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Ghoul

Tom S 820's page

1,209 posts. Alias of Tom Saksa.


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I like cherry picking one level of cleric with chaos domain, luck domain, channel and extra Orins.


Dose the mod tell what level you should be at point X?

If so the give money & or gear make sure the party is at that point.

Check wealth WBL as PC And as party as well.


The race build was totally ripped off of Skills and Powers versions of 2 Ed d&d


ECL dose not exist in pathfinder that a 3.5 or 3.0 idea


Gwiber wrote:

The simplest, easiest answer?

Add one small stat box.

Psychic Resistance. [PR]

Just like not everyone has Spell resistance as a stat, not everyone has Psychic Resistance as a stat.

In the Psychic Spells stat block you put Psychic Resistance instead of Spell resistance. Note in the other spells for the Classes that use Psychic Spells that any reference to Spell Resistance is Psychic Resistance instead.

Saves remains the same as they always have.

It's a very small rules addition to make along with all the other special abilities and feats that come with the Psychic classes.

And it shows a difference in Spells and Psychic powers, without lumping them into the same category, or having to add a host of new rules.

realy you want to go back a change four these bestiary worth of stat blocks....

That right there should end the whole discussion. BAD IDEA!!!!!


Is there list of pathfinder mod by location?

I want to may add them in as side quest for some of the APs.


We need a Giant Blood line for Sorcerer before this class comes out.


Mercurial wrote:
And would Grease be a better choice than Obscuring Mist, considering that I'll be taking it around 6th level?

Grease as spell known Odscuring mist as wand.


The new page just looks bad....It hard to read and move around. The font is realy hard to read. The button do not alway show on my PC.


Are style feats also Combat Feats?


Can not rember what the name is but it feat that combines Ki pool an Arcanca pool?


Jeff Merola wrote:
Not sure how you got from point A to point B on that one, chief. Haste gives you an extra attack on a full attack, which both Flurry and Spell Combat count as. Haste is not its own action, nor does it have a special action associated with it.

But flurry is own special full attack thing as well beacuse you can not furry and two weapon fight or rapid shot in pathfinder( you could in 3.5 or 3.0).... so there for you should not be able to flurry and use haste if the magus can not use haste and spell combat.


So then monk can not use haste and furry?


Can monk/ magus furry and spell combat in same round?


Spell craft gone in my game

Spell caster now use the following skills

Bard Perform
Cleric Knowledge Religion
Druid Knowledge Nature
Paladin Knowledge Religion
Ranger Knowledge Nature
Sorcer Knowledge Arcane
Wizard Knowledge Arcane
Oracle Knowledge Planes
Summoner Knowledge Planes
Witch Knowledge Planes
Inquistor Knowledge Religion

To ID spell now is DC 10 plus level spell.
+5 not same type energy Arcane / Divine
+5 the spell is not on your list.

To id an item it is base line 10 plus highest level spell
+5 not same type energy Arcane / Divine.
+5 the spell is not on your list.


Why could they not?


Mokshai wrote:

My GM doesn't allow 3PP, otherwise I would look at it.

Never thought about oracle, will have to look into that.

My who post was about that class.


Claxon is totaly right by the RAW but it irks me to the nth degree. Because I can now cast enlarge peron on any giant or troll... but not Aasimar or Tiefliong....

Barbarian 4/Oracle 2/Rage prophet 10/Sorcerer 1/ Dragon Discple 3

Savage Seer: A rage prophet's class level stacks with barbarian levels for determining the effect of rage powers, and with oracle levels for determining the effect of oracle revelations and his oracle's curse. This does not grant additional abilities.


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The Sisters Market; or, making the succubus more trouble

Douglas Muir 406
What makes the succubus different? No, no, besides the obvious.

I'd say it's this: succubi are, by their vary nature, social creatures. Other demons are solitary top predators, or slithering connivers, or rampaging monsters of pure destruction. But succubi need a social context to work.

So: succubi have a network. You could almost say an organization. Oh, it's a very chaotic organization, full of lies, jealousy, plots and treachery. Succubi don't actually *like* each other. But they have a lot in common, and as noted above they're social creatures, and also they can find mutual profit in working together.

How? Why, through the Sisters Market.

The Market is an informal network of succubi. It reaches all across the Abyss, and well beyond. Think of it as a Craigslist for demons. Though the current incarnation of the Market is fairly recent, something like it has existed for millenia. Because demons are demons, the network regularly gets crashed by cheating and abuse; but because it's so damn useful, it keeps getting recreated.

Succubi trade some physical stuff -- magic items and the like, and of course dominated slaves -- but mostly they trade information, roles, and hooks. Roles are identities that they've taken over. A "hook" is a Suggestion or Domination that a succubus has placed on a victim. (Yeah, it turns out that these things can be traded between two willing demons.)

So, say Candi has infiltrated a small mortal kingdom, dominating the queen and planting suggestions in the King's mind, and is driving the kingdom towards war and utter ruin. But suddenly she has to to away. Maybe she has a better job offer somewhere else; maybe she's suddenly become bored (this is the eighth kingdom she's ruined, frankly she'd like to try something different now); maybe she just got the news that the Shining Crusade is about to come to town and the palace will be crawling with good clerics and paladins. Whatever the reason, she contacts the Sisters Market and offers her role and her hooks -- the suggestions on the King, the domination on the Queen -- for sale. Tanya, who's been hanging around the Abyss torturing the same damned souls over and over, jumps at the chance; she offers an interesting magic item and, oh, the true name of a minor devil. An agreement is reached and, boom.

(Context: my PCs recently defeated a succubus; she got a Suggestion into one of them but then flew off because they were obviously too powerful. She's now traded the suggestion-hook to a more powerful demoness, who has just joined the party undercover.)

The Sisters Market also trades information. Much as they dislike each other, succubi tend to be gossips, and they love nothing better than a good, juicy secret. And they trade tactical information: I serve this demon lord, but I've noticed a weakness in his defenses. I'll trade it for information about the powerful good party that's rumored to be preparing an expedition to my plane of the Abyss. From a PC's point of view, this means that once you've encountered a single succubus, any subsequent one you meet may suddenly know much, much more about you. (This is especially true for characters who have embarked on a career of fiend-hunting, demon-binding, or anything else that seems likely to bring them into conflict with the sisters more than once. Demons are chaotic, but intelligent; they're not going to sit in rooms waiting for you to show up and kill them.)

The Sisters Market isn't only for succubi. Other fiends, and even high-level characters, can occasionally try buying or selling something. Just making contact would be a minor challenge in and of itself, and then of course you're dealing with a bunch of millenia-old chaotic evil outsiders with high Wis, very high Int, and very high Cha indeed. Good luck negotiating with the gal who can read thoughts, cast suggestions all day long, and -- oh, you have Protection From Evil up? -- talk rings around you anyway, because she has +27 Bluff.

Anyway, the Sisters Market. Thoughts?

Doug M.

Not my Idea but I used twice since I read this post. Make the Succubi part of this cabal of demon whores.

Again Big thumds up to Doug M.


You say want to make MT on 15 point build becasue you want to fill both roles as cleric and wizard... Try this

Elf ancient lorekeeper Oracle of lore with the haunted curse because it add more spell know. Then take eldriech heirage chain of feats for the Arcane bloodline. This gives you full spell casting progression, with 3/4 BaB, 8HD, 4+int Skill points, and casting in armor with no arcane spell failure.

Racial Archetypes
The following racial archetypes are available to elves.

Ancient Lorekeeper (Oracle)
The ancient lorekeeper is a repository for all the beliefs and vast knowledge of an elven people. She shows a strong interest in and understanding of histories and creation legends at a young age, and as she matures her calling to serve as the memory of her long-lived people becomes clear to all who know her. An ancient lorekeeper has the following class features.

Class Skills: An ancient lorekeeper adds Knowledge (arcane) and Knowledge (local) to her list of class skills. Whenever she makes a Knowledge check of any kind about a question regarding elves (creatures of the elf subtype), the ancient lorekeeper adds half her class level on her check. This replaces the bonus skills the ancient lorekeeper gains from her mystery.

Elven Arcana (Ex): At 2nd level, an ancient lorekeeper's mastery of elven legends and philosophy has allowed her to master one spell used by elven wizards. She selects one spell from the sorcerer/wizard spell list that is at least one level lower than the highest-level oracle spell she can cast. The ancient lorekeeper gains this as a bonus spell known. The spell is treated as one level higher than its true level for all purposes. The ancient lorekeeper may choose an additional spell at 4th, 6th, 8th, 10th, 12th, 14th, 16th, and 18th levels. This ability replaces the bonus spells she would normally gain at these levels from her chosen mystery.

Mysteries: The following oracle mysteries complement the ancient lorekeeper archetype: Lore, Nature, Waves, Wind ; Ancestor, Time, Wood.

Expanded Arcana feat
Expanded Arcana
Your research has revealed new spells.

Prerequisites: Caster level 1st, see Special.

Benefit: Add one spell from your class's spell list to your list of spells known. This is in addition to the number of spells normally gained at each new level in your class. You may instead add two spells from your class's spell list to your list of spells known, but both of these spells must be at least one level lower than the highest level spell you can cast in that class. Once made, these choices cannot be changed.

Special: You can only take this feat if you possess levels in a class whose spellcasting relies on a limited list of spells known, such as the bard, oracle, and sorcerer.

You can gain Expanded Arcana multiple times
Arcane blood power via eldtrich heirage chain of feats

Arcane Bond (Su): At 1st level, you gain an arcane bond, as a wizard equal to your sorcerer level. Your sorcerer levels stack with any wizard levels you possess when determining the powers of your familiar or bonded object. This ability does not allow you to have both a familiar and a bonded item. Once per day, your bond item allows you to cast any one of our spells known (unlike a wizard's bonded item, which allows him to cast any one spell in his spellbook).

Metamagic Adept (Ex): At 3rd level, you can apply any one metamagic feat you know to a spell you are about to cast without increasing the casting time. You must still expend a higher-level spell slot to cast this spell. You can use this ability once per day at 3rd level and one additional time per day for every four sorcerer levels you possess beyond 3rd, up to five times per day at 19th level. At 20th level, this ability is replaced by arcane apotheosis.

New Arcana (Ex): At 9th level, you can add any one spell from the sorcerer/wizard spell list to your list of spells known. This spell must be of a level that you are capable of casting. You can also add one additional spell at 13th level and 17th level.

School Power (Ex): At 15th level, pick one school of magic. The DC for any spells you cast from that school increases by +2. This bonus stacks with the bonus granted by Spell Focus.

If GM take point of view that 1/2 elf can take anything elf or human take. Then play 1/2 elf get skill focus for free, put the +2 any in to CHA, then when you level take extra spell knowen insteed of skill point or HP for being elf orcle.

Then take Paragon Surge and change the spell know at will by changing
Expanded Arcana feat.

Paragon Surge Spell

School transmutation (polymorph); Level alchemist 3, cleric 3, magus 4, paladin 4, sorcerer/wizard 3, witch 3

Casting Time 1 standard action

Components V, S

Range personal (half-elf only)

Duration 1 minute/level

You surge with ancestral power, temporarily embodying all the strengths of both elvenkind and humankind simultaneously, and transforming into a paragon of both races, something greater than elf or human alone. Unlike with most polymorph effects, your basic form does not change, so you keep all extraordinary and supernatural abilities of your half-elven form as well as all of your gear.

For the duration of the spell, you receive a +2 enhancement bonus to Dexterity and Intelligence and are treated as if you possessed any one feat for which you meet the prerequisites, chosen when you cast this spell.

All this plus good a UMD skill due having high CHA.

Dangerously Curious Trait

You have always been intrigued by magic, possibly because you were the child of a magician or priest. You often snuck into your parent's laboratory or shrine to tinker with spell components and magic devices, and frequently caused quite a bit of damage and headaches for your parent as a result.

Benefits: You gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.

Two-World Magic

Benefit: Select one 0-level spell from a class spell list other than your own. This spell is a 0-level spell on your class spell list (or a 1st-level spell if your class doesn't have 0-level spells). For example, if you are a druid, you could select mage hand and thereafter prepare it as a 0-level druid spell; if you are a sorcerer, you could select know direction as a 0-level sorcerer spell known.

These two triats will help out this build by give it acid splash and let you use wands or scrolls.


master_marshmallow wrote:
blackbloodtroll wrote:
So, Divine Spellstrike?
It still doesn't let you deliver it with a free action melee attack, you would have to find a way to make that melee attack action to deliver your spell.

It replaces the touch attack with a melee attack in that casting of the spell so the round that you cast it you only get one attack or you could get I guese a full attack it you wait till the next round or later.

The big draw back in this that you have to hit Real AC and get 1d8+(what ever)extra damage + spell efect vs hitting Touch AC and geting Spell effect.


Claxon wrote:

Sepratist Cleric of Torag? You would have to spend proficiency on warhammer (unless you were a dwarf).

So Dwarven Sepratist Cleric of Torag, with this feat. Choose a domain that will give you a useful touch range offensive spell. Does any domain offer shocking grasp?

It realy dose not matter what domain spells you get.... You can only cast that domain spell once per day because you one have one domain spell slot per level. So great if can find a domain that has Shocking Grasp you still can only cast it once.

Ie in our Legacy of Fire Group We have a Cleric of Sarenrae with the Fire domain so she can cast fire ball once per day, that in no way step on my Elemant Sorcrer toes who can cast it all day long.

You need to look at spell list. Ie Druid, Cleric or Inquistor


JoeJ wrote:
Tom S 820 wrote:
Speaking of "Book keep nightmare" that is why do not want to keep track of EXP. It makes my life easyer and It get more play time in a night. We would loss anywhere form 20-40 minutes per night traking exp then some one would level and rest us would have to wait while thay leveled or play with out them which mean miss some of the game. It also made it easyer to GM because I would know what level everyone was and therefor what abiltys they had. So I could set fight to challenge them acrodingly. Instead of Bob just level so now this fight of x is now useless because PC has abilty y. PC know a week in advanced to bring level PC with them because they level after the first fight ect. It let me GM and PCs do book keeping at home and not in game time. I mean look at all thing you have to track is now HP, Spell use, Spell duration, Spell effects, Channel, Ki, Arcana, Smites, Lay on of Hands, School abitly, Domain abilty, bloodline abilty, bombs per day, wild shape, rage rounds, bard song, Bane, ect... and list gose on and on. As it now I have sheet with all my dayly abilty that keep what have use or not use. If it was all computerised that track it all for me fine. But I want more game time not more book keeping time.

In the groups I played with, experience was given at the end of the adventure. The bookkeeping involved with leveling up was always done at home, between games.

Where it happen in the night is not the point. The fact give up game time is.


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Headfirst wrote:
Anyone have any other ideas on how to fix the summoner?

Paper shredder would be the first idea that come to my mind.

Second would be take away the huge flex abilty of the eidolon and make more like the animal companion of the druid ie you get snake, horse,wolf ect that got better. You have hell hound, small element, small dragon, ect stuff that was CR 1-3 set of advancemet for each individual pet one not one massive customizable list for all.

They did that way to save page space and make it easy to update ie make new evoalution write small paragraph instead of same of same paragraph and list what monster that cold take it. Book keep nightmare.

Speaking of "Book keep nightmare" that is why do not want to keep track of EXP. It makes my life easyer and It get more play time in a night. We would loss anywhere form 20-40 minutes per night traking exp then some one would level and rest us would have to wait while thay leveled or play with out them which mean miss some of the game. It also made it easyer to GM because I would know what level everyone was and therefor what abiltys they had. So I could set fight to challenge them acrodingly. Instead of Bob just level so now this fight of x is now useless because PC has abilty y. PC know a week in advanced to bring level PC with them because they level after the first fight ect. It let me GM and PCs do book keeping at home and not in game time. I mean look at all thing you have to track is now HP, Spell use, Spell duration, Spell effects, Channel, Ki, Arcana, Smites, Lay on of Hands, School abitly, Domain abilty, bloodline abilty, bombs per day, wild shape, rage rounds, bard song, Bane, ect... and list gose on and on. As it now I have sheet with all my dayly abilty that keep what have use or not use. If it was all computerised that track it all for me fine. But I want more game time not more book keeping time.


QUOTE="Headfirst"] Okay, here's my challenge to the Pathfinder community:

Using the least amount of new rules possible, what would you change about the existing classes to fix them? Keep in mind, "fixing" could mean nerfing, buffing, or altering a class's focus. Optimally, such modifications would be cut-and-paste features from other classes, if only to reduce the potential for strange interactions with other parts of the game. For example, here's my idea on how to fix rogues.

Ambush: For purposes of sneak attacks, the rogue's base attack bonus from rogue levels is equal to his rogue level. For all other purposes, such as qualifying for a feat or a prestige class, the rogue uses his normal base attack bonus.

Canny Defense: When wearing light or no armor and not using a shield, a rogue adds 1 point of Intelligence bonus (if any) per rogue class level as a dodge bonus to his Armor Class while wielding a melee weapon. If a rogue is caught flat-footed or otherwise denied his Dexterity bonus, he also loses this bonus.

There, two little additions that I think would go a long way toward making the rogue class more attractive. Most of the complaints we see have to do with the fact that rogues, while skilled out of combat, are way behind the curve on the battlefield due to their medium base attack bonus and low armor class. So, instead of trying to reinvent the wheel, we've simply brought over effective mechanics from the monk and duelist to fill those gaps.

Anyone want to give this a shot for the other classes?

I could see letting ambush work if was only in surprised rounds. As a Rouge Talent. Also I would make be Situational bonus equal to 1/2 you rogue level. This would net you +5 above full BaB PC for one shot per fight at 20th level. IF you can set up the Ambush....Hell still my say no to that one because it would be more likely be used by GM than PC. Since How often do PC get to act in the Surprised round vs GM Minions.

For Canny Defense add if you are not encumber more than light load. Also make it swift action that effect last for a round. Also can be used #time per day equal to 3+INT Modifier. This could be a rogue talent.

This way rogue can save his but some of the time when dose not drop someone with this Sneak attack Dice. But not all the time that it eat in to coolness of Duelist. It all so make the PC suffer from MAD that will keep the power balanced some. This also mean the rogue dose not ned to take to hit penalty to raise thier AC.


LoneKnave wrote:
Well, getting swift action mending would make guns actually halfway usable for everyone.

You should only be able to put is on spell that are standard actions


Weather +
Fog, smoke, Mist, and Blur… Anything that gives them a miss chance to hit.
No Cluster shot Feat. We have banded in my game since it came out. It Broken as hell.

You say you up fight due to 5 PC. Good
Wealth by level is on track. ok make it little ie 10% or 15% below.
What Point Buy do you use? 15 point buy is base line. So if it is rolled or it 20 point or more you may need to toughen CRs.

Poison Weapons, Burn, Bleed Effects

Alchemist levels on mocks. Bombs attack Touch AC. So low level Mocks do not need roll well to hit.

Air Elemental with Sorcerer level since 2 levels* will only add 1 CR give them spell like obscuring mist, Wind wall, blur, windy escape, Vanish, Invisibility

Or Monk levels again only 2 levels will only add 1 CR*. Give them Spring attack, Wind Stance, Lightning Stance, and Deflect Arrows.

Elemental is Neutral so no holy, and you can not Critical them.

* Till equal to Racial HD

This will slow down Archer with loss of 2D6 per shot for holy, Loss one Arrow per round with Deflect Arrow feat and one shot that miss every other round due to miss chance. This should let your mokes live 2 or 3 rounds longer.

Lastly no 3 fight work days make it 5 or 6. Run some random encounters to eat up there daily resources. Also keep track of them stuff like Bane.

Pit spells vs Inquisitor Archer I guess at 8th level He has Dex of 20 or 22 so that is +5 or 6 and Base of +2 for level maybe +1 for Resistance so that +8 or +9 vs minimum DC 16 that about a 40% failure rate and take him out of the fight for 2 or 3 round. And if dose make he has to move or face it again till they do move at 30% failure rate.

Next anything push him in to the pit. Giants Bulrush or Drag really well…Spell like , Force Punch, Hydraulic Push, Telekinesis, Telekinetic Charge put them in the pit or Black Tentacles area.

Take it or Break it.

Disarm the Weapon, Spell Pilfering Hand the weapon, Steel Arrows,
Suggestion “Can I have that”…Then leave with it Teleport Dim Door, fly ect
Take his sight via Blindness Spell or Glitter Dust.
Sunder… yes I know it magical… Ok give the bad guys oils of magic weapon greater. Warp Wood, Break or Shatter spell on the bow.


Dannorn wrote:
Ok can someone explain why they're saying Rogues have bad to-hit? I'm just not getting it, aside from not being full BAB how is a Rogues ability to hit, or to improve their to-hit, any worse than any other 3/4 BAB class?

I agree 3/4 is 3/4. Also it is not poor that would be 1/2 or full arcance caster BaB.


born_of_fire wrote:

As per my original post on the matter, I was totally grappled and totally failed all the saves. I rolled miserably throughout the entire encounter. I attacked the ooze directly with my dagger. I took 12 pts damage from the oozy touch. This is what destroyed most of my stuff. It's not as bad as it started out but it's still pretty bad.

Listen guys, I really appreciate your assistance but now you just want my DM to be wrong. I want my DM to be wrong too. I don't really see that he is. Thanks for your support though :)

But he was...


Aelryinth wrote:

Witchfires. Incorp undead and devastating ranged attack.

Humanoids with NPC warrior levels. A Gnoll Warrior/10 is CR 5.

Succubi are famous for their CR having a nigh-unbeatable save DC against Charm Monster.

==Aelryinth

It is because pathfider screwed up add class level section form 3.5 to pathfinder. I used to be 1/2 CR for NPC or nonacciated class level till get 1 more that racial HD. It dose not make since that Human warrior level 10 is CR 8 while Gnoll warrior level 10 is CR 6. Gnoll is CR 1 pluss 1/2 10 warrior is 5 so 5+1 is 6.


Wand of Magic Missile CL 750gp 50 chages buyable by 2nd level. You use it till the charges run out. About 5th level then by Magic Missile CL 5 3750gp 50 chages... So on and so on... If GM keep to the rules that 13 fight to a level that mean that you use about 2 times per fight per level till it run out of juice. Think of it like fighter sword for Gold piece cost in the long run it still much cheaper.

Wand MM need no feat to power it no Point blank, no Presice Shot ect.
Wand MM need no Attack roll.
A Wand MM is just DoT Damge on Target.

Example 6th level Wizard and party vs 4 orgers.

Fire ball DC 17 means orger fail Reflex save 80% time due having Reflex save of +0.

Average damage is 21 to 3 of 4 and, 1 for 10... The other party members kill 3 in round 1 or 2. You finsh the last one off in round 2 or 3 with wand of magic missile CL 5 doing 7 damage per round on average.

Yes a wand of MM can not critical since there is no attack roll so no big flash. But you are looking for mop up weapon so just need consistency.. allway hit no save very few ways of stoping it only shield spell. Even then only few class even have that spell on thier list.


It the worst thing I ever paid for in the game world or any other. Do not buy or play it a waste of time. Sad part I had such high hopes for this book. It sad.


To any one that see the numbers it a poor monster for it CR. I would say it a failure of mythic proportion of monster design. It only compounds by the fact that the mod sold to me by the sales tag line the " written by The Allstars of gaming designers" . Man I feel that I was lied to and mislead. I deeply regret buying this product.


elderitch Hiererage chain and the marty blood line


Feather Fall and Liberating Command both are immediate actions and since you could cast them till the cow come home over and over again you are the best caster for them.

Admonishing Ray it by pass energy resistance or immune to Acid/Cold/Fire/Electricity and give you the take prisoner option.

Blur vs Mirror Image … Blur is good for dungeon due to long duration of 10 minute per level. Mirror Image is good for boss fight due it 1 minute per level. Both stop about the same amount of hit in the long run per casting but you have cast mirror image over and over again get the same defense over time power. Blur is touch where mirror image is personal. With those two facts in my book Blur beats mirror for a spam caster. If you are Wizard and have tow go with only one or the other I would do mirror image. But you are a sorcerer that can cast the same spell over and over again. Blur I think is stronger for you.

Acid Splash and disrupt undead as sorcerer for range touch at-will and no SR on Acid Splash.

Haunted add the following spell to your Oracle known list.
mage hand, ghost sound, levitate, minor image, telekinesis and reverse gravity

Must have Blessing of Fervor 4th level Cleric/ Oracle. Stacking with haste…

Increase its speed by 30 feet.
Dose not stack
Stand up as a swift action without provoking an attack of opportunity.
Dose stack
Make one extra attack as part of a full attack action, using its highest base attack bonus.
Dose not stack
Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
Dose stack
Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell
Dose stack

Free enlarged and or extended right now I see 12 spell on your list that could greatly take advantage of that fact.

Prayer 3rd level cleric or oracle spell.

If you full buff the party for 4 rounds
Bless, Haste Prayer, and Blessing of Fervor. That +5 to hit +1 damage, +3 AC, and 1 to all save and +1 vs fear and +3 to Reflex saves, for every one…. Side note you could extend the Bless and Blur for free to last multiple fights.

Stone Skin +Shield other + mass cure X spell/ Channel to heal … Big time Damage mitigation

Stone Skin+ blur the meat shield or striker. So he is hit less often and when he is hit take 10 less… then shares ½ that get through with you….you the cast mass cure x spell or channel and it effectively heal twice as much the damage that got through.


Samsarans
Mysterious humanoids with pale blue flesh and transparent blood like the waters of a trickling brook, samsarans are ancient creatures even in their youth. A samsaran's life is not a linear progression from birth to death, but rather a circle of birth to death to rebirth. Whenever a samsaran dies, it reincarnates anew as a young samsaran to live a new life. Her past memories remain vague and indistinct—and each new incarnation is as different a creature and personality as a child is to a parent.
Samsarans appear similar to humans, with dark hair and solid white eyes with no pupils or irises. Skin tones are generally shades of light blue.
Samsaran Racial Traits
All samsarans are humanoids with the samsaran subtype. They have the following racial traits.
+2 Intelligence, +2 Wisdom, –2 Constitution: Samsarans are insightful and strong-minded, but their bodies tend to be frail.
Medium: Samsarans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Samsarans have a base speed of 30 feet.
Low-Light Vision (Ex): Samsarans can see twice as far as humans in conditions of dim light.
Lifebound (Ex): Samsarans gain a +2 racial bonus on all saving throws made to resist death effects, saving throws against negative energy effects, Fortitude saves made to remove negative levels, and Constitution checks made to stabilize if reduced to negative hit points.
Samsaran Magic (Sp): Samsarans with a Charisma score of 11 or higher gain the following spell-like abilities: 1/day—comprehend languages, deathwatch, and stabilize. The caster level for these effects is equal to the samsaran's level.
Mystic Past Life (Su): You can add spells from another spellcasting class to the spell list of your current spellcasting class. You add a number of spells equal to 1 + your spellcasting class's key ability score bonus (Wisdom for clerics, and so on). The spells must be the same type (arcane or divine) as the spellcasting class you're adding them to. For example, you could add divine power to your druid class spell list, but not to your wizard class spell list because divine power is a divine spell. These spells do not have to be spells you can cast as a 1st-level character. The number of spells granted by this ability is set at 1st level. Changes to your ability score do not change the number of spells gained. This racial trait replaces shards of the past.
Languages: Samsarans begin play speaking Common and Samsaran. Samsarans with high Intelligence scores can choose from the following: any human language, Abyssal, Aquan, Auran, Celestial, Draconic, Giant, Ignan, Infernal, Nagaji, Tengu, and Terran.
Alternate Racial Traits
The following racial trait may be selected instead of existing samsaran racial traits. Consult your GM before selecting this new options.

via Eldretch hierage chain destined Blood line

Touch of Destiny (Sp): At 1st level, you can touch a creature as a standard action, giving it an insight bonus on attack rolls, skill checks, ability checks, and saving throws equal to 1/2 your sorcerer level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Fated (Su): Starting at 3rd level, you gain a +1 luck bonus on all of your saving throws and to your AC during surprise rounds (see Combat) and when you are otherwise unaware of an attack. At 7th level and every four levels thereafter, this bonus increases by +1, to a maximum of +5 at 19th level.
It Was Meant To Be (Su): At 9th level, you may reroll any one attack roll, critical hit confirmation roll, or level check made to overcome spell resistance. You must decide to use this ability after the first roll is made but before the results are revealed by the GM. You must take the second result, even if it is worse. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day.
Within Reach (Su): At 15th level, your ultimate destiny is drawing near. Once per day, when an attack or spell that causes damage would result in your death, you may attempt a DC 20 Will save. If successful, you are instead reduced to –1 hit points and are automatically stabilized. The bonus from your fated ability applies to this save.

Bladebound (Archetype)
A select group of magi are called to carry a black blade—a sentient weapon of often unknown and possibly unknowable purpose. These weapons become valuable tools and allies, as both the magus and weapon typically crave arcane power, but as a black blade becomes more aware, its true motivations manifest, and as does its ability to influence its wielder with its ever-increasing ego.

Black Blades
A black blade is a particular form of intelligent weapon gained by a magus with the bladebound archetype. There are several ways a magus might gain this weapon. Sometimes it just appears among the magus's possessions, and its origin is a mystery. Other times the magus finds a black blade during an adventure or event of some kind. Sometimes a black blade is passed down generation to generation in an ongoing search for a magus who can unlock its true potential. A black blade is always a one-handed slashing weapon, a rapier, or a sword cane. The magus chooses the blade's type upon gaining the blade, and once chosen, it can't be changed. As a blade bound magus increases in level, his black blade gains power. A black blade is independently conscious but features some personality traits reflecting its wielder. A black blade always has the same alignment as its wielder and even changes its alignment if its wielder does. The blade typically works toward its wielder's goals, but not always without argument or backlash. Each black blade has a mission, and while sometimes two or more black blades will work in concert, each mission is singular in purpose (the black blade's mission is usually up to the GM and the needs of the campaign or the adventure, or a GM can roll randomly for the weapon's purpose using the Intelligent Item Purpose table. Some black blades are very open about their missions, but most are secretive. Certain sages have speculated that an invisible hand or arcane purpose moves these weapons.

Black Blade (Ex): At 3rd level, the blade bound magus' gains a powerful sentient weapon called a black blade, whose weapon type is chosen by the magus. A magus with this class feature cannot take the familiar magus arcana, and cannot have a familiar of any kind, even from another class.
Instead of the normal arcane pool amount, the blade bound magus's arcane pool has a number of points equal to 1/3 his level (minimum 1) plus his Intelligence bonus. This ability changes the Arcane Pool class feature and replaces the magus arcana gained at 3rd level.
Magus Arcana: The following magus arcana complement the blade bound magus archetype: arcane accuracy, broad study, dispelling strike, and reflection.
Black Blade Basics: A black blade is bonded to a particular magus, much like a familiar, but in more of a partnership than a master-servant relationship.
Intelligence: This is the intelligence score of the black blade. It starts at 10 and increases by 1 for every two levels of the blade bound magus (at 3rd level, 5th level, and so on).
Wisdom and Charisma: As the blade bound magus increases in level, so do the Wisdom and Charisma of the black blade. These abilities start at 6 and increase by 1 for every two levels of magus.
Ego: A black blade starts with an ego of 5, and that ego increases as the blade becomes more powerful. In cases where a wielder and the black blade come into conflict, like any intelligent item, a black blade can attempt to exert its dominance using the items against characters rules. Due to its flexible and powerful nature, a black blade has a nonstandard ego progression.
Languages and Skills: A black blade starts with Common as a language. As the black blade increases in Intelligence, it manifests knowledge of languages and arcane lore. Upon reaching an Intelligence of 12, it gains a bonus language of the GM's choice, and gains 1 rank in Knowledge (arcana). Each time the sword gains a bonus to Intelligence, it gains another language and another rank in Knowledge (arcana).
Senses: A black blade is aware of everything around it like a creature that can see and hear. It can be blinded and deafened as if it were a creature. It uses the saving throws of its magus, even if the magus is not currently wielding the black blade.
Black Blade Arcane Pool: A black blade has an arcane pool with a number of points equal to 1 + its Intelligence bonus.
Black Blade Ability Descriptions: A black blade has special abilities (or imparts abilities to its wielder) depending on the wielder's magus level. The abilities are cumulative. A black blade normally refuses to use any of its abilities when wielded by anyone other than its magus, and acts as a masterwork weapon of its type.
Alertness (Ex): While a magus is wielding his black blade, he gains the Alertness feat.
Black Blade Strike (Sp): As a free action, the magus can spend a point from the black blade's arcane pool to grant the black blade a +1 bonus on damage rolls for 1 minute. For every four levels beyond 1st, this ability gives the black blade another +1 on damage rolls.
Telepathy (Su): While a magus is wielding or carrying his black blade, he can communicate telepathically with the blade in a language that the magus and the black blade share.
Unbreakable (Ex): As long as it has at least 1 point in its arcane pool, a black blade is immune to the broken condition. If broken, the black blade is unconscious and powerless until repaired. If destroyed, the black blade can be reforged 1 week later through a special ritual that costs 200 gp per magus level. The ritual takes 24 hours to complete.
Energy Attunement (Su): At 5th level, as a free action, a magus can spend a point of his black blade's arcane pool to have it deal one of the following types of damage instead of weapon damage: cold, electricity, or fire. He can spend 2 points from the black blade's arcane pool to deal sonic or force damage instead of weapon damage. This effect lasts until the start of the magus's next turn.
Teleport Blade (Sp): As a standard action, a magus of 9th level or higher can expend an arcane point from his or his black blade's arcane pool, and can call his black blade from as far as 1 mile away, causing it to instantaneously teleport to his hand.
Transfer Arcana (Su): At 13th level, once per day, a magus can attempt to siphon points from his black blade's arcane pool into his own arcane pool. Doing so takes a full-round action and the magus must succeed at a Will saving throw with a DC equal to the black blade's ego. If the magus succeeds, he regains 1 point to his arcane pool for every 2 points he saps from his black blade. If he fails the saving throw, the magus becomes fatigued (but can try again). If he is fatigued, he becomes exhausted instead. He cannot use this ability if he is exhausted.
Spell Defense (Sp): A magus of 17th level or higher can expend an arcane point from his weapon's arcane pool as a free action; he then gains SR equal to his black blade's ego until the start of his next turn.
Life Drinker (Su): At 19th level, each time the magus kills a living creature with the black blade, he can pick one of the following effects: the black blade restores 2 points to its arcane pool; the black blade restores 1 point to its arcane pool and the magus restores 1 point to his arcane pool; the magus gains a number of temporary hit points equal to the black blade's ego (these temporary hit points last until spent or 1 minute, whichever is shorter). The creature killed must have a number of Hit Dice equal to half the magus's character level for this to occur.

Heirloom Weapon Trait
You carry a non-masterwork simple or martial weapon that has been passed down from generation to generation in your family.
*Benefit: When you select this trait, choose one of the following benefits:
• proficiency with that specific weapon
• a +1 trait bonus on attacks of opportunity with that specific weapon
• a +2 trait bonus on one kind of combat maneuver when using that specific weapon.
Note: You pay the standard gp cost for the weapon.

This build is all about a guy with his sword. He die come back finds his sword and they just get better. Forever through out time why is it like that... Well it just his destiny...


Improving Your Class with Items

http://zenithgames.blogspot.com/2013/11/improving-your-class-with-items.htm l

See this list


We use factional rules.

Weak BaB add +1/2
Med BaB add +3/4
Strong BaB add +1
add total of all levels drop any fractions

Saves
add +1/2 to Strong save per level and + 1/3 to for weak save per level or Hit dice
Total...then add +2 once per save if it a strong save. (even if it Prestige class or racial hit dice)

Example Cleric 1/ fighter 1 has base Fort save of +3

Example

Wizard 1/ Rouge 2/ Fighter 1

By the Core rule this PC has
BaB + 2 Fort save +2 Reflex +3 Will of +2

Using fractional rules
BaB +3 Fort +3 Reflex +3 Will +3

Remember with out the threat of failure the reward of successes pointless

Who cares if you made a fort save DC 13 if you only need to roll a 2 or better?
Who cares if you hit AC 9 touch AC with a +10 to hit.

The +2 bonus a good base for first level is like +3 class skill bonus once you get it you can not get it again.


Adept Channel
Some orc adepts enjoy a greater connection to their gods, and can channel their faith through their unholy symbols. You gain the ability to channel energy as a cleric.

Prerequisites: Ability to cast divine spells, summon familiar class ability, caster level 4th, Charisma 13.
Benefit: You gain the channel energy class feature, as a cleric, usable 2 times per day. This ability otherwise functions like the cleric's channel energy ability, except that your effective cleric level is equal to your divine spellcasting class level –3. Unlike a cleric, however, the number of times per day you may channel energy is not affected by your Charisma modifier.

At seveth level take this feat.


Here is my hang up... "It is the first level rule" That if have BaB of +1 or greater you can move and pull a weapon but if you do not it eat up your standard action. Ok fine at first glance Full BaB type get a littel bump at level 1 ok and evey one else is behind till level 2....

If you figure that it take 2.5 nights of gameing to level. That means you use this rule for 2 or 3 nights then forget about it for 47 nights of gaming till reach level 20. (About a year for most fokes) Then all it is all important again when you start over again at level 1.

This Rule only helps 7 out 21 base class or 33%. Then it only dose it 5% of PC life time. It a waste of time.


I like the build. I would dip one level of cleric with Luck or(Curse) and chaos domain. Use Desna or Calistria.

This gives medium armor prof, profiecence with detity weapon. +2 fort and +2 will this free up 2 feats (Iron Will &Great Fortitude)+3 HP

I also like Accursed Bloodline, or Destined Bloodline mixed in via Eldritch Heritage chain.

I would also drop CHA to 13 or 10 to raise INT. (If you skip Eldritch Heritage chain idea.)

I see where you are going with Bolster Jinx... but I do not know if worth 4 feat to do it. That heavy feat tax. If you do go that route
Great Fortitude before Lightning Reflexes you have more Fort Based spell than Reflexed based.
I think you can get simmular effect by taking 1 level of Cleric with Luck(Curse) domian and chaos Domain.

Right now you are going unluck only. Think about both unluck and luck.

This will let you buff the party and give more options.


With 6 person table pluss an undead horde... I would not put more figs on the board by summoning. Slow down table speed to much.

Rember undead are •Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
Bless is a waste of time on them.


With the Palidian in the group you do not need to be full healer.
Also the Bard should be able to wand of cure light wounds.

So here is what I suggest:
1)Cleric negtive engery channeler and Versatile Channeler.
area effect damage
some healing(for both the party and undead)
Buffing

Feat Extra Channel, Versatile channeler, Abilty focus channel,Seltive channel

2)Rage Prophet 2/ Barbarian 2 /Oracle of battel 4 With Eldritch Heritage Chian (martyer blood line, celestial bloodline or destined bloodline)
Feat: Toughness, Extra Rage, Extra Revilation, Extra Rage Power
Revilation
Surprising Charge (Ex): Once per day, you can move up to your speed as an immediate action. You can use this ability one additional time per day at 7th level and 15th level.

War Sight (Su): Whenever you roll for initiative, you can roll twice and take either result. At 7th level, you can always act in the surprise round, but if you fail to notice the ambush, you act last, regardless of your initiative result (you act in the normal order in following rounds). At 11th level, you can roll for initiative three times and take any one of the results.

Weapon Mastery (Ex): Select one weapon with which you are proficient. You gain Weapon Focus with that weapon. At 8th level, you gain Improved Critical with that weapon. At 12th level, you gain Greater Weapon Focus with that weapon. You do not need to meet the prerequisites to receive these feats.
Rage Power
Spirit Totem, Lesser (Su): While raging, the barbarian is surrounded by spirit wisps that harass her foes. These spirits make one slam attack each round against a living foe that is adjacent to the barbarian. This slam attack is made using the barbarian's full base attack bonus, plus the barbarian's Charisma modifier. The slam deals 1d4 points of negative energy damage, plus the barbarian's Charisma modifier.


Spell Focus: +1 CL is +1 to save DC not Caster level.

Lower the save of the target via Hex
Give condition like shaken and sicken.
Lower the Stats or give negitive level to the target.


akolbi wrote:
Id call it a trait, maybe reduce it to 1 square

Standard withdraw action the first square you do not take AoO.

Withdraw
Withdrawing from melee combat is a full-round action. When you withdraw, you can move up to double your speed. The square you start out in is not considered threatened by any opponent you can see, and therefore visible enemies do not get attacks of opportunity against you when you move from that square. Invisible enemies still get attacks of opportunity against you, and you can't withdraw from combat if you're blinded. You can't take a 5-foot step during the same round in which you withdraw.

If, during the process of withdrawing, you move out of a threatened square (other than the one you started in), enemies get attacks of opportunity as normal.

You may not withdraw using a form of movement for which you don't have a listed speed.

Note that despite the name of this action, you don't actually have to leave combat entirely.

Restricted Withdraw: If you are limited to taking only a standard action each round you can withdraw as a standard action. In this case, you may move up to your speed.


Is this feat or a trait?

Insignifcant: When you use the withdraw action you do not take AoO for the first 2 squares you move.


I hate saying it but yes.

When pathfinder took heavy armor away from most class it set this AC race in most games I saw. With the fall out being the folk high AC never getting attacked becuase the GM can never hit them. So then the GM gets bored and attack the low AC guy and smoke them. The AC gap as party should never to large form high to low. You want AC high but not to high that become unhitable. Because you still want the bad guys to swing at you not the rest of your team.

example
Fighter level 1 with Chain Mail, Tower Shield, DEX 13, Dodge AC of 22

Rouge Chain shirt & DEX 18= AC 18

Cleric Chain Mail, Heavy shiled, DEX 10= AC 18

Wizard Mage Armor & DEX 14= AC 16

Do see the gap of 4 and 6? What the first thing the Fighter want to do put on better armor so they get hit less often. Ok I see the point there. It makes sence of the surface but what happens. The fighter buys full plate after about 2nd level then fighter AC then JUMPS to AC of 25. This now make a 7 and 9 point gap between the fighter and rest of the party. That is to much so the fighter get ignored by the GM and the rest of the party becomes the targets and get hit whole sale. So the fighter build great AC build spending STAT points, Feats, and gold to get there AC up to the clouds but the GM never attack them. So it a waste or broken build. (not Broken that it to good but broken that it dose not work) You should look at the party not as individuals but as a group do not raise the top AC but raise the bottom to keep the gap small. So it dose become no brainer go attack the lightly armored AC guy.

And in any 3.0 or later era game squares of movement is huge giving up 2 squares for most folks is huge. It make the difference of move and attack vs Charge & Attack and loss 2 AC.

Also unless you multi class or spend feat most class do not have heavy armor proficienty only: Fighter, Paladian and Cavalier. This lead to more folk wearing lighter armor.

Truely the best defender I see at the gaming table is the Barbarian. It sound dum but real is it good. The Bardarian dose not have to charge as much due to it fast movement so it saves 2 AC. It has Acrobatics as a skill so it can turle up if it needs to. And it sucker GM in to swinging at them by giving them -2 AC while raging but also raising their HP by +4 per level. Also they have D12 hit dice vs D10's. And they only have Mediuma armor and most like do not use a shield so ther AC closer to the rest of the party so he gets swung at more offent there fore protecting the rest of the party more.

Hopefully with all the new base class coming out more of them will have heavy armor proficienty.

They have done good job on the light and medium balence with 7 class having light and 6 class having medium. Although the Magus who start out light rasie to heavy over it career. Right now you 4 class with no armor proficienty and 3 with heavy armor proficienty. So if you thow out the Magus as odd ball you are only out of balenced with no armor and the heavy armor by 1 class.


nate lange wrote:
edit: also, remember that each round burns up a use of your DDoor SLA... you probably have 5-6 rounds, maybe 7 if you don't care about damage (or just give him better stats than the PCs got)... if he's not dealing much damage with each attack and he's spreading his attacks between as many PCs as possible, they could just absorb the 5-7 rounds of attacks (maybe even just take full defensive actions to limit hits) and then wreck him when he's out of jumps...

This should not be a boss fight but mid level guy. In 5 fight day this should be fight #3 with the boss fight at fight #5. This fight should last 5 rounds then leaves to add to the boss fight to make it toughter if the party dose not defeat him in the first 5 rounds. Because in stand up fight he will not add that much to the boss because most of feat and abilty will not add to the fight because it was use up.

This fight should bleed the the partys HPs and Resources.


See book of erotic fantasy

3.5 book covered this.

[url=http://www.amazon.com/Book-Erotic-Fantasy-Gwendolyn-Kestrel/dp/1588463990]

Make sure your GM and your group want to cover this in there game.


Monk(Sensei) 6th
Fighter(Tactician)15th
Cavalier(Order of the Dragon)(Strategist) 20th

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