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What Point Buy ?
2 ogre CR 3
Extra Cantrips or Orisons
Prerequisites: Ability to cast cantrips or orisons.
Ultimate Magic page 150
Buying the land is one with buying the mineral rights is and other. If they do not ask the mineral rights. Then start mining the lord could cancel or void the whole deal and take land back. If they ask for the mineral rights as part of the term of sale then the lord should want geo survey before closing the sale.
Hell’s Knight (Su): At 10th level, a Hellknight can grant a weapon he wields or touches the axiomatic, flaming burst, or unholy weapon quality. This weapon maintains this new quality as long as the Hellknight remains within 100 feet of the weapon—a Hellknight may maintain only a single weapon’s granted quality at a time. The Hellknight also becomes immune to fire while wearing Hellknight armor.
Summon Devil (Sp; Order of the Gate): The Hellknight may use summon monster V as a spell-like ability to summon 1 bearded devil. At 6th level, this spell-like ability is replaced by summon monster VI, allowing him to summon 1d3 bearded devils, or 1 erinyes. And at 9th level, this spell-like ability is replaced by summon monster VII, allowing him to summon 1d4+1 bearded devils, 1d3 erinyes, or 1 bone devil.
This some powers of a hell knight... They are evil. Do not try fool your self the hole point this group is to corrupt Paladins and turn them evil. Yes fool yourself if you want please join the dark side we have cookies.
Cap. Darling wrote:
make a trap that teleports people to the top of a room, instantly the moment they touch the floor. so quickly this will happen a few times in a round, however, when they reach terminal velocity they'll go slightly faster than the trap can reset for that particular person, making them take 20d6 damage every 2-3 rounds or so.
If want to do that then just have planet sun explode and say game over and let some else GM.
This is Kyton With Cleric of Zon-Kuthon 8th/ Inquisitor of Zon-Kuthon 8th GraveKnight template....I Adjusted DR to be level appropriate
Kyton Cleric of Zon-Kuthon 8th/ Inquisitor of Zon-Kuthon 8th GraveKnight
Dancing Chains (Su) A kyton can control up to four chains within 20 feet as a standard action, making the chains dance or move as it wishes. In addition, a kyton can increase these chains' length by up to 15 feet and cause them to sprout razor-edged barbs. These chains attack as effectively as the kyton itself. If a chain is in another creature's possession, the creature can attempt a DC 17 Will save to break the kyton's power over that chain. If the save is successful, the kyton cannot attempt to control that particular chain again for 24 hours or until the chain leaves the creature's possession. A kyton can climb chains it controls at its normal speed without making Climb checks. The save DC is Charisma-based.
Unnerving Gaze (Su) Range 30 ft., Will DC 17 negates. A kyton can make its face resemble one of an opponent's departed loved ones or bitter enemies. Those who fail their saves become shaken for 1d3 rounds. This is a mind-affecting fear effect. The save DC is Charisma-based.
Sacrilegious Aura (Su)A graveknight constantly exudes an aura of intense evil and negative energy in a 30-foot radius. This aura functions as the spell desecrate and uses the graveknight's armor as an altar of sorts to double the effects granted. The graveknight constantly gains the benefits of this effect (including the bonus hit points, as this aura is part of the graveknight's creation). In addition, this miasma of fell energies hinders the channeling of positive energy. Any creature that attempts to summon positive energy in this area—such as through a cleric's channel energy ability, a paladin's lay on hands, or any spell with the healing subtype—must make a concentration check with a DC 25. If the character fails, the effect is expended but does not function.
Rejuvenation (Su)One day after a graveknight is destroyed, its armor begins to rebuild the undead horror's body. This process takes 1d10 days—if the body is destroyed before that time passes, the armor merely starts the process anew. After this time has elapsed, the graveknight wakens fully healed.
Special Attacks: A graveknight gains the following special attacks. Save DC25.
Channel Destruction (Su)Any weapon a graveknight wields seethes with energy, and deals an additional 6d6 points of damage. This additional damage is of the energy type determined by the ruinous revivification special quality.
Devastating Blast (Su)Three times per day, the graveknight may unleash a 30-foot cone of energy as a standard action. This blast deals 14d6 points of DC 25(Reflex for half ). This damage is of the energy type determined by the graveknight's ruinous revivification special quality.
Undead Mastery (Su)As a standard action, a graveknight can attempt to bend any undead creature within 50 feet to its will. The targeted undead must succeed at a Will save or fall under the graveknight's control. This control is permanent for unintelligent undead; an undead with an Intelligence score is allowed an additional save every day to break free from the graveknight's control. A creature that successfully saves cannot be affected again by the same graveknight's undead mastery for 24 hours. A graveknight can control 120 Hit Dice of undead creatures. If the graveknight exceeds this number, the excess from earlier uses of the ability becomes uncontrolled, as per animate dead.
Special Qualities: A graveknight gains the following.
Ruinous Revivification (Su)At the time of its creation, the graveknight chooses one of the following energy types: acid, cold, electricity, or fire. This energy type should be relevant to the graveknight's life or death, defaulting to fire if none are especially appropriate. This energy type influences the effects of several of a graveknight's special abilities.
Channel Energy (Su): Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.
Bleeding Touch (Sp): As a melee touch attack, you can cause a living creature to take 1d6 points of damage per round. This effect persists for a number of rounds equal to 8 your cleric level (minimum 1) or until stopped with a DC 15 Heal check or any spell or effect that heals damage. You can use this ability 6 times per day equal
Death's Embrace (Ex): At 8th level, you heal damage instead of taking damage from channeled negative energy. If the channeled negative energy targets undead, you heal hit points just like undead in the area.
Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).
Stern Gaze (Ex): Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks +4
Solo Tactics (Ex): At 3rd level, all of the inquisitor's allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies' positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus.
Bane (Su): At 5th level, an inquisitor can imbue one of her weapons with the bane weapon special ability as a swift action. She must select one creature type when she uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while the inquisitor wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the inquisitor before the duration expires. This ability lasts for a number of rounds per day equal to the inquisitor's level. These rounds do not need to be consecutive.
Second Judgment (Ex): At 8th level, whenever an inquisitor uses her judgment ability, she selects two different judgments, instead of one. This only consumes one use of her judgment ability. As a swift action, she can change one of these judgments to another type.
Cleric Spell Caster level 8th Connection +13 DC 13+ spell Level
Sneaky McSneak wrote:
I running skull and shackeles AP and in book 5. I do not remember and time that you had be put ashore to look for fresh water. Can you sight what Book and Page #?
Fortune (Su): The witch can grant a creature within 30 feet a bit of good luck for 1 round. The target can call upon this good luck once per round, allowing him to reroll any ability check, attack roll, saving throw, or skill check, taking the better result. He must decide to use this ability before the first roll is made. At 8th level and 16th level, the duration of this hex is extended by 1 round. Once a creature has benefited from the fortune hex, it cannot benefit from it again for 24 hours.
Misfortune (Su): The witch can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.
Granted Powers: Your touch infuses life and weapons with chaos, and you revel in all things anarchic.
Touch of Chaos (Sp): You can imbue a target with chaos as a melee touch attack. For the next round, anytime the target rolls a d20, he must roll twice and take the less favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
You need to check the Faq but I believe you can not add wizards spell to Oracle spell list.
This feet you work well.
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.
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.
Blasting Boulder what Stat?
Encounter 1 Elemental on slot
Encounter 2 Devil Death Cult
Encounter 3 Giant War band
Ancient Lorekeeper(Oracle; Elf) Class striaght Hunted Curse
Adept Channel feat
This gives you full caster ability in armor and channel
I would try this your idiea
With Bard ability via feat multi-class option from pathfinder unchained
If you want cast spell in Armor take level Dip in Fighter. If take dip at level 1 then play till level 20 that 19 level doing your trick. Or if do not at level 20 you get you cap stone ability for one level of fun.
So it 19 levels of fun with the vs 1 level of with capstone.
My groups plays AP so we stop at level 16 so this is a no brainer.
Or if you group plays pass level 20... Say to level 21 or more then you get capston ability.
Capstone ability are really there for GM's not players.
Why a Wand of Gravity bow is 750 GP same as wand Cure Light?
Oracle of Battle 1 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.
roll 2 D20 take the better that should be on average +10 shift in initiative
Fighter (Viking) Archetype
Fearsome (Ex): At 2nd level, a viking can make an Intimidate check to demoralize an opponent as a move action. At 10th level, she can do so as a swift action. At 18th level, she can demoralize a foe as a free action once per round. This ability replaces bravery.
he whole bloodline looks very defensive. I'm thinking melee, but I wouldn't get any good melee abilities until around level 17 when the strength bonus from spells kicks in. Though I'll be able to spend bonus feats to get access to mithril armor with no spell failure. I'm looking at spending 5 for all the armor proficiencies and arcane armor mastery.
I could also go for control with spells that shift the battlefield, but would enemies attack me because I'm not dealing direct damage? I would hate for all my defensive stuff to go to waste.
I could make the fighter resistant to critical hits, but that's it. Earth Armor would be worse than what he's wearing while it would stack nicely with my natural armor. Iron Body is personal.
Price 5,000 gp; Aura strong divination; CL 15th; Weight 3 lbs.
This conical iron jingasa, or war hat, grants the wearer a +1 luck bonus to AC. Once per day when struck by a critical hit or sneak attack, the wearer can spend an immediate action to negate the critical hit or sneak attack (similar to the fortification armor special ability, but without requiring a roll). The damage is instead rolled normally.
Cost 2,500 gp
Craft Wondrous Item, divine favor, moment of prescience
How hard would it be to make a control sorcerer that can melee as a secondary role? Assuming I'm going to blow 5 feats on the armor proficiencies and arcane armor line.
Save the feats take one level of fighter.
first this AP Build so you only need to build till level 16.
Maneuver Master (Dirty Fighter) Monk 10/ cleric of Pharasma 4/ Shadow Dancer 2 Repose & Water domains
Next you Party is beater heavy
I would have the whole party multi class some.
Idea one (Some Work)
Idea two (No Work)
Idea three (a lot of work)
Tom S 820 wrote:
Feat Blasting Boulder Source Giant revisited
What Stat do you use to set the DC?
What Stat do you use to set the DC?
What Stat do you use to set the DC?
I think your are trying to do to much and you will not do anything well.
Unless you can attacking touch AC this build is behind on BAB.
If this is AP PC that tops out at 16 level he will end up with +9 that is lose of 3 BAB. That is huge for build Melee based.
STAT MAD you need INT (spells, arcane pool,& skills), CHA, ( KI, face skills, buff to feint) WIS ( to find traps ) this may be drop to 10, CON ( fort, HP, death door), STR to hit and damage, DEX ( AC, int, range stealth acrobatic) may to hit and damage but that will cost you 3 feats.
Feat you need 5 feats combat expertise, improve fient, weapon focus , weapon finesse, slashing grace. With AP build in mind that only leaves 3 open feats on extra KI, extra arcana, extra pool, extra trick.
You can not take combat trick to help you get ahead if you want to it use it with forget trick.
I you think your role in four person table your weak skill, weak arcane, weak striker do loss of 3BAB. You don't file any role well.
From the magus Myrmidarch (Archetype)
Ranged Spellstrike (Su): At 4th level, a myrmidarch can use spellstrike to cast a single-target touch attack ranged spell and deliver it through a ranged weapon attack. Even if the spell can normally affect multiple targets, only a single missile, ray, or effect accompanies the attack.
This is addition to normal spell strike with Melee weapons
From the arcane archer
Imbue Arrow (Su): At 2nd level, an arcane archer gains the ability to place an area spell upon an arrow. When the arrow is fired, the spell's area is centered where the arrow lands, even if the spell could normally be centered only on the caster. This ability allows the archer to use the bow's range rather than the spell's range. A spell cast in this way uses its standard casting time and the arcane archer can fire the arrow as part of the casting. The arrow must be fired during the round that the casting is completed or the spell is wasted. If the arrow misses, the spell is wasted.