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i may be miss remembering but wasn't there a prestige class that could sac a prepared spell slot to cast a spell from a scroll and have it use their caster level and not consume the scroll?


MannyGoblin wrote:
@Lady-J You mean you can play The Medic from Team Fortress 2?

assuming that i'm remembering correctly kind of i guess, in order for you to play like the medic tho you would need inflict potions on living creatures and cure potions on undead as the medics needle gun is a dmg weapon the hose is their healing weapon


Yorien wrote:
Atalius wrote:
Say I am in battle and somebody uses Ray of Exhaustion on me, I have a base of 7 STR and 14 Dex, now debuffed to 1 STR and 8 Dex. What happens to a character once he's at 1 Str? Surely he can't do much, he would be encumbered severely also. What else would happen? Thanks for your feedback.
Well, apart from the severe encumbrance/overencumbrance penalties, one more point of STR drainage and your character is dead.

not quite only a con of 0 outright kills but an str of 0 makes it very easy for you to be killed

A character with a Strength score of 0 is too weak to move in any way and is unconscious.

A character with a Dexterity score of 0 is incapable of moving and is effectively immobile (but not unconscious).

A character with a Constitution score of 0 is dead.

A character with an Intelligence score of 0 is comatose

A character with a Wisdom score of 0 is incapable of rational thought and is unconscious.

A character with a Charisma score of 0 is not able to exert himself in any way and is unconscious.


wasn't there a gun in the advanced tech book that shot needles into people and injected them with what was equivocal to potions?


Val'bryn2 wrote:
Actually, based on the only source we have for going past 20 (3.5 Edition) it means just that. As well, the Core Rulebook specifically notes that it's the features that increase at a set rate that increase.

monk damage does increase at a set rate it goes up every 4 levels


Balkoth wrote:

In the middle of a move, won't have time to respond much for two days, but let me address a few things...

Lady-J wrote:
hunters can passively buff their companions stats and at the level the hunter is now they get a +4 boost which is probably going to dex thus 30 ac

Lady J is correct, the 4 Dex from Aspect of the Tiger is the remaining 2 AC. Hunters can have two Aspects permanently active starting at level 8.

Chromantic Durgon <3 wrote:

1) It attacks one thing at a time and aint on-shotting anything, so its focusing on one enemy over two turns minimum, functionally the same as a witch with overland flight going Evil eye/Misfortune - Slumber. For example.

2) Target its will save, its an Elephant, it can't be that high.
3) Target its touch AC
4) Split them up, there are lots of places PCs can and will go, that Elephants can't.
5) Fly
6) Dispel some buffs
7) In a normal campaign you could also AoE it down fairly easily targeting reflex, but blasting has been heavily nerfed in Balkoth's game unless his house rules have changed, so thats one less option I guess.

How do #1, #2, #3, #5, and #7 not apply to, say, a Fighter? Many would apply to a Slayer, Paladin, etc as well.

Chromantic Durgon <3 wrote:
Its just good at its thing.

Let me ask you (and anyone else who cares to respond) a pair of questions.

First, at what point would you say it's TOO good at its thing? What actual numerical values? And how would you determine that?

Second, at what point would you say it's too weak at its thing? As in the first question, I'm looking for actual numerical values and the method of determination.

60+ ac at lvl 9 i would say would be too good at their thing as would many other people but in all honesty(and these are pc guidelines) this formula is pretty decent to follow a frontliner should have around 20+lvl in ac if they aren't being the tank in the party the to hit is a little more complected as there's no formula to follow but a martial should have about +20 to hit on their main 1st attack at lvl 9 to much lower than that and its too weak, saves should be as high as you can possibly get them without encroaching to much on other aspects as a martial you should be able to hit an enemy about 75-80% of the time while only being hit 30% or less at least against your average foes (bosses are a different story)


well you would probably enter a heavy load taking the heavy load penalties you would lose a bunch of ac your cmd would be practically nothing


Crexis wrote:

All I have for 1st level spells is:

Color Spray
Grease

Not sure about my 3rd spell - maybe silent image. I might use a scroll for that though.

Plan for level 2 spells starts with:

Create Pit
Invisibility (bloodline spell)
Glitterdust or web or a blasting spell

personally i would drop color spray from the list its only good if you build around it and with you dumping your cha to 7 and using int instead that's not possible


DoubleBubble wrote:
Crexis wrote:

DoubleBubble - Where do I get +DC?

I don't have much experience with metamagic, never used it before.

As a human, can I use the favored class at level 1? I.e. Gain 1 spell from sorcerer spell list.

Or do i have to wait til level 2 to recieve a level 1 spell? Just to be clear, this isn't the number of spells I can cast in a day, it's getting another spell to the 'spell known' list which seems better then getting HP or skill class.

Like BadBird said, it's from your Bloodline Arcana. As sorcerer, you could say that you are more suitable to have Metamagic than Wizard as your can choose which level of spells you want to use on the fly without having to prepare ahead. +1 DC on top of a improved spell is very deadly even in early level. If there is a spell you love to spam that require a saving throw. Consider taking a trait called Magical Lineage. Which lower the increase of spell levels by one when apply metamagic. It's almost a must have for Arcane Sorcerer.

meta magic master will also lower the cost by 1 but only for a lvl 3 or lower spell works good in tandem with magical lineage


spell specialization and spell perfection are usually good, spontaneous metafocus if you plan on using metamagic


thx that will save a bunch of time at least i hope


hmm then there's a lot of combing i have to do in order to use an option i need the book is there an easy way to tell what talents come from what books?


Deighton Thrane wrote:
If you already have the Arcane bloodline, you can't use eldritch heritage. Sage is just a mutated version of the Arcane bloodline.

they can just not with the arcane bloodline so as long as they can pick a bloodline that has a bloodline familiar they can get a familiar just fine it just scales lower than normal


how many books does SOP have btw?


Firebug wrote:
Dave Justus wrote:
I'm also not sure where the 30 AC is coming from. I get he should be 10 + 1 DEX + 7 NAT + 4 ARMOR - 1 SIZE for a Total AC of 20, not 30.

The elephant gets +6 NA from being the companion of a level 9 Master (Hunter, Druid, or whatever). It starts with 4 natural armor and at 7th it gets another +3. Also, they gain +3 str/dex based on the level of the master.

This should put it at 28 AC: 10(base) +2(dex) +13(natural) +4(armor) -1(size)
If the player forgot the size increase penalty (and -2 dex from the level 7 adjustment) then it could be at 30.
Also, due to a recent FAQ, the Mithral Chain Shirt barding should cost 4400 GP for the elephant.

Regardless, taking into the correct AC of 28, (and averaging in crits, giant has a x3 weapon, elephant has a x2), the frost giant averages 19.3875 damage per round to the elephant, and the elephant averages 35.41125 damage to the giant. This kills the giant in 5.619 rounds, and kills the elephant in 4.951 rounds. Giant wins by over half a round. This is especially noticable if the giant gets lucky and crits. An average die roll on the crit is 70.5 damage, and if the stars align and rolls max damage it is 93 damage.

The giant also has a lower AC then the average for its level, by 2. The average monster (according to the monster creation rules) should have an AC of 23 and 115 hp(+50% for the house rules). This is mostly a wash, as it only brings the elephant up to 5.83 rounds to kill the giant.

Power Attack brings the elephant up to 38.666 average damage per round, killing the giant in 5.1466 rounds. Power Attack does not help the giant, in fact lowering its average damage to 16.0875, killing the elephant in 5.967 rounds.

edit: math

hunters can passively buff their companions stats and at the level the hunter is now they get a +4 boost which is probably going to dex thus 30 ac


so make that 13 talents for the destruction orb


Louise Bishop wrote:
BadBird wrote:
CHA can get you Eldritch Heritage feats, get CHA to initiative with Noble Scion, and get CHA to many important Will saves with Irrepressible. Also, social skills benefit. Otherwise, INT is overall more useful for skills.

Don't forget outside PFS you can get Desna's shooting star and have CHA to attack and damage with a starknife.

But what I am unsure is can you still take bloodline familiar and trade out the Sage Arcane Bolt for an Arcane familiar. Not sure how Wild Bloodlines work with the ability from Familiar Folio.

if you get a lvl 1 bloodrager or sorc bloodline power from any were you can trade it for a familiar


unless you are planning on going undead or dipping into something else that needs cha the int based sorc would probably be best in your case


Klorox wrote:
It matters little how many domains a deity offers, clerics still only have two maximum... it just makes for a more diverse clergy

unless the deity can give clerics more domains :)


>.< just noticed the one talent point for blasting that the build 100% needs costs spell points so my plan of all day blasting is ruined


the character is primarily a blaster who will eventually become a lich which is why i wanted the demiplane although i guess i could just buy a scroll of create demiplane and permanency to get my demiplane cutting the need for those talents, i think i can drop the glitter dust i can probably cut fast healing out and the black tentacles equivalent isn't that great so i can cut that out as well, death sphere has no way of making the undead minions permanent so i can scrap that

so my with my reduced list i will have

-destruction-14 talents?
-warp-3 talents
-illusion-2 talents(unless illutionary odor can mast my smell to fool scent
-divination- 1 talent
-protection- 1 talent


heres a vampire template i created as while ago tweaked it a bit since then

vampire:
type: The creature’s type changes to undead with the appropriate augmented subtype. Do not recalculate base attack bonuses, saves, or skill points.
Senses: A dread vampire gains blindsight +20 ft., darkvision 60 ft., and the scent special ability.
Armor Class: Natural armor improves by +5.
Hit Dice: Change all of the base creature’s racial HD to d8s.
Defensive Abilities: A dread vampire has channel resistance +4; DR 10/good and silver; cold immunity; resistance to acid 10, fire 10, electricity 10, sonic 10; and fast healing 5, in addition to all of the defensive abilities granted by the undead type. vampire also gain the rejuvenation ability.
Speed: If the base creature has both a climb speed and a land speed, the lower of the two increases to match the higher. If it lacks one of those speeds, the vampire gains the missing mode of movement at a speed equal to the other. If the base creature lacks both modes of movement, the dread vampire gains both at a speed equal to one-half the base creature’s highest speed.
The vampire also gains a fly speed equal to the base creature’s highest speed if it cannot already fly. Its manoeuvrability class becomes perfect. Flight gained by application of this template is supernatural in nature.
If the base creature has a swim speed, the vampire retains it.
Attacks: The dread vampire gains a primary slam attack if it has no other natural attacks. The damage for this slam attack depends on the base creature’s size.
Spell-like Abilities: 3/day—darkness; 1/day—deeper darkness. Caster level equals dread vampire’s total Hit Dice. All DCs are Charisma-based.
Special Qualities: The vampire retains all the base creature’s special qualities and gains those described here.
Blood Drain (Ex)
While a vampire is undead and thus does not need to eat or drink to survive it can drink blood from a living victim with its fangs by making a successful grapple CMB roll. If it pins the foe, it drains blood, dealing 1d6 points of Constitution damage each round it maintains the pin. The vampire gains no mechanical benifit for drinking blood. the vampire is not limited to only drinking blood however it may eat and drink normal food with out penalty to keep up its appearance of still being alive.
Uncanny Climber (Su)
A vampire can climb with its hands (or upper limbs) free and even walk about on the ceiling as if affected by a spider climb spell. In addition, it can use the accelerated climb action to cover any distance up to four times its climb speed, with each check allowing it to climb a distance equal to its climb speed. Climbing a distance equal to or less than its climb speed is a move-equivalent action.
Abilities: Str +8, Dex +6, Int +4, Wis +4, Cha +6. As an undead creature, a vampire has no Constitution score.
Feats: A vampire gains Alertness, Combat Reflexes, Improved Grapple, Improved Initiative, and Lightning Reflexes as bonus feats.
Skills: A vampire receives a +8 racial bonus on Acrobatics, Bluff, Perception, Sense Motive, and Stealth checks and they are always class skills.

Rejuvenation (Su)
vampires are notoriously hard to destroy. If reduced to 0 hit points in combat, a vampire and all their belongings turn to ash as per disintegrate. It and its items are then reformed in a special coffin similar to a phylactery in 1d10 days. while reforming, the vampire is helpless. once it is reformed it has full hit points and is treated as though it had a full rest for the purposes of class abilities.
Even if a vampire is killed again, the rejuvenation process begins again unless the coffin is destroyed. if the coffin is destroyed but the vampire is still alive a new coffin can be made by doing a ritual that lasts 10 days and the amount of gold needed to make the coffin.

give him a level adjustment of 2 after whatever ritual or chance encounter makes him into it and he will be on his way if wanted i also created a new creature type
revenant:
Description
Revenants are similar to undead in that they were once-living creatures usually humanoid. They either great heros or villans given a 2nd chance at life by the powers that be. Born again in a new body infused with power. Their alignment is generally based on what they were in their past life.
Features
An Revenants creature has the following features.
d8 Hit Die.
Base attack bonus equal to 3/4 total Hit Dice (medium progression).
Good Will Saves.
Skill points equal to 4 + Int modifier (minimum 1) per Hit Die. Revenants are never mindless creatures. The following are class skills for Revenants: Climb, Disguise, Fly, Intimidate, Knowledge (arcane),Knowledge (religion), Perception, Sense Motive, Spellcraft, and Stealth (if they have racial hit die).
Any undead template can be use for Revenants instead causing the creature type to become Revenant instead on undead as long as the template results in a humanoid shaped creature.
Revenants retain their humanoid subtype in addition to gaining their creature type
Revenants look just like their normal subtype counter parts
Traits
A Revenant creature possesses the following traits (unless otherwise noted in a creature's entry).
No Constitution score. Revenants use their Charisma score in place of their Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution (such as when calculating a breath weapon's DC).
Darkvision 60 feet.
Unlike undead, Revenants are only Immune to charms, compulsions and fear effects however they receive a +4 bonus to will saves vs the rest.
Immunity to death effects, disease, paralysis, poison, sleep effects, and stunning.
Not subject to nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Constitution, Dexterity, and Strength), as well as to exhaustion and fatigue effects.
Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
Not at risk of death from massive damage, but is knocked unconscious when reduced to 0 hit points and dies at negative their charisma modifier.
Are affected by raise dead and reincarnate spells or abilities resurrection and true resurrection however the cost is doubled ad they bring the creature back to its Revenant state.
its basically positive energy undead


Jurassic Pratt wrote:

Lady-J, there is also the Weapon Specialist Advanced Weapon Training.

Weapon Specialist wrote:
The fighter selects a number of combat feats that he knows equal to his weapon training bonus with the associated weapon group. The selected feats must be ones that require the fighter to choose a type of weapon (such as Weapon Focus and Weapon Specialization), and the fighter must have chosen weapons that belong to the associated fighter weapon group. The fighter is treated as having the selected feats for all the weapons in the associated weapon group that are legal choices for those feats. The fighter is also considered to have those feats with these weapons for the purpose of meeting prerequisites.

that just means it has a cap of 4 (6 with dueling gloves) and still takes 17 levels of fighter


really wish there was an easier way to get it the 4th lvl feat isn't to bad but 16 levels is far to much for something i few as that should be a lvl 8 ability


Dilvias wrote:
Lady-J wrote:
30 ac at level 9 is 1 above what would generally be considered standard ac for a dedicated front liner the elephant has only a +15 to hit which is well below the normal to hit of that level for dedicated front liners, and their damage is terrible my standard 2h fighter with nothing special tacked on if leveled up to lvl 9 would have about the same ac, would have around +22 to hit with 3d6+30ish to dmg on the 1st attack and +14 with the same dmg on the 2nd attack and have 28 ac and that's basic fighter stuff if they were to go full mix max they could probably reach another +1-2 to hit another 3-6dmg and another 3 ac, compared to that very basic fighter the elephant is nothing especially since its pulling wbl from the hunter

That's because it isn't well built or supported.

9th level hunter with elephant companion:

Hunter feats - Eye for talent (Human bonus feat replacement +2 str), Combat Expertise (1st), Outflank (2nd) Pack Flanking, Shield Focus (3rd), Mounted Combat (5th), Precise Strike (6th), Mounted Shield (7th), Improved Feint, Feint Partner (9th)

Elephant - Str 28 (32) Dex 13 (17) Con 19 Int 3 Cha 7 Speed: 60'

Feats: Feats: Improved Natural Attack (Gore), Weapon Focus (Gore), Improved Natural Armor, Vital Strike
Teamwork Feats: Outflank, Pack Flanking, Precise Strike, Feint Partner

Animal Focus: Bull, Tiger

Always on spells: Ant Haul, Greater Magic Fang (Gore), Greater Longstider
Usually on spells: Barkskin, Resist Energy

AC: 35 (39 with barkskin) - Mythril Shirt +1, +14 Natural Armor, +3 Shield, +3 Dex

Vital strike from Gore: +24 to hit, 7d6+13 damage, or full attack, Gore +24/+19 4d6+13, Slam +22 1d8+1d6+11, usually against a target denied their dex.

So for only the investment in a +1 mythril shirt for the elephant, the hunter is riding around the field allowing his companion to destroy his enemies. Oh, and it's light load carrying capacity is over 2000 pounds.

thank you for giving some more statistics on how the player in questions elephant isn't actually a problem to the op


is it the damned feat or is he going for a damnation feat line there's a big difference and there's some really good benefits from the damnation feat line


i would say its more of an influence than power, you could have a super powerful god that only grants 2 domains or a fairly weak god that offers 18 domains just because one offers more or less domains doesn't mean they are more or less powerful


Balkoth wrote:
Lady-J wrote:
i also did some calculating and it the ac checks out and its to hit and dmg isn't that great either so it seems pretty balenced
Lady-J, I appreciate your well-intentioned effort to help...but your view of what is balanced is horrendously skewed as we've seen from past threads.

30 ac at level 9 is 1 above what would generally be considered standard ac for a dedicated front liner the elephant has only a +15 to hit which is well below the normal to hit of that level for dedicated front liners, and their damage is terrible my standard 2h fighter with nothing special tacked on if leveled up to lvl 9 would have about the same ac, would have around +22 to hit with 3d6+30ish to dmg on the 1st attack and +14 with the same dmg on the 2nd attack and have 28 ac and that's basic fighter stuff if they were to go full mix max they could probably reach another +1-2 to hit another 3-6dmg and another 3 ac, compared to that very basic fighter the elephant is nothing especially since its pulling wbl from the hunter


so here's a list of spells i would like to emulate if possible shield, fly, invisibility, greater invisibility, black tentacles, glitter dust,infernal healing, repair undead, animate dead, dimension door, see invisibility, true seeing plane shift, greater teleport, create demi plane, permanency

now now all that's on the list needs to be emulated i could live without some of them but i would like all of them if at all possible


Malefactor wrote:

I don't know why everyone here thinks becoming a vampire turns you Chaotic Evil; The Template clearly says any Evil.

As for how the Church would react, well, that would depend on your deity, even for neutral gods. For instance, Pharasma hates undead and would definitely cut you off from any support, while a being like Nethys would not really care as long as you kept doing magic. In general though, good deities would want nothing to do with you, some neutral deities would care and some would not, and most evil deities wouldn't give a fig about it.

some evil deities would probably even give you more power :)


Cevah wrote:

If you have the drawback Warded Against Nature, then you have all the time in the world.

1) you move
2) you attack
3) rats move away
4) profit

/cevah

already mentioned


well this would be a conversion of sorts of a blaster sorc i had in mind, i've never played a caster before but i think i would like to at least try to have the same spells from my list, ill be able to give a full list of what spells i have in mind after work


avr wrote:
Lady-J wrote:
Guardianlord wrote:

Verminous Hunter Archetype, Tiefling (Asura Spawn) with maw or Claw (Claw for 2 attacks on a full attack action), Scaled Skin (+1 AC is great here), any vermin animal companion will work for bonus killing.

Build DEX, WIS, CON. Feat Eschew Materials, Run to gain distance.

Use the Companion to thin the herd, claws for direct killing, 5ft into area cleared by ANCO to cast CLW, Virtue (1 Temp HP), Entangle or obscuring mist for a breather.
Use Aspect Worm for Fast Healing1 on AC, and on self when low on health for better heal tanking than a Cleric, Cantrips for food and drink.
If AC is killed, Summon natures ally literally anything and Run feat to gain serious distance.

didn't they make it so aspect of the worm no longer gives fast healing?
Yeah, it's fortification instead now.

bummer


CloudCobra wrote:
The following Pathfinder undead keep their class levels when reanimating: Ghost, Juju Zombie, Mummy, Revenant, Skeletal Champion, and Vampire. I agree with Mad Comrade and VRMH - a ghoul or Juju Zombie is much better than a wight. The hunger is going to drive him into evil regardless. Consequently you're going to need an item like a Helm of Opposite Alignment to get back to that good alignment. You're also going to need the Emancipated Spawn prestige class from Savage Species (that's a D&D 3.5 book) to get your class abilities and levels back if you choose an Undead creature outside the previously-mentioned list.

you missed some, there's lich, graveknight and the dread versions of every other ones mentioned and i think there's a half dozen more i just cant remember off the top of my head


well it entirely depends on the church i would think as quite a few would welcome an undead, while others would either put them down or lock them up until they can fix the issue


Guardianlord wrote:

Verminous Hunter Archetype, Tiefling (Asura Spawn) with maw or Claw (Claw for 2 attacks on a full attack action), Scaled Skin (+1 AC is great here), any vermin animal companion will work for bonus killing.

Build DEX, WIS, CON. Feat Eschew Materials, Run to gain distance.

Use the Companion to thin the herd, claws for direct killing, 5ft into area cleared by ANCO to cast CLW, Virtue (1 Temp HP), Entangle or obscuring mist for a breather.
Use Aspect Worm for Fast Healing1 on AC, and on self when low on health for better heal tanking than a Cleric, Cantrips for food and drink.
If AC is killed, Summon natures ally literally anything and Run feat to gain serious distance.

didn't they make it so aspect of the worm no longer gives fast healing?


what would be some good alternate spheres for an elementalist?


the hunter is the best animal companion class in the game and most of its features are based around buffing their companion the hunter class gets several passive buffs it can bestow onto its animal companion i also did some calculating and it the ac checks out and its to hit and dmg isn't that great either so it seems pretty balenced


alright ty


so no way of using staff and metamagic rod at the same time then right?


alright can a staff and a rod be wielded at the same time or is a staff a 2h weapon?


but do they act like weapons and need to be wielded or are they passive and you can have both hands free when using the powers?


also different classes get different scaling caster levels but act as though their level was their caster level for certain orbs how would that effect things like craft wondrous items or becoming a lich


interesting thank you another question is are the spheres items? like a dagger or a wand or is it something more like an ioun stone?


hmm so no way of reducing metamagic costs then, what about something like spell specialization would be something like +2 caster levels when using a specific sphere


is there anything like magical lineage or metamagic master?


anything like this for the spheres?


i cant remember what its called but there's a feat that gives 1 extra spell known at the highest level you can cast


GM Rednal wrote:

To reduce casting time, there's really just the Quicken Spell metamagic - which is intentional, since most casting is intended to be a Standard Action. (Action Economy is the most valuable resource in the game, and should not be bypassed lightly.)

There's no real way to reduce normal SP costs - those are, and are meant to be, a limit on your character's power. Even just -1 SP would be a huge benefit. You can, however, purchase wands (which come with their own SP pools) or rods (which tend to offer permanent effects while activated), or use various consumable items like scrolls.

so applying meta magics don't increase casting time like they would for a sorc?


multi weapon fighting feat would reduce alot of the penalties but in all honesty they would be better off with multiple Revolver, Nagant M1895 and going gunslinger 5 fighter x for advanced weapon training to allow each revolver to count as a light weapon so they are only taking a -2 to each hit

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