up:

Numbers and stuff:
Ninja 2 (Chaotic Good)
Init +4;
Perception +5
AC 16, touch 14, flat-footed 12 (+4 Dex, 2 Armor)
hp 18 (2d8+6)
Fort +2, Ref +7, Will +0
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Offense
Melee
(One weapon fighting)
Wakizashi +6 (1d6+1/18-20)
(Two weapon fighting)
Wakizashi +4 (1d6+1/18-20) and Wakizashi +4 (1d6/18-20)

Ranged

Shuriken +5 (1d2+1/20)
--------------------------------------------------------------------------- -----------------------------
Statics

Str 13, Dex 18, Con 14, Int 12, Wis 10, Cha 14

Base Atk +1; CMB +2; CMD 16
Feats: Weapon Finesse, Two-Weapon Fighting
Skills: Acrobatics +9, Climb +6, Disable Device +9, Knowledge (Local) +6, Knowledge (Nobility) +6, Perception +5, Sleight of Hand +9, Stealth +11, Swim +6, Use Magic Device +7
--------------------------------------------------------------------------- ------------------------------
Traits:
Color thief (racial, goblin)
You gain a +2 trait bonus on Stealth checks, providing you wear only light armor or no armor.
Lessons of Chaldira (faith)
Once per day, when you fail a saving throw, you can reroll the saving throw. You must take the second result even if it is worse.
--------------------------------------------------------------------------- ------------------------------
Languages:
Common, Undercommon
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Special Abilities
--------------------------------------------------------------------------- ------------------------------
Poison Use, Sneak Attack, Favored Class Bonus (+2 hp, +0 skill points)
Ki Pool Abilities
If has at least 1 ki, Jian is always considered to have a running start when trying Acrobatics checks.
At the cost of 1 ki:
Make an additional attack at highest bonus. This is a swift action, and can be only used when full-attacking.
Increase by 20 foot (or 4 squares) the speed, for 1 round. This is a swift action.
Add a +4 insight bonus on Stealth checks, for 1 round. This is a swift action.
Cast Mirror Image, capping at 1d4 clones. This is a standard action, and has a caster level equal to the ninja level.

--------------------------------------------------------------------------- ------------------------------
Gear
masterwork wakizashi (2x); leather armor; bedroll; ear trumpet; flint and steel; mirror (small/steel); rations (trail/per day) (x6); skeleton key; weapon cord (x2); whetstone; ioun torch; acid (flask) (x2); alchemist's fire (flask); shuriken (x20); Belt Pouch; Backpack, Masterwork, 12 platinum coins, 3 gold coins, 5 silver coins, 8 copper coins (for a total of 123.58 gp);
Weight 25.5 (light)


He sold some of his initial stuff and bought new things (respecting the prices for selling; torches for ioun torch, wakizashis for improved wakizashis, barding leather armor for leather armor, backpack for masterwork backpack).


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His intelligence.
While paladin's spells don't come from their deity (I mean, a paladin would have spells even if he doesn't worship anyone), they would have great problem in not fighting themselves, because there's no way they could worship Asmodeus, or even Rovagug. If you want to be a paladin who worship an evil deity, play an antipaladin.


1 person marked this as a favorite.
AC, HP, Saves, Ki pool:
AC 18, touch 14, flat-footed 14 (+4 Dex, +4 Armor) // HP 18/18 // Fort +2, Ref +7, Will +0 // Ki 3/3
Equipment:
In use: shuriken (20); masterwork wakizashi (2); piecemeal armor // Not in use: bedroll; flint and steel; mirror (small/steel); rations (x6); torch (x10); Backpack, Common; Belt Pouch; 19.44 gp
Skills and Similar:
Skills: Acrobatics +9, Climb +6, Disable Device +9, Knowledge (Local) +6, Knowledge (Nobility) +6, Perception +5, Sleight of Hand +9, Stealth +11, Swim +6, Use Magic Device +7 // Init: +4

Everybody has a price. Even if there will be someone that cannot convinced with money, I believe that we'll find someone pleasured to accept our offers, like protection. Let's suppose there's a little group of people, unknown to us, who opposes the prince and has precious information about him. The enemy of our enemies is our ally, isn't it? Let's try to find them, if they exist, before swinging our weapons.


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AC, HP, Saves, Ki pool:
AC 18, touch 14, flat-footed 14 (+4 Dex, +4 Armor) // HP 18/18 // Fort +2, Ref +7, Will +0 // Ki 3/3
Equipment:
In use: shuriken (20); masterwork wakizashi (2); piecemeal armor // Not in use: bedroll; flint and steel; mirror (small/steel); rations (x6); torch (x10); Backpack, Common; Belt Pouch; 19.44 gp
Skills and Similar:
Skills: Acrobatics +9, Climb +6, Disable Device +9, Knowledge (Local) +6, Knowledge (Nobility) +6, Perception +5, Sleight of Hand +9, Stealth +11, Swim +6, Use Magic Device +7 // Init: +4

Sorry for not posting, had a hard campaign to finish:

Quick Plot:

Player1 kills BBEG, looks for loot: "What I find?"
DM:"**Random Loot**... and a Deck of Many Things."
Player1:"F*** yeah, I draw 3 cards!"
DM:"Be aware that..."
Player1:"Just give me the cards."
Player1 draws 3 cards. Void, Donjon and Ruin. (Not in this order).
DM laughs. A lot. He doesn't stop. I was that DM, and still, after 4 hours, I can't stop laughing.
Player1 still hadn't said a single word.

Level up:

I'll take the average roll, so +6 hp.
+1 Reflexes

+1 on skills:
Acrobatics, Climb, Disable Device, Knowledge (Local), Knowledge (Nobility), Perception, Sleight of Hand, Stealth, Swim, Use Magic Device

Class favored bonus:
+1 hp

To Spirit:
Do ninjas qualify for the rogue favored class bonus?

Rogue: The rogue gains +1/6 of a new rogue talent.

Nobody cares at building things for ninjas D:
--------------------------------------------------------------------------- ----------------

Ninja trick selection: Shadow Clone.

I'll stick with my armor. Sorry Mhar.

To Mhar:
But believe me, you will be the first person I'll ask a masterwork barding leather armor :D
And now Ki channel becomes reasonable! Yay!
--------------------------------------------------------------------------- ----------------

Enough with maths and choices. What I'm going to say now is...

Be sure you are hearing a drum roll before opening this spoiler, or it won't works. That's what Jian says:
Happy Birthday to everyone!
Exact, since one year has passed, each of us have gained an year! Let me congratulate with any of you!

Albert the bomber: May your new bombs blast the evil in this world!

Raitoningu Burēdo: Let your katana be an inspiration for futures heroes!

Tommar "Long Tom": Hope to see you again (3 weeks of no posts...)

Vem: I'll give you a warm hug (maybe it works)

Jezelyn "Celestial Song Dragon": I'm sure that your songs, a day, will save a life from dying!

Spirit of Kotei (Technically not a person, but monks are!): Knowledge (Local), need to know how birthdays are in Kotei: 1d20 + 6 ⇒ (8) + 6 = 14
Jian makes his congratulations at the monks, trying an "high five", or an "bro-fist followed by an explosion", hoping not to be destroyed by an accidental (or deliberate) unarmed strike.

Kite 'Kaito' Exeter: May our roads meet again (as Tommar, uh...)

Mhar "Mharo" the Spirit Dragon: Don't mind if your leg is injured. You are one of the best person I know, and strength comes from this.

Ysanne Nightweaver: While I don't personally agree with your reasonings, I know you'll get the best from your life.

Tatsuo Kasai "Simeon Gaijin": Be one with the nature, as like the wind, who sows goodness, collect greatness, friends and family.

Braeth Swiftstep: Your back life is ended. What you can expect now is the beginning of a new age. A renewed age of glory where the past doesn't matter.

Thorrpe: It doesn't matters the appearance, your future has a light of prosperity.

Everest "Cookie" Kane: You must have a supernatural ability at cooking. Hell, I can't stop eating!

Zayne Iwatani: There's nothing that proves wrong that many children, a day, will be inspired by you as a grand champion!


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AC, HP, Saves, Ki pool:
AC 18, touch 14, flat-footed 14 (+4 Dex, +4 Armor) // HP 18/18 // Fort +2, Ref +7, Will +0 // Ki 3/3
Equipment:
In use: shuriken (20); masterwork wakizashi (2); piecemeal armor // Not in use: bedroll; flint and steel; mirror (small/steel); rations (x6); torch (x10); Backpack, Common; Belt Pouch; 19.44 gp
Skills and Similar:
Skills: Acrobatics +9, Climb +6, Disable Device +9, Knowledge (Local) +6, Knowledge (Nobility) +6, Perception +5, Sleight of Hand +9, Stealth +11, Swim +6, Use Magic Device +7 // Init: +4
Thorrpe wrote:

The next morning Thorrpe finds Mhar and wakes him with a puppy in the face.

Wo you made our plans what are we doing today?

I just imagined it like this, but at higher level;

Thorrpe wrote:

The next morning Thorrpe finds Mhar and wakes him with a Purple Worm in the face.

Wo you made our plans what are we doing today?


1 person marked this as a favorite.
AC, HP, Saves, Ki pool:
AC 18, touch 14, flat-footed 14 (+4 Dex, +4 Armor) // HP 18/18 // Fort +2, Ref +7, Will +0 // Ki 3/3
Equipment:
In use: shuriken (20); masterwork wakizashi (2); piecemeal armor // Not in use: bedroll; flint and steel; mirror (small/steel); rations (x6); torch (x10); Backpack, Common; Belt Pouch; 19.44 gp
Skills and Similar:
Skills: Acrobatics +9, Climb +6, Disable Device +9, Knowledge (Local) +6, Knowledge (Nobility) +6, Perception +5, Sleight of Hand +9, Stealth +11, Swim +6, Use Magic Device +7 // Init: +4

Mhar, fell free to take my tea if yours, well, doesn't work. Don't be afraid of asking any help. Jian than takes his tea and tries to give it at Mhar.


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Feeblemind: Is free, is level 5, and is harder to resist for arcane spellcasters. That spell actually one-shotted a boss in my games. I suggest a contingency here.
Dominate person: Like Feeblemind, but then your party will have a buddy with them. All they need to do is to drop the villain unconscious at the caster-level-minus-1th day and cast again the spell. And again and again and again.
Plane shift: This is a weapon. Being sent in a plane where time flow very quickly is very effective (the buddy could say: "What the hell is just happened?" in the time where whoever he knows dies of old age). I suggest a dimensional lock/anchor. Or a patient villain.