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Rigg Gargadilly

Shane LeRose's page

Goblin Squad Member. Pathfinder Roleplaying Game Subscriber. 178 posts (639 including aliases). No reviews. No lists. No wishlists. 2 aliases.




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Pathfinder Roleplaying Game Subscriber

Bloodrager

Blood Conduit (replaces fast movement, bloodline feats, uncanny dodge, improved uncanny dodge and indomitable will)
Combos With (Crossblooded, Primalist or Untouchable Rager)

Blood Rider (replaces fast movement, the bloodline feat gained at 9th, uncanny dodge and improved uncanny dodge)
Combos With (Crossblooded, Primalist or Untouchable Rager)

Crossblooded Rager (replaces bloodline feats, bonus spells, bloodline powers)
Combos With (Blood Conduit, Blood Rider, Metamagic Rager, Rageshaper, Spelleater or Steelblooded)

Greenrager (replaces blood sanctuary, bloodline feats gained at 6th and 9th)
Combos With (Metamagic Rager, Primalist, Spelleater, Steelblooded or Untouchable Rager)

Metamagic Rager (replaces improved uncanny dodge)
Combos With (Crossblooded, Greenrager, Primalist or Untouchable Rager)

Primalist (alters bloodline class feature)
Combos With (Blood Conduit, Blood Rider, Greenrager, Metamagic Rager, Rageshaper, Spelleater, Steelblooded, or Untouchable Rager)

Rageshaper (replaces blood sanctuary and improved uncanny dodge)
Combos With (Crossblooded, Primalist or Untouchable Rager)

Spelleater (replaces uncanny dodge, improved uncanny dodge and damage reduction)
Combos With (Crossblooded, Greenrager, Primalist or Untouchable Rager)

Steelblooded (replaces armor proficiency, fast movement, uncanny dodge, improved uncanny dodge and damage reduction)
Combos With ( Crossblooded, Greenrager, Primalist or Untouchable Rager)

Untouchable Rager (replaces the spells, blood casting, eschew materials, and bloodline spells class features)
Combos With (Blood Conduit, Bloodrider, Greenrager, Metamagic Rager, Primalist, Ragershaper, Spelleater and Steelblooded)

Didn't find something like this so I thought I'd craft one and share. I'll peck at the other classes as time permits. If anyone wants to jump the gun and start posting archetype combos for the other classes I believe everyone here would appreciate it.

You can tack on Primalist and Untouchable Rager to Blood Rider or Steelblooded. However, Steelblooded's 7th level ability would become useless. Also, Metmagic Rager can be combined with Greenrager and Primalist. Even though Untouchable Rager can be combined with so many archetypes most are a wash as many of the abilities require you to spend spell slots or cast spells in general for effects.

From an NPC perspective I'd say the Greenrager and Spelleater combine well together to create a final villain that can hold their own against a party of adventurers. An Untouchable Blood Rider works the same way. A good final boss type NPC.

From a player perspective I really like the Blood Conduit and desperately want to play one. It fixes the action economy problem and lets you cast spells through combat maneuvers. It's like a full attack Magus.

Metamagic Rager has some interesting options, especially when combined with Greenrager. You can use Echoing Spell
to recast your spells, especially your summon natures ally's. It cost 6 rounds of rage though, but nothing would stop you from just flooding a battlefield with raging celestial tigers. Eight rounds of rage would let you Quicken any of your spells, even your summons. Empower and Maximize could be used when you're able to summon multiple creatures and of course the standard Extend, Still and Silent options exist. Still is especially interesting since it means you could cast spells while restrained.

Sadly, most discussions about the Bloodrager focus on either the crossblooded or the primalist options. I'm hoping to discuss the other things the archetypes alter.


59 people marked this as FAQ candidate. Answered in the FAQ. 1 person marked this as a favorite.
Pathfinder Roleplaying Game Subscriber

Can I?

Does an aasimar's daylight ability allow them to qualify for eldritch knight? Why, why not?


Pathfinder Roleplaying Game Subscriber

Superstitious rage power. Will I have to save against my own healing spells? This seems out of spirit with the whole concept (I don't trust any magic, but can cast spells, hurm).

Multitalented Mastery. This feat makes all classes taken into favored classes. Is this the only way to make a prestige class a favored class or does the general rule actually supersede the specific rule in this case?

Any discussion is appreciated. I assume no on both, but that seems wrong for some reason and I can't logically verbalize why.

Thnx


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Pathfinder Roleplaying Game Subscriber

This year we had two cool things. First off one of our players made some unique tea blends for each of our characters and for the Whispering Tyrant (we're half way through the last book of Carrion Crown).

http://www.adagio.com/signature_blend/blend.html?blend=33218

That's the link to the Tyrants tea. It's pretty nasty. The creators name is Jothra and she has a blend of tea made for each of the characters. It's pretty fricken cool!

We also do a dice swap. I provide nine random sets of dice, we each roll one of our dice and the highest rolled goes first, then the lowest rolled goes and up from there. It's just like a Yankee swap. So the first and last to go are really the best choices.

So, do any of you do anything special for Christmas?


Pathfinder Roleplaying Game Subscriber

My upcoming campaign has a high focus on bogeymen. So much so I pulled a rakshasa on the one in bestiary 3 and made it a full on subtype. However, while determining what abilities would transfer over I decided to do an audit of the bogeyman's stats and discovered the strange bonus to damage the creature has as well as a deflection bonus to AC that isn't explained. I also noticed they are not immune to fear, which is strangely ironic. Nor do they have darkvision.

It inspired the Force of Personality ability that all my bogeymen will have. I've also given them darkvision and generated an interaction with magical fear and bravery effects. I've also provided an example of a fledgling at CR1. Enjoy.

Bogeyman Subtype

Spoiler:

A bogeyman has the following traits, unless otherwise noted in the creature’s entry.

Spell resistance equal to 11 plus CR.

Damage Reduction 5/cold iron. Increase this amount by 5 for every 5th CR.

Bogeymen have a constant detect thoughts and tongues in effect and can cast ghost sound at will. Most bogeymen have additional abilities beyond this. Their caster level for these and any other spell-like abilities is equal to their CR, however a bogeyman qualifies for feats that apply to their fear based spell-like abilities using their total hit dice instead.

Deepest Fear (Su) A bogeyman is cloaked in a 30-foot aura of fear. This aura manifests as a shifting haze of images that reflect the viewer's deepest fears. The first time it ends its turn within the aura, a creature must make a Will save or become shaken for as long as it stays within the aura. If the creature succeeds at the saving throw, it cannot be affected again by the aura for another 24 hours. This is a fear effect. The DC is 10 plus half the bogeyman's hit dice plus its Charisma modifier.

Force of Personality (Ex) A bogeyman adds its Charisma modifier to damage dealt by its claws and as a deflection bonus to AC (note: this also applies to the bogeyman's CMD by default).

Formed From Fear (Su) Spells with the fear descriptor heal a bogeyman as if they were cure spells of equivalent spell level, but only if cast by a non-bogeyman source. Effects that counter fear effects act as inflict spells of equivalent spell level. These spells have no other effect on bogeymen save to heal or harm them.

Sneak Attack (Ex) All bogeymen have 1d6 sneak attack just like the rogue ability. A bogeyman gains an additional amount of sneak attack dice equal to half their CR rounded down.

Striking Fear (Su) If a bogeyman confirms a critical hit or a sneak attack with one of its claws on a target currently suffering a fear effect, that effect automatically becomes one step more severe (shaken creatures become frightened, frightened creatures become panicked, and panicked creatures cower in fear). A Will save negates this increase. In addition, a critical hit from the bogeyman's claw forces any target that has successfully saved against the creature's fear aura to make another Will save against its effects, even if 24 hours have not yet passed. This is a fear effect. The DC is 10 plus half the bogeyman's hit dice plus its Charisma modifier.

Terrible Rejuvenation (Su) A bogeyman gains fast healing equal to half its CR while any creature within its deepest fear aura is suffering from a fear effect, including any fear effect created by the aura itself.

+4 racial bonus on Intimidate and Stealth checks.

Fledgling Bogeyman CR1

Spoiler:

XP 400
NE Medium fey
Init +4; Senses low-light vision; Perception +5
Aura deepest fear (30 ft., DC 12)
DEFENSE

AC 12, touch 12, flat-footed 12 (+2 deflection)
hp 10 (3d6); terrible rejuvenation 1
Fort +1, Ref +3, Will +3
DR 5/cold iron; SR 12
OFFENSE

Speed 30 ft.
Melee* 2 claws +0 (1d8+1)
Special Attacks sneak attack +1d6, striking fear
Spell-Like Abilities (CL 1st; concentration +3)

Constant—detect thoughts, tongues
At will—ghost sound (DC 12)
3/day—darkness
1/day—invisibility

STATISTICS

Str 8, Dex 11, Con 10, Int 9, Wis 10, Cha 15
Base Atk +1; CMB +0; CMD 12
Feats Improved Initiative, Skill Focus (Stealth)
Skills Bluff +7, Escape Artist +6, Intimidate +9, Knowledge (local) +4, Perception +5, Stealth +13; Racial Modifiers +4 Intimidate, +4 Stealth
Languages Aklo, Common; tongues
SPECIAL ABILITIES
Deepest Fear (Su)

A fledgling bogeyman is cloaked in a 30-foot aura of fear. This aura manifests as a shifting haze of images that reflect the viewer's deepest fears. The first time it ends its turn within the aura, a creature must make a DC 12 Will save or become shaken for as long as it stays within the aura. If the creature succeeds at the saving throw, it cannot be affected again by the aura for another 24 hours. This is a fear effect. The DC is Charisma-based.
Striking Fear (Su)

If a fledgling bogeyman confirms a critical hit or a sneak attack with one of its claws on a target currently suffering a fear effect, that effect automatically becomes one step more severe (shaken creatures become frightened, frightened creatures become panicked, and panicked creatures cower in fear). A DC 12 Will save negates this increase. In addition, a critical hit from the fledgling bogeyman's claw forces any target that has successfully saved against the creature's fear aura to make another Will save against its effects, even if 24 hours have not yet passed. This is a fear effect. The DC is Charisma-based.
Terrible Rejuvenation (Su)

A fledgling bogeyman gains fast healing 1 while any creature within its deepest fear aura is suffering from a fear effect, including any fear effect created by the aura itself.

As always criticism is welcome.


Pathfinder Roleplaying Game Subscriber

This promotes selfish play from players by encouraging them to perform heroic deeds that have the potential to hurt the party or hog the spot light from everyone. The trials should be group based, not individual. That's fine for a one on one session, but for anyone who's played Battlefield the annoyance of dealing with players who only care about their "achievements" does not belong in Pathfinder. So that right there should be an easy fix. My group already uses a Party Exp progression that has encouraged teamwork from the get go. Mythic adventures should be structured in a similar way. It should never be about making YOU awesome, but about making ALL of you awesome.

My initial thought is "scrap this whole idea", but obviously a ton a work went into Mythic. I really want it to work, but as a GM I feel no incentive to use this over the Hero Points out of the APG (still the best book Paizo has released). Making a monster mythic looks like fun, until you start doing the acid test and realize how easy it is to make something that's almost unstoppable. They do feel legendary though, as do the magic items. One could argue that these things should always feel this way anyhow.

The Paths for the players work for me, but the feats do not. They're souped up versions of already existing feats and in many cases should exist as feats for higher level characters. Mythic feats should affect Mythic abilities, not offer a slight improvement on an existing feat. It reminds me too much of the Incarnum feats from 3.5 (of which I possessed the same gripe), it seems surprisingly lazy considering how well structured the Paths are.

The spells are inspiring. The only issue I have is that I'd rather see a "Spell Secret" mechanic that would cost a feat to open up a spells true power to you as opposed to the Mythic requirements and the expenditure of a MP (mythic point).

Please understand, I want this to work, but as a GM I cannot in good conscious encourage bad play from my players. If the option for group rewards is established it will go a long ways towards easing most of my concerns. Thank you.


Pathfinder Roleplaying Game Subscriber

Barbarians and more!

This one will have ended by the time many of you have read it. Which is too bad. Their game didn't interest me, but there figures did. Ultimately it's like getting the stuff off their website at a discount.

Demons and Devils

Just some cool figs to round out any GM's arsenal of TPKing. They have this crazy notion that if they can get $10000 by midnight Sept 17th a Night Hag will get added. I'm backing this one, but I'd be amazed if they got that number in time. At least the remaining figs look cool.

Bombshell Babes

These figs span the full spectrum of genres. Most can be used in a fantasy setting, but some are almost exclusively sci-fi (or western, or steam punk, etc). They all look gorgeous though.

Mermaids, pirates and a giant fricken water elemental!

This company has been making games for a while and has already had one (barely) successful kickstarter, though not for miniatures. They have this weird point system which lets you pick out groups of figures. It's turned a few folks off to backing, but it's really simple. 2 points (of whatever type) nets you a set of figs which you'll pick out when the kickstarter ends. I just would've gone with saying you get X sets and that some sets (of big things) would be worth multiple sets, but what do I know. This is another one I'm backing just because I have some seafaring adventures in mind and this will help a ton in the future.

Aberrations!

This has a thread already, but that degenerated into a discussion (it has been very civil actually) about copying, copyright and legality. One of the figures is called a "gauth" which looks a lot like the "gauth" from TSR's D&D (now WoTC's D&D). Are they going to get a cease and desist order from WoTC? No. Will you get the figs you want? Yes. This kickstarter has already met its goal so your guaranteed to get what you back for plus bonus mini's as the kickstarter completes. I'm posting it here so people can discuss these kickstarters and the figures found within. If you want to talk about the legality issues behind this please go HERE.

-----------

So many miniatures kickstarters, so overwhelming! Yet, it's good, because they usually offer amazing deals once they get a high enough number generated. Even a small backing can sometimes get you sweet deals. Plus, if you realize you can't afford it later you can always cancel your backing! I had to do this once, which kind of sucked, but real life responsibilities take precedence.

Which ones do you like?


Pathfinder Roleplaying Game Subscriber

HERE!

Full color versions of the artwork will be made upon success of this Kickstarter.

I've been hammering away at Adobe InDesign and as I have completed pages (that I'm happy with, this art is a hard act to follow) they will be previewed.

What Hallowmas is trying to deliver.

Monsters that you will actually use!

A theme you can insert into any campaign!

Advice from someone who's been doing this for a quarter century!
(value varies by experience level of GM)

A village that acts as a jumping off point!

Mob Rules that work!

At least check it out for the art. The update section has the website portfolios of all the artists involved thus far.

A big thanks to my friends for their support and a big thanks to any of you that take interest!


Pathfinder Roleplaying Game Subscriber

HERE it is!

Take a little bit of time and peruse the artists. They're working so hard to get the initial black and white images out for preview and could all use your support.

Thanks!


Pathfinder Roleplaying Game Subscriber

HALLOWMAS!

Launched. After a tremendous amount of time and effort.

Future updates include:

Showcasing all the artists and their work.

Cookies!

Readings from the book.

Yay!

I sleep now. Thank you, but I'll be answering questions tomorrow.


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This was born of a discussion HERE on the forums. I said I'd take an idea that's been playing around in my head for a number of years and give it life. So here it is.

Bloodline Knight

I'll have this posted in the d20pfsrd once I reactivate my lab. Thanks ahead of time to you, yes you, if you take the time to read this.

Alright, general gist is a full base attack character that has a bloodline and some abilities that improve said bloodline. The class also develops blood magic which basically sacrifices HP to metamagic their limited spell selection, and then expand that into either healing allies or stealing blood potency from enemies. I've included some feats to go with it and plan on playtesting this myself soon enough. This is just the inkling of an idea that's been waiting in my head for some time.

Feel free to critique, I won't even ask you to be nice about it!


I can't find a way to cancel or delay a subscription. I need to either delay my mini's sub shipment until the start of the next year or cancel it outright. Please help!


Aura of Menace (Su) A righteous aura surrounds archons that fight or get angry. Any hostile creature within a 20-foot radius of an archon must succeed on a Will save to resist its effects. The save DC varies with the type of archon, is Charisma-based, and includes a +2 racial bonus. Those who fail take a –2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same archon's aura for 24 hours.

Spoiler:
No Constitution score. Undead 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.
Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
Immunity to bleed, 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.
Cannot heal damage on its own if it has no Intelligence score, although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature's Intelligence score.
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 immediately destroyed when reduced to 0 hit points.
Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
Proficient with its natural weapons, all simple weapons, and any weapons mentioned in its entry.
Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Undead not indicated as wearing armor are not proficient with armor. Undead are proficient with shields if they are proficient with any form of armor.
Undead do not breathe, eat, or sleep.

I've been summoning Lantern Archons as a cleric. My DM and I believe the aura of menace is worded rather vaguely. RAW it seems to be able to affect undead, constructs, heck even plants! Is this also the RAI? Any help would be appreciated.


I understand it's a fighter alternate class, but why? It's not an archetype. That would make sense. Is it a game balance concern? A gunslinger multi-classes into a fighter and he gains the power of a God?

Why limit them? The same failed logic applies to ninja and samurai. When I told a friend of mine you couldn't be a cavalier/samurai he said, "you most certainly can!". Our discussion opened my eyes and it's why I'm posing this question so late in the game.

And yes, yes if I don't like it I don't have to use it, but it also limits my group by saying we'll never play Society because we're houseruling half the stuff from Paizo. By that logic we might as well stop buying Paizo books.

I don't want to stop buying Paizo books. I just want some reasonable logic. Is it too much to ask?


I understand the desire to make Cha more relevant, but seriously. A ninjas Ki should be based off of Wis if only to allow for a more integrated multi-class combination with monks.

You could even have a ninja trick that let's them use Wis instead of Cha for things like disguise, bluff, and UMD (that one might be too much).

I've always enjoyed multiclassing, even though it is horribly non-optimal and currently a ninja monk is just really bad. Couldn't we have just one really good multiclass combo? Please

Edit: I posted this in the wrong thread and am now replacing it here. I realize others have brought up this issue already, but I wanted to give special attention to the current multiclass fail between monk/ninja. Thank you.


As the post says. The same question stands with summoned monsters, eidolons and minions.

I have a bunch of NPC's with AC/F/M's coming up and I'd really like to know.


The set up: the party just leveled up to sixth (so I started my Magus at 6th). An airship filled with criminals we had already defeated at earlier levels had crashed just outside of town. We were dispatched to apprehend them.
The party:

Spoiler:
A shield fighter from the APG, a bear druid also from the APG, a cleric of non-denomination (people thought she was a witch of some sort), a druid who liked turning into birds, a paladin, a shadowdancer, and trip fighting two-handed fighter also from the APG and me. My build can be found below.
Zartosh
Spoiler:

LN Medium humanoid (human)
Init +0; Senses Perception +6
 DEFENSE
AC 16, touch 10, flat-footed 16 (+6 armor (chain shirt +2)) 20
hp 60/ (6d8+12 (con bonus)+6 (favored class)+6 (racial starting hit points)+6 toughness)
Fort +8, Ref +3, Will +6
 OFFENSE
Speed 30 ft.
Melee +3 Flail +11 (1d8+7 20 x2) +15 to trip, +15 to disarm
Spell Combat +3 Flail +7 (1d8+7 20 x2) +11 to trip, +11 to disarm and Spell (concentration check at -2, DC 15+twice spells level)
Spells Known (Magus 6th) – concentration +9 (+13 defensively, grappling or spell combat)
Vs Spell Resistance +6
2nd —acid arrow, bull strength, invisibility, mirror image
1st —color spray, grease, magic missile, shield, shocking grasp
0 —detect magic, ghost sound, light, mage hand, spark
 STATISTICS
Str 18, Dex 10, Con 14, Int 16, Wis 10, Cha 10
Base Atk +4; CMB +8 (+12 with trip, +10 with disarm); CMD 18 (22 vs trip, 20 vs disarm)
Feats Combat Casting, Combat Expertise, Improved Disarm, Improved Trip, Toughness
Magus Arcanas concentrate, maneuver mastery (trip)
Skills Climb +13, Knowledge Arcana +12, Knowledge Dungeoneering +9, Knowledge Planes +9, Perception +6, Spellcraft +12
Languages Abyssal, Celestial, Common, Orc, Undercommon
SQ
 SPECIAL ABILITIES
Arcane Weapon (Su)
The +2 Flail is now +3 because of this ability.
Concentrate (Ex)
A magus with this magus arcana can reroll any concentration check he has just made with a +4 bonus. He must use this ability after the roll is made, but before it is determined if the roll is a success. The magus must take the second roll, even if it is worse. The magus can use this ability once per day.
Maneuver Mastery (Ex)
This is applied to the trip combat maneuver. Whenever the magus uses trip he uses his magus level in place of his base attack.
Equipment: +2 Flail (8324gp), +2 chainshirt (4250), cloak of resistance +1 (1000), amulet of teamwork (2000)

NOTE: we don't use traits, instead we use the racial bonus' hp option from the original PF playtest.

The villains!

Spoiler:
Our GM watches a lot of Teen Titans, so his bad guys tend to have weird, unexplainable, supernatural powers. A fighter who turns any sword he wields into adamantine and “spins” it while attacking, which makes his sunder attempts brutal. A monk who can summon dimensional globes which he can attack through (including attacks of opportunity, oh and he can flank with himself with them). A guy who can summon fire elementals, and destroying them splits them into smaller versions, but it takes all his focus to control them. Three orc brothers who share a hit point pool and fight better when all three attack the same target. Finally a kobold trapmaster who can jump through shadows. The explanation for their abilities is part of the story.

We rode a carriage to the crash site. I already had Shocking Grasp cast and held for my first attack. An explosive trap goes off tipping our carriage over. We all make and ALL pass reflex saves to keep from falling all over each other. We exit the carriage and the ambush begins!

Round 1 – I get a 16 on my initiative and go after most of the party, which is good actually. The paladin soaks an attack of opportunity from a large fire elemental outside the carriage. On my turn I move up to that large fire elemental and unleash a precast shocking grasp through my flail (rolled 18 to hit, 6 for flail damage and 14 on shocking grasp) for 27 damage total.
Attacked for 3 by fire elemental, failed reflex save and now on fire.
Rest of party split up to engage all the enemies. The monks globes harry the casters and keep them from moving more than a 5' step each turn. Our shield fighter and the sunderer square off and taunt each other, each makes a ready action against the other which puts both of them out of the fight for the round.

Round 2 – took 2 from being on fire, delayed until the cleric dropped create water on me. Stopped being on fire, declared spell combat, rolled 20 to hit dealing 12 to the fire elemental, rolled 18 on my concentration check to cast magic missile for 8 on the elemental. I am going toe to toe with a large fire elemental. The rest of the enemies are focused on the other party members, mostly harassing the casters.
Attacked for 8 by fire elemental and lit on fire, again. I tell her not to worry about me and go heal the paladin who's engaged the orc brothers and are kicking her tail! The shield fighter and sunderer also engage and the shield takes some damage, which scares the crap out of our shield fighter. The shadowdancer realizes that fire elementals are immune to crits and refocus' on the elemental summoner.

Round 3 – Took 6 from being on fire. Activated Spell Combat again. Rolled 12 to hit (for 19 total) dealt 13 more damage to the fire elemental and dropped it. Rolled 9 on my concentration check (for a total of 20) and dropped a shield on myself (this would prove to be a bad tactical choice on my part).

Round 4 – Took 3 fire damage (and the fire went out on its own). Charged the monk who's miniature portals were still wrecking our caters, rolled 11 on my charging trip for a total of 28. Down he went. This made it impossible for him to access his portals freeing up our casters for a round (this proved clutch).
Monk stands up, provoking. An 18 total hit him for 10 damage. He took his standard to hit my reduced AC of 18 and missed.
Our shield fighters shield is still taking damage. The druid gets a call lightning off and things start to turn around. Our twohander drops a second fire elemental and the shadowdancer drops their summoner. One down, four to go. The kobold harasses our cleric keeping her locked down, she flees the carriage so he can't shadow jump near her. Now she can start helping the paladin who's almost out of channels.

Round 5 – Activated Spell Combat! Got a 17 total on my trip attempt against the monk, he did not fall down, but I did roll 18 on my concentration check to cast mirror image (rolled a 3 for 5 images). So far, spell combat has been very kind to me. This is where I tactically failed. Mirror Image by itself would've been better than shield. Shield would've been better as a Grease or similar battlefield control spell, because it would've helped the party more.
Attacked by the monk and missed, he rolled a 3. His other attacks were on other allies, but the portals don't move far or fast. He puts two on just me.
The druid drops a Flaming Sphere and directs it towards the sunderer. The twohander engages the sunderer as well. The shield fighters shield is reduced to 3, but he won't disengage.

Round 6 – Activated spell combat, to lesser effect. Got a 20 total on trip and failed, rolled a 5 on concentration and used once per day reroll, got an 18 (33 total) and threw an acid arrow at the monk (hit him on a 22 touch attack for 5 damage). This provoked, but he missed me. Not sure if I can 5' in the middle of spell combat. I was going to throw the acid arrow at the sunderer, but the druid dropped him with Flaming Sphere, she also put a Call Lightning bolt on the monk, but he made his save and had evasion.

Round 7 – Spell combat is rockin'! Rolled a 1 on my trip attempt for the monk (we have no fumble penalties, thank Gawd!) and a 9 on my concentration (20 total for a DC 17 grease). Grease was placed under an orc who made his reflex save, but the placement blocked retreat for the enemy.
The shadowdancer gave the kobold a taste of his own medicine and he quickly fled. The cleric cast Sound Burst on an orc, stunning him and taking flank away for one of the brothers, which helped the paladin who's soaked over 100 damage this fight.
The monk is missing horribly, but his near hits are draining my images. If I didn't have Shield up then he would've been rolling to see if he was hitting an image instead of me. I realize that both these spells do not work well together.

Round 8 – the cleric moves up into flank, but I rolled a 3 and failed to trip him. Then the druid pulled a kill steal (her second for the night) and call lighteninged the monk to death.
Remaining orcs are killed and battle ends.

Assessment: In three rounds I took on a 60hp monster and killed it with minimum resources spent. Had my Magic Missile been another Shocking Grasp then I would've dropped it in two. The monk was a problem because I rolled low and even if I hadn't his CMD is a monks CMD, so there's that. If I didn't use Spell Combat in round six then my trip attempt would've been a successful 24, which would've helped the rest of the party. The ability to engage one enemy while either adding more damage through spells or battlefield control through Grease and other spells is clutch. It is a very busy class though and the penalties to hit kept me from dominating the field. No one really thought my actions (other than the initial successful trip attempt) had that much of an effect on the field.

The class was a lot of fun to play. I never failed a concentration check, but I was geared to not do so. The constant failure to attack/trip was annoying, but if could keep one foe down while casting on other foes then I might have overpowered the field.

Likes: Diversity of actions. Being able to attack and cast in one round, even with the high threat of failure, is fun and cool. The Maneuvers Mastery arcana allowed the character to mimic a fighter of equal level in some situations. Since this is a high Int class I see trip and disarm being very common. The opening move of Shocking Grasp on my flail for that first attack drew some attention to what I was doing. It was big and flashy and cool.

Dislikes: after 8 rounds of combat (which could be viewed as two separate fights) I am tapped. I have enough spells for one more fight and then I'm a liability. My AC is low, but my trip/disarm is good, just not as good as the twohanded trip fighter already in the party. Granted, that's after three combats in a day, at 6th level, so I might be exaggerating the penalty here. For a front line melee guy my attacks are low and my AC is lower. If I went the Weapon Finesse route then my attacks would've been laughable, but I'd have a much better AC. At this point I'd prefer to play a straight up Wizard instead.

Facts: My attacks missed often, but my concentrations were at 100%. I did make poor spell choices for my list, but I also didn't know what I'd be facing at the start of the game day. Acid Arrow is great against casters and Magic Missile is good at distance. If I had the ability to convert spells into say, Shocking Grasp I would've done so almost every time. If I had medium armor then the shield spell would've been more than enough. With a low AC I felt encouraged to buff up, and it was unnecessary.

Suggestions: An arcana or class ability that can convert spells into a melee touch spell. Doing so would allow me to keep up with the fighters and rogue damage-wise, but only for a limited number of times per day. Another good idea would be feat retraining similar to the fighters ability. At higher levels Combat Casting is pointless, and a melee class that can't take Power Attack or Combat Expertise at first level needs someway to gain those feats without missing out on important maneuver options at mid levels. Many people have suggested putting the armor proficiencies into the arcana's. I support this. I also support putting fighter only feats into the arcana's as well. Have a base class that counts as half of another class seems silly and pointless. It should be more elegantly done and I think the arcana's really solve this without having to add more stuff to the class.

Thoughts on the Arcane Pool: I've expressed a dislike for such a mechanic. I realize a few people who are very loud on these forums support it, but after seeing this class in play I don't believe that it's needed. The class is very close to being perfect as is. Streamlining the arcana's and making them come up at every other level would go a long ways towards making an enjoyable class that isn't overpowered, which this almost is. I was successful quite often and had I been successful with every attack I would've dominated the field. The monk would've fallen far earlier and I could have engaged another foe before combat expired. An Arcane Pool would give too many more options and might put the class over the top.

But, , , the lead Dev himself as expressed a like for the concept. [sigh] If it is too be done, and I am STILL against it, then I ask that Arcane Pool be unusable during the turns that Spell Combat are activated. This is a very good ability and the only balancing factor at low levels is the penalty to hit. Yes, it is annoying, but it is needed. When the penalty starts to drop away at higher levels is when the other classes are also shining brightly. So please, just tread carefully if you're going to do this.

Final, final, FINAL assessment: This is a great NPC class. One Magus, properly played, can solo a party. Melee attacks which will more than likely trip/disarm/dirty trick (yay dirty tricks!) one guy while battlefield control harries the rest of the party is an exciting foe for any group. I've been putting together monsters with Magus levels and I got to tell you, I'm impressed. Especially at higher levels! I run two different groups of 10th level characters (all the same players, but on different ends of the world) and I see the Magus being common sight for them in the adventures to come.

Thank you to any who read this whole thing. You're one of the good ones.


Bump

No, seriously, I'd like some advice. Starknife thrower or trip monkey.

Pleases?


This is the perfect spell for the Magus, why isn't it on my spell-list?!?

Spoiler:

Chill Touch

School necromancy; Level sorcerer/wizard 1

Casting Time 1 standard action

Components V, S

Range touch

Targets creature or creatures touched (up to one/level)

Duration instantaneous

Saving Throw Fortitude partial or Will negates; see text; Spell Resistance yes

A touch from your hand, which glows with blue energy, disrupts the life force of living creatures. Each touch channels negative energy that deals 1d6 points of damage. The touched creature also takes 1 point of Strength damage unless it makes a successful Fortitude saving throw. You can use this melee touch attack up to one time per level.

An undead creature you touch takes no damage of either sort, but it must make a successful Will saving throw or flee as if panicked for 1d4 rounds + 1 round per caster level.


3 people marked this as FAQ candidate.

Create Pit

Spoiler:

School conjuration (creation); Level sorcerer/wizard 2,
summoner 2
Casting Time 1 standard action
Components V, S, F (miniature shovel costing 10 gp)
Range medium (100 ft. + 10 ft./level)
Effect 10-ft.-by-10-ft. hole, 10 ft. deep/2 levels
Duration 1 round + 1 round/level
Saving Throw Reflex negates; Spell Resistance no
You create a 10-foot-by-10-foot extradimensional hole with
a depth of 10 feet per two caster levels (maximum 30 feet).
You must create the pit on a horizontal surface of sufficient
size.
Since it extends into another dimension, the pit has
no weight and does not otherwise displace the original
underlying material. You can create the pit in the deck of a
ship as easily as in a dungeon floor or the ground of a forest.
Any creature standing in the area where you first conjured the pit must make a Reflex saving throw to avoid falling into it.
In addition, the edges of the pit are sloped, and any creature
ending its turn on a square adjacent to the pit must make a
Reflex saving throw with a +2 bonus to avoid falling into it.
Creatures subjected to an effect intended to push them into
the pit (such as bull rush) do not get a saving throw to avoid
falling in if they are affected by the pushing effect.
Creatures who fall into the pit take falling damage as normal.
The pit’s coarse stone walls have a Climb DC of 25. When the
duration of the spell ends, creatures within the hole rise up with
the bottom of the pit until they are standing on the surface over
the course of a single round.

I cast Create Pit. One or more baddies fall into the pit. Can I cast Create Pit again on the bottom of the first pit? Why or why not.

kthnxby!


If I empower an explosive rune (9d6 damage instead of 6d6), does the DC to perception/disable become 30 (for a 5th level spell) or does it remain 28 (the base spell is 3rd).

Also, what are the means for neutralizing the acid from Acid Arrow? Could you use a base (the opposite of an acid), what about a full round action with a waterskin? Is there anything official on this or do I need to houserule something.

Thank you.


This thread's idea was spawned off of some comments found in the latest BBEG thread.

This will be a centralized location for ideas on how to run, design and prepare for solo encounters, where it's the adventuring party against one super bad dude.

The general weakness of a solo encounter is a little thing known as action economy. This means that the players will almost always overwhelm a BBEG with more actions than it can handle. This is the big problem with solo encounters and we will try to address it in this discussion.

I will soon he posting examples of what I believe good solo's would be for low, mid and high levels. Feel free to beat me to the punch with some of your own examples.

Also, you can consider this to be the place to pimp you BBEG, or have it pimped for you.

Have at it friends!


Pathfinder Roleplaying Game Subscriber

Battle Glyphs

Battle Glyphs are a sub-set of Abjuration. In order to cast a Battle Glyph you must have a clear surface (does not count as difficult terrain) and line of sight. The Battle Glyph may be cast underneath an opponent who may choose to make a reflex save (DC of the spell) to make a 5' step as an immediate action (following all the rules for 5' steps, if only difficult terrain remains around the opponent then they forfeit the ability to make this save). This will cost the opponent an attack of opportunity. If their attack of opportunity is used up for the round then they may not make this reflex save and will be affected by the Battle Glyph as normal. If the opponent makes their reflex save or if the Battle Glyph is cast in an unoccupied square then it will trigger the moment anyone, except the caster, moves into that square. If cast on a wall or ceiling then it will only trigger if touched. Incorporeal and flying foes cannot trigger a Battle Glyph normally. A Battle Glyph typically glows with light equivalent to a torch and must fill a 5ft square. It may not overlap squares nor may multiple Battle Glyphs be cast on the same square.

The following is a list of Battle Glyph spells, feats and a prestige class.

Blinding Glyph

Spoiler:
School abjuration (Battle Glyph); Level cleric 1, druid 1, sorcerer/wizard 2
Casting Time 1 standard action
Components V, S, M
Range close (25 ft. + 5 ft./2 levels)
Effect Brightly glowing Glyph in a 5ft square.
Duration 1 round +1 round/level
Saving Throw Reflex (see Battle Glyph description) and Fortitude ends
Spell Resistance yes

This Battle Glyph appears as a shattered lantern with many beams of light bursting from it. When this glyph is triggered it explodes into a burst of light. Anyone in 20' must make a Fortitude save or be blinded for one round. Whoever triggered the glyph is blinded for the duration or dazzled if their save was made. This is a sight based affect. Undead who trigger the glyph take 2d6 holy damage and undead in the 20' radius take 1d6 holy damage.
Component: a piece of glass exposed to the sun for an entire day.

Defending Glyph

Spoiler:
School abjuration (Battle Glyph); Level cleric 1, druid 1, sorcerer/wizard 2
Casting Time 1 standard action
Components V, S, M
Range close (25 ft. + 5 ft./2 levels)
Effect Brightly glowing Glyph in a 5ft square.
Duration 1 round +1 round/level
Saving Throw Reflex (see Battle Glyph description) harmless, Will save ends
Spell Resistance yes

This Battle Glyph appears as a glowing yellow shield covering a crouching angel. Anyone of medium size or smaller triggering this glyph gains a +4 deflection bonus to AC and CMD as well as a +2 resistance bonus to saving throws so long as they remain on the glyph. Anyone else trying to enter the glyph or attack the affected must first make a Will save. Doing so ends the spell after their turn (the bonus' apply against their attack). Failure indicates the attack must be redirected at a new target or the attack fails. If the individual affected by the glyph tries to attack anyone or leave the glyph then the spell ends.
Component: Focus; a small replica of a shield made from ivory.

Devouring Glyph

Spoiler:
School abjuration (Battle Glyph); Level druid 4, sorcerer/wizard 3
Casting Time 1 standard action
Components V, S, M
Range close (25 ft. + 5 ft./2 levels)
Effect Brightly glowing Glyph in a 5ft square.
Duration 1 round +1 round/level
Saving Throw Reflex (see Battle Glyph description)
Spell Resistance no

This Battle Glyph appears as a black toothy maw with many grasping claws inside it. When this glyph is triggered make a CMB check using your caster level in place of base attack and your spellcasting ability score (Intelligence for Wizards, Wisdom for Druids, ect) in place of strength. If successful then the target is grappled. Next turn, on your turn you may take a standard action to make another CMB check (using the same modifiers) to pin the target. At the start of your turn if the target is pinned then you may take a standard action to make another CMB check. If successful then the victim is dragged into the glyph where they will take 1d6 slashing damage per level (max 10d6) each round for the remaining duration of the spell. If you fail to grapple the victim initially or if the target breaks free of the grapple the spell ends. If the target breaks free of the pin they are still grappled and the spell continues. If you fail to drag the victim into the Devouring Glyph you may try again the following round. You do not need line of sight for the grapple checks, but if you are farther than medium range away (100ft + 10ft/level) then you may not actively participate in the spells effect. Without you to guide it the Devouring Maw only grapples the target. It does not try to pin on its own. If the victim is devoured and is still alive when the spell ends then they are deposited in the square the glyph occupied. A victim who is killed by the Devouring Glyphs damage cannot be raised or resurrected, but a wish or similar effect can return them to life.
Component: A scrap of dried meat from an aberration.

Gruesome Glyph

Spoiler:
School abjuration (Battle Glyph); Level druid 1, sorcerer/wizard 1
Casting Time 1 standard action
Components V, S, M
Range close (25 ft. + 5 ft./2 levels)
Effect Brightly glowing Glyph in a 5ft square.
Duration 1 round +1 round/level
Saving Throw Reflex (see Battle Glyph description); Fortitude negates and Will negates (see below)
Spell Resistance yes

This Battle Glyph appears as twisted face crying out in horror. Anyone triggering this glyph must make a Fortitude save or suffer a terrible transformation. There form twist and pustules appear in horrible places. The victim is sickened and may make a Fortitude save each round to end the spells effect early. Anyone in 30ft who views the victim must make a Will save or be nauseated for one round.
Component: A vile of bile.

Lightning Glyph

Spoiler:
School abjuration (Battle Glyph); Level druid 2, sorcerer/wizard 3
Casting Time 1 standard action
Components V, S, M
Range close (25 ft. + 5 ft./2 levels)
Effect Brightly glowing Glyph in a 5ft square.
Duration 1 round +1 round/level
Saving Throw Reflex (see Battle Glyph description)
Spell Resistance yes

This Battle Glyph appears as a angry face with lightning bolts shooting from its eyes and mouth. Anyone who triggers this glyph is struck by a bolt of lightning that rises up out of the glyph. This bolt deals 1d6 electrical damage per 2 levels (5d6 max). Anyone damaged by this bolt must make a Will save or be under the effects of confusion and rage for the remainder of this spells duration. The victims weapon attacks also gain the shocking quality so long as they are affected by the spell.
Component: Hair burnt by an electrical source.

Spider Glyph

Spoiler:
School abjuration (Battle Glyph); Level druid 2, sorcerer/wizard 2
Casting Time 1 standard action
Components V, S, M
Range close (25 ft. + 5 ft./2 levels)
Effect Brightly glowing Glyph in a 5ft square.
Duration 1 round +1 round/level
Saving Throw Reflex (see Battle Glyph description)
Spell Resistance no

This Battle Glyph appears as a spider made up of hundreds of smaller spiders. Anyone triggering this glyph is immediately covered in a spider swarm. Strength damage from this swarms poison attack ends when the spell ends. These spiders will not leave the target or move to attack anyone else. If the target dies before the spell ends and they are medium sized or less then the spiders begin to feast on the body. If the swarm is not stopped in 2 rounds only web-crusted bones will remain thus preventing the body from being raised.
Component: A dried spider corpse.

Spinning Glyph

Spoiler:
School abjuration (Battle Glyph); Level druid 1, sorcerer/wizard 1
Casting Time 1 standard action
Components V, S, M
Range close (25 ft. + 5 ft./2 levels)
Effect Brightly glowing Glyph in a 5ft square.
Duration 1 round +1 round/level
Saving Throw Reflex (see Battle Glyph description) Fortitude ends (see below)
Spell Resistance yes

This Battle Glyph appears as a pair of boots tumbling around a spiral. Anyone of Medium or smaller size triggering this glyph is assaulted by a force effect. Make a CMB check using your caster level in place of base attack and your spellcasting ability score (Intelligence for Wizards, Wisdom for Druids, ect) in place of strength. If successful then the target is tripped. So long as the spell remains in effect the victim must pass a Fortitude save in order to stand up. The victim may spend a move action to crawl 5ft off of the glyph or an ally may pull them off, but not up so long as they are over the glyph. Once the target has made their Fortitude save or moved off the glyph the spell ends.
Component: A broken bootlace tied together.

Stunning Glyph

Spoiler:
School abjuration (Battle Glyph); Level druid 1, sorcerer/wizard 1
Casting Time 1 standard action
Components V, S, M
Range close (25 ft. + 5 ft./2 levels)
Effect Brightly glowing Glyph in a 5ft square.
Duration 1 round +1 round/level
Saving Throw Reflex (see Battle Glyph description) and Fortitude ends
Spell Resistance yes

This Battle Glyph appears as a pair of crossed fist holding lightning bolts. Any humanoid triggering this glyph who fails their Fortitude save is stunned. At the start of each of the victims turns they may attempt an additional Fortitude save to overcome the glyph. Anyone attacking or moving the victim out of the affected area ends the spell.
Component: A piece of wood from a tree that was struck by lightning.

Vexing Glyph

Spoiler:
School abjuration (Battle Glyph); Level druid 2, sorcerer/wizard 1
Casting Time 1 standard action
Components V, S, M
Range close (25 ft. + 5 ft./2 levels)
Effect Brightly glowing Glyph in a 5ft square.
Duration 1 round +1 round/level
Saving Throw Reflex (see Battle Glyph description)
Spell Resistance yes

This Battle Glyph appears as a hag coiling around the outer circle of the glyph, she appears to be pointing and laughing at terrified figure in the center. Anyone triggering this glyph must make a Will save or become deafened for the spells remaining duration. All they can hear is a wicked cackling that seems to come from everywhere at once. Each round the victim must make another Will save, success ends the spell, but failure cause 1 point of Wisdom damage. This wisdom damage goes away when the spell ends. If a targets Wisdom is reduced to zero they fall unconscious for the remainder of the spell. This is a sound dependent mind-effecting spell. Anyone who cannot hear is unaffected by this spell.
Component: An ear made of wax which is crushed during the casting.

FEATS

Hidden Glyphs
Prerequisites: Ability to cast Battle Glyphs of 3rd level or higher.
Benefits: The affected Battle Glyph has no visual effect until triggered, becoming effectively invisible. Detect Magic or similar spells will reveal the location of the glyph, but See Invisibility or similar spells will not. If cast on an occupied square increase the Reflex save to avoid by 2. A hidden glyph uses up a spell slot one level higher than the spell’s actual level.

Mobile Glyphs
Prerequisite: Ability to cast Battle Glyphs of 2nd level or higher.
Benefits: Once per round as a standard action you may move a Battle Glyph you've cast to a legal square within close range (25ft +5ft/ 2 levels). This reduces the glyphs duration by 2 rounds and may not be used on a glyph that has already been triggered.

Radiating Glyphs
Prerequisite: Ability to cast Battle Glyphs of 3rd level or higher.
Benefits: Your Battle Glyphs affect a 5ft cube instead and will trigger if anyone moves into this area.
Normal: Battle Glyphs only trigger if touched and not when jumped or flown over.

Potent Glyphs
Prerequisites: ability to cast Battle Glyphs.
Benefits: Increase the DC for all saves involved with your Battle Glyphs by 1.

Glyphologist

Spoiler:

The Glyphologist is more than just a master of Battle Glyphs. He's a scientist who has learned the secrets behind turning any spell into a Battle Glyph. Glyphologist are obsessed with symbolism and often over analyzing everything around them. For this reason Wizards tend to make the best Glyphologist, though druids with enough interest in knowledge are not unknown among their ranks.

Role: Glyphologist are seekers of ancient secrets. Many believe Battle Glyphs stem from a forgotten form a magic used by fallen civilizations. Indeed creatures such as the Aboleth often take a great interest in Glyphologist. Usually just before killing them.

Alignment: Glyphologist can be of any alignment. Lawful ones are often obsessed with how things are connected while chaotic Glyphologist are only interested in how to transform more spells into Battle Glyphs.

Hite Dice: d6 (poor base attack)

Saves: Will good.

Requirements: In order to become a Glyphologist, a character must fulfill the following requirements.

Skills: Knowledge (arcana) 5 ranks. Knowledge (dungeoneering) 5 ranks. Knowledge (planes) 5 ranks.

Feats: Any 2 Battle Glyph feats. Spell Focus Abjuration.

Special: Able to cast at least 5 Battle Glyphs.

Class Skills
The glyphologists class skills (and the key ability for eachskill) are Appraise (Int), Knowledge (all skills taken individually)(Int), Linguistics (Int), Spellcraft (Int), and Use Magic Device (Cha).
Skill Ranks at Each Level: 2 + Int modifier.

Class Features
All of the following are Class Features of the glyphologist prestige class.

Weapon and Armor Proficiency: Glyphologist gain no proficiency with any weapon or armor.

Spells per Day/Spells Known: When a new glyphologist level is gained, the character gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if he is a spontaneous spellcaster), and an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a glyphologist, he must decide to which class he adds the new level for purposes of determining spells per day.

1st Level. Glyphcasting: Whenever you cast a Battle Glyph you gain a resistance bonus to saves equal to the level of the Battle Glyph for 1 round. You also gain an equal deflection bonus to AC for 1 round.

2nd Level. Respect of the Ancients: Whenever you make a Diplomacy or Intimidate check against an aberration or outsider add your Glyphologist level to the check.

3rd Level. Bonus Feat: Gain one of the following feats; any Battle Glyph feat, Eschew Materials, Extend Spell, Greater Spell Focus (abjuration), Magical Aptitude or Spell Mastery.

4th Level. Glyph Formed Magics: A Glyphologist may modify any spell of 1st level into a Battle Glyph. The target is always whoever triggered the Glyph and the duration is always changed to 1 round + 1 round per level. A spell is otherwise unaltered. Spells with a range of personal affect whoever triggered it allowing you to use such spells on allies. A spell so modified counts as both an abjuration spell and whatever other school it originally belonged to. If you are a specialist and one of the schools counts as your forbidden school then the new spell will cost you two slots to memorize. If you are an abjuration specialist and the other school is of a forbidden school you may use your bonus abjuration spell slot on the modified spell without penalty. Any other slots cost 2 as normal.

5th Level. Enhanced Abjurations: Whenever a spell or ability of yours grants energy resistance increase that amount by 5. Whenever a spell or ability of yours grants an AC bonus increase that bonus by 1.

6th Level. Advanced Glyph Formed Magics: A Glyphologist may now modify any spell of 2nd level into a Battle Glyph.

7th Level: Bonus Feat: Gain one of the following feats; any Battle Glyph feat, Eschew Materials, Extend Spell, Greater Spell Focus (abjuration), Magical Aptitude or Spell Mastery.

8th Level. Superior Glyph Formed Magics: A Glyphologist may now modify any spell of 3rd level into a Battle Glyph.

9th Level. Detonate Glyphs: You may cast a second Battle Glyph on a square that already has a Battle Glyph on it. Doing so detonates both Glyphs. Both Battle Glyphs full effects take place on anyone within 30ft of the detonation. If a particular Glyph normally only affects one target then choose one target to be affected. The other Glyph may affect the same target or another one of your choice within 30ft. If one or both of the triggered Glyphs affects an area or multiple targets then treat the overlapped square as the origin point for those spells. Regardless of the original spells range or area no one beyond 30ft can be affected.

10th Level. Ultimate Glyph Formed Magics: A Glyphologist may now modify any spell of 4th or 5th level into Battle Glyphs.

Thanks for reading! Please P.E.A.C.H


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