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Ghoul

Tom S 820's page

1,263 posts. Alias of Tom Saksa.


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Leonhart Steelmane wrote:

Have you thought about playing a slayer? in the advance class guide there are hybrid classes. and a Slayer is the hybrid of a Ranger and a Rogue.

http://www.d20pfsrd.com/classes/hybrid-classes/slayer

see core only early in thread.


magic missile


Leonhart Steelmane wrote:
well the reason I don't like it is because I have to keep track of how many points I have left, and never know whats the best thing to spend the point on at the right time. its just a lot of situational abilities to keep track of.

Play a Fighter


Leonhart Steelmane wrote:
well the reason I don't like it is because I have to keep track of how many points I have left, and never know whats the best thing to spend the point on at the right time. its just a lot of situational abilities to keep track of.

Play a Figher


Bandw2 wrote:
in an aquatic campaign, have a trap that drains the water out of the room and then lowers land sharks into the air tank with the PCs.

Now that funny right their. I stealing that.


Cap. Darling wrote:

I know this is not really helpfull but i would go with the spinosaurus companion. You loose pounce but you so much in return(amazing str and swim speed) On a 15 point but versatile human is great and since you have skills enough. But even with eye for talent stats like str 15(+2), dex 12, con 12, int 13, wis 14 and cha 7, Is good. If you take conversion inquisition you Can even be party face.

In a low point buy the AC Can be the strongest melee guy in the group.

so true


1 person marked this as a favorite.
Bandw2 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.


Fight #1 1 medusa CR 7 & 2 Morlock CR 2

Fight #2 2 Troglodyte Skulker CR 2
1 Troglodyte Beast-Speaker CR 3
1 Advanced Troglodyte Sorcerer CR 5

Fight #3 1 Giant black widow CR 3
3 Giant Spider CR 1
3 Spider Swarm CR 1

Fight #4 2 Hell Hound CR 3
5 Lemure CR 1
1 Imp Sorcerer 5 CR 6


Being able to work in the water and on land is huge.


lost? need more info...


This is Kyton With Cleric of Zon-Kuthon 8th/ Inquisitor of Zon-Kuthon 8th GraveKnight template....I Adjusted DR to be level appropriate
you need to Pick Spells and Equiment

Kyton Cleric of Zon-Kuthon 8th/ Inquisitor of Zon-Kuthon 8th GraveKnight
CR 20 XP 307,200
LE Medium outsider (evil, extraplanar, kyton, lawful, Undead)
Init +13; Senses darkvision 90 ft.; Perception +37
Sacrilegious Aura (Su) DC 25
Defense
AC 25, touch 13, flat-footed 22 (+4 armor, +3 Dex, +8 natural)
hp 228 (24d8+96) regeneration 2 (good weapons and spells, silver weapons)
Fort +30, Ref +13, Will +30
channel resistance +4, DR 15/Silver and good; Immune cold and electricity; SR 31
Offense
Speed 30 ft.
Melee 4 chains +31 (2d4+2)+6d6 Channel Destruction + Channel Smite 8d6 DC 21 Bane +2d6
Space 5 ft; Reach 5 ft. (10 ft. with chains)
Special Attacks dancing chains,unnerving gaze
Statistics
Str 21, Dex 20, Con --, Int 13, Wis 16, Cha 16
Base Atk +20; CMB +30; CMD 45
Feats Alertness, Blind-Fight, Weapon Focus (chain), Improved Initiative, Mounted Combat, Ride-By Attack, Intimidating Gaze , Extended Bane, Warrior Priest , Channeling Scourge, Channel Smite, * Intimidating Prowess* Power Attack*, Cornugon Smash , Divine Protection, Precise Strike*, Outflank* and Toughness
Skills: Graveknights gain a +8 racial bonus on Intimidate, Perception, and Ride checks
Skills Acrobatics +27, Climb +25, Craft (blacksmithing) +25, Escape Artist +26, Intimidate +44, Perception +37, Ride +27
Languages Common, Infernal
SQ chain armor
Ecology
Environment any
Treasure standard +159,000 gp of Wealth of level 20 NPC
Special Abilities
Chain Armor (Ex) The chains that adorn a kyton grant it a +4 armor bonus, but are not treated as armor for the purpose of arcane spell failure, armor check penalties, maximum Dexterity, weight, or proficiency.

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.
Attacks: A graveknight gains a slam attack if the base creature didn't have one. Damage for the slam depends on the graveknight's size.

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.
Phantom Mount (Su)Once per hour, a graveknight can summon a skeletal horse similar to a phantom steed. This mount is more real than a typical phantom steed, and can carry one additional rider. The mount's powers are based on the graveknight's total Hit Dice rather than caster level. A graveknight's mount looks distinctive and always appears the same each time it is summoned. If the mount is destroyed, it can be summoned again with full hit points 1 hour later.

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.
A good cleric (or one who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric who worships a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric casts spontaneous cure or inflict spells (see spontaneous casting).
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. 8d6 Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC 21 6 times per day. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability.
Darkness Domain
Granted Power: You manipulate shadows and darkness. In addition, you receive Blind-Fight as a bonus feat.
Touch of Darkness (Sp): As a melee touch attack, you can cause a creature's vision to be fraught with shadows and darkness. The creature touched treats all other creatures as if they had concealment, suffering a 20% miss chance on all attack rolls. This effect lasts for a number of rounds equal to 4 your cleric level (minimum 1). You can use this ability 6 times per day.
Eyes of Darkness (Su): At 8th level, your vision is not impaired by lighting conditions, even in absolute darkness and magic darkness. You can use this ability for a number of rounds per day equal to 4. These rounds do not need to be consecutive.
Domain Spells: 1st—obscuring mist, 2nd—blindness/deafness (only to cause blindness), 3rd—deeper darkness, 4th—shadow conjuration, 5th—summon monster V (summons 1d3 shadows), 6th—shadow walk, 7th—power word blind, 8th—greater shadow evocation, 9th—shades.
Death Domain
Granted Powers: You can cause the living to bleed at a touch, and find comfort in the presence of the dead.

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.
Domain Spells: 1st—cause fear, 2nd—death knell, 3rd—animate dead, 4th—death ward, 5th—slay living, 6th—create undead, 7th—destruction, 8th—create greater undead, 9th—wail of the banshee.

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).
An evil cleric (or a neutral cleric who worships an evil deity) can't convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name).
A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player's choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see Channel Energy).
Chaotic, Evil, Good, and Lawful Spells: A cleric can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.

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
Cunning Initiative (Ex): At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.
Detect Alignment (Sp): At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.
Track (Ex): At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.

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.
Teamwork Feat: At 3rd level, and every three levels thereafter, the inquisitor gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as teamwork feats. The inquisitor must meet the prerequisites of the selected bonus feat.
As a standard action, the inquisitor can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. In effect, the inquisitor loses the bonus feat in exchange for the new one. She can only change the most recent teamwork feat gained. Whenever she gains a new teamwork feat, the previous teamwork feat becomes set and cannot be changed again. An inquisitor can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier.

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.
Discern Lies (Sp): At 5th level, an inquisitor can discern lies, as per the spell, for a number of rounds per day equal to her inquisitor level. These rounds do not need to be consecutive. Activating this ability is an immediate action.

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 Spells

Cleric Spell Caster level 8th Connection +13 DC 13+ spell Level
0 1st 2nd 3rd 4th
4 5+D 4+D 4+D 2+D
1st D cause fear or obscuring mist
2nd D death knell or blindness/deafness (only to cause blindness),
3rd D animate dead or deeper darkness
4th D death ward or shadow conjuration
Inquisitor Spells Caster level 8th Connection +13 DC 13+ spell Level
Per Day
1 2 3
5 5 3
Spells known
0 1 2 3
6 5 4 3


It your game. If was mine I would say yes. Do you use unchained rouge or base rouge?


Bottom line you guys need to remember this I.F.M.

IT FREAKING MAGIC.

It dose not need to make sense to us in our world because we do not have it. So stop trying to rationalize it. Except it and move on.


Sneaky McSneak wrote:

Can we get an official ruling/faq entry/ errata on this? Infinite casting of anything seems rediculous. By one threads Calculations a lvl 4 caster could create minimum 11,520 gallons of water a day. A half dozen threads are stating the Spells Per Day table does not limit the number of times a cantrip can be cast in a day, only how many you can have prepared.

Cantrip a may seem minor but as an example; As a new GM running Skull & Shackles there are several instances where the AP calls for the crew to go inland for fresh water. (Bonewrack isle, into the frying pan. ) why bother when your cleric can purify a days water for the whole crew in 5 minutes? I can create my own reasons, and house rule for my campaign, but it still points to a lack of clarity in the rules.

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 #?


Level dip 1 level of cleric to get the domains


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.

Chaos Domain

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.


Optimistic Gambler
Source Second Darkness Player's Guide pg. 15
Category Campaign
Requirement(s) Second Darkness
You’ve always seemed to have trouble keeping money. Worse, you always seem to have debts looming over your head. When you heard about the “Cheat the Devil and Take His Gold” gambling tournament, you felt in your gut that your luck was about to change. You’ve always been optimistic, in fact, and even though right now is one of those rare times where you don’t owe anyone any money (you just paid off a recent loan from local moneylender Lymas Smeed), you know that’ll change soon enough. Better to start amassing money now when you’re at one of those rare windfall times! You’ve set aside a gold coin for the entrance fee, and look forward to making it big—you can feel it in your bones! This time’s gonna be the big one! Your boundless optimism, even in the face of crushing situations, has always bolstered your spirit. Effects that grant you morale bonuses persist 1d4 rounds longer than they normally would as a result.


Agent of Chance (SP) Once a day, when an adjacent ally makes a skill check and doesn’t like the result, you can allow him a reroll as an immediate action. Your ally must take the result of the reroll, even if it is worse than the original roll. Trait


Attack Real AC then you can add STR or DEX all you want.


You need to check the Faq but I believe you can not add wizards spell to Oracle spell list.

This feet you work well.

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.


Try not to reinvent the... Just let the improved combat feat work with the spell .


Have Sefina take them thought some water portal to the plane of water. To heal them in some water temple of Pharasma.


1 person marked this as FAQ candidate.

Blasting Boulder what Stat?

Blasting Boulder
The boulders you hurl explode upon impact, laying waste to nearby creatures.
Prerequisites: Smoking Boulder, base attack bonus +13, heat rock special attack.
Benefit: You can infuse rocks thrown as part of an attack action with volatile fire energies, adding one of the following effects to a thrown rock affected by your Smoking Boulder feat.
Choking Smoke: All creatures in the affected 10-foot-radius spread are nauseated for 1 round.
Concussive Blast: Creatures in a 10-foot-radius burst are deafened and staggered for 1d4 rounds (Fortitude negates).
Incendiary Explosion: The creature struck by this rock takes 4d6 points of fire damage, other creatures within a 10-foot-radius burst take 2d6 points of damage, and all affected creatures catch on fire. A successful Reflex save halves the fire damage taken and negates catching on fire.

Source
Giants Revisited


bump


Encounter 1 Elemental on slot
1 air elemental (huge) CR 7
1 earth elemental(huge) CR 7
1 fire elemental (huge) CR 7
1 water elemental(huge) CR 7
1 druid 10 CR 9
1 sorcerer 10 CR 9

Encounter 2 Devil Death Cult
3 Erinyes CR 8
1 Clerics 11 CR 10
1 Contract Killer CR 10

Encounter 3 Giant War band
1 Fire Giant Glaive CR 12
2 Fire Giant CR 10
8 Advanced trolls CR 6


Goldmyr wrote:
That's a good way of looking at it. Should I take the dip at first level or wait until a few levels in? I was thinking about dipping at 4th.

Would base my dip level off the party's needs.


Ancient Lorekeeper(Oracle; Elf) Class striaght Hunted Curse
then take Sorcerer via feats form Pathfinder unchained

Sorcerer
A character who chooses sorcerer as her secondary class
gains the following secondary class features.
Bloodline: At 1st level, she must select a sorcerer bloodline.
She treats her character level as her effective sorcerer level
for all bloodline powers.
Bloodline Power: At 3rd level, she gains her bloodline’s
1st-level bloodline power.
Improved Bloodline Power: At 7th level, she gains her
bloodline’s 3rd-level bloodline power
Blood Feat: At 11th level, she gains one of her bloodline’s
feats or Eschew Materials.
Greater Bloodline Power: At 15th level, she gains her
bloodline’s 9th-level bloodline power.
True Bloodline Power: At 19th level, she gains her
bloodline’s 15th-level bloodline power

Adept Channel feat

This gives you full caster ability in armor and channel


I would try this your idiea
Kitsune Sorcerer - Enchantment Primary/Conjuration secondary with either Fey, Sylvan, Serpentine bloodline. Tatooed Sorcerer archetype an option for familiar. Due to favoured class bonus can get spell focus in conjuration instead. BUT shortage of skills for face/knowledge/skills.

With Bard ability via feat multi-class option from pathfinder unchained

Bard
A character who chooses bard as his secondary class gains
the following secondary class features.
Bardic Knowledge: At 3rd level, he gains the bardic
knowledge class feature, treating his character level as his
effective bard level.
Bardic Performance: At 7th level, he gains the ability to
inspire courage and inspire competence as a bard of his
character level – 4 for a number of rounds per day equal to
his Charisma modifier + his character level.
Versatile Performance: At 11th level, he gains versatile
performance in one Perform skill of his choice. He can retrain
all his ranks in the two associated skills for free.
Lore Master: At 15th level, he gains lore master as a 5thlevel
bard.
Additional Performances: At 19th level, he gains the ability
to use dirge of doom and inspire greatness as a bard of his
character level – 4.


Goldmyr wrote:


The Str bonus comes in very late as part of the Iron Body spell or my capstone polymorph. ability. The Antagonize Feat looks good. The Earth Armor Spell creates a suit of armor with a +6 armor bonus That can't be enchanted unless I'm missing something. A one level dip means I wouldn't get my capstone, but I could pick it up again with a spell. Actually, that capstone is bad.

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.
That if you play till level 20 and stop...

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.


Hammer the Gap and Vital Strike Chain for the Rounds that you have to move.


BlingerBunny wrote:

I'm already putting points into UMD to be able to use scrolls and wands. I'm gonna end up having to shell out a lot to get a wand of gravity bow. Besides that, I really want to work on making arrows with different damage types, like bludgeoning arrows, and slashing arrows.

What about Weapon Versatility, I could basically shift my aim and have my arrows viciously graze my enemies to do slashing damage, unless it doesn't apply to arrows used with a bow.

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
Source People of the North pg. 24 (Amazon)
The sagas of the Ulfen people are filled with stories of mighty warriors sailing south to raid the peoples of warmer climes and returning with longships filled with plunder. The Ulfen call these warriors vikings, and their deeds are sung in the longhouses during the long winter nights. A viking strikes fear into the heart of her foes, and in battle can fly into a terrible rage. Many vikings wear the pelts of bears or wolves, drawing on the strength and ferocity of these beasts in battle. Vikings do not wear heavy armor, but are skilled at fighting with an ax or spear in conjunction with a shield.

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.
? What STR Bonus

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.

Antagonize Feat

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.
Add Fortification or Jingasa of the Fortunate Soldier

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.

Construction Requirements

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
Dodge, mobility, Spring Attack, Believer's Boon, War Blessing (Repose)Divine Protection

Next you Party is beater heavy
Lizardfolk barbarian
Tengu swashbuckler
Human Corsair (fighter)
Gnome bard.

I would have the whole party multi class some.
Lizard folk barbarian 4 /Sorcerer 2 /Dragon Disciple 10
Tengu swashbuckler 10 rouge 6
Human Corsair (fighter)6 Warpriest 10
Gnome bard 12/ Arcane Archer 4


Idea one (Some Work)
1 Spider Giant with the Advanced Template, (Mom)
1 Spider Swarm (Kids)

Idea two (No Work)
1 Spider Giant (Mom)
2 Spider Swarm (Kids)

Idea three (a lot of work)
1 Spider Giant (Mom)
1 Mite Ranger 4 with Giant Spider poison Arrows (rider)
With mounted combat, rapid shot, Skill focus ride feats


Tom S 820 wrote:

Feat Blasting Boulder Source Giant revisited
The boulders you hurl explode upon impact, laying waste
to nearby creatures.
Prerequisites: Smoking Boulder, base attack bonus +13,
heat rock special attack.
Benefit: You can infuse rocks thrown as part of an
attack action with volatile fire energies, adding one of
the following effects to a thrown rock affected by your
Smoking Boulder feat.
Choking Smoke: All creatures in the affected 10-footradius
spread are nauseated for 1 round.
Concussive Blast: Creatures in a 10-foot-radius burst are
deafened and staggered for 1d4 rounds (Fortitude negates).
Incendiary Explosion: The creature struck by this rock takes
4d6 points of fire damage, other creatures within a 10-footradius
burst take 2d6 points of damage, and all affected
creatures catch on fire. A successful Reflex save halves the
fire damage taken and negates catching on fire.

What Stat do you use to set the DC?


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Blasting Boulder
The boulders you hurl explode upon impact, laying waste
to nearby creatures.
Prerequisites: Smoking Boulder, base attack bonus +13,
heat rock special attack.
Benefit: You can infuse rocks thrown as part of an
attack action with volatile fire energies, adding one of
the following effects to a thrown rock affected by your
Smoking Boulder feat.
Choking Smoke: All creatures in the affected 10-footradius
spread are nauseated for 1 round.
Concussive Blast: Creatures in a 10-foot-radius burst are
deafened and staggered for 1d4 rounds (Fortitude negates).
Incendiary Explosion: The creature struck by this rock takes
4d6 points of fire damage, other creatures within a 10-footradius
burst take 2d6 points of damage, and all affected
creatures catch on fire. A successful Reflex save halves the
fire damage taken and negates catching on fire.

What Stat do you use to set the DC?


Blasting Boulder
The boulders you hurl explode upon impact, laying waste
to nearby creatures.
Prerequisites: Smoking Boulder, base attack bonus +13,
heat rock special attack.
Benefit: You can infuse rocks thrown as part of an
attack action with volatile fire energies, adding one of
the following effects to a thrown rock affected by your
Smoking Boulder feat.
Choking Smoke: All creatures in the affected 10-footradius
spread are nauseated for 1 round.
Concussive Blast: Creatures in a 10-foot-radius burst are
deafened and staggered for 1d4 rounds (Fortitude negates).
Incendiary Explosion: The creature struck by this rock takes
4d6 points of fire damage, other creatures within a 10-footradius
burst take 2d6 points of damage, and all affected
creatures catch on fire. A successful Reflex save halves the
fire damage taken and negates catching on fire.

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.
To make forget trick work well you need power attack, combat expertise , and point blank shot. More feats that you don't have room for.

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.


To feint you need two feats in build that is feat starved.


Not trying to do both in same round, but in same fight.


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.


What I am thinking is elf switch hitter .


So acid is some how stronger that fire, cold or electricity?


O create water
Dr 1Advanced Scurvy ,Hydraulic Push,Read Weather,
Dr2 Aboleth's Lung,Eagle Eye,


Any one got good magus arcane archer build ?


Can anybody tell me why the Magus and the arcane archer do not get them?


Bane construct ,and bane elemental arrows for the thing you can not smite


Hate saying it use basic math. If it a cr 8 fight set up for party of four then that is 4800 /4 =1200 exp per person. So add 1200 for each person after four. So that 2 cr 4 for 2 extra players.

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