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Tom S 820's page

1,186 posts. Alias of Tom Saksa.


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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.


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.

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 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

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


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)

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
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.

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.

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.


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

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

Kazaan wrote:
Tom S 820 wrote:
This is a game that is written for 10 year old to play. You shold not have to have a law degree to figure out the rules. I mean your post read like was cut form episode of "Law and Order"


First off, "The logical answer is Yes..." Those first two sentences are relatively straight-forward, no? You'd be hard-pressed to find a sensible person to call them "legally complicated". What is complicated is the fundamental error that I described regarding contradictory official rulings on the matter and how the ruling that is backed up the best by RAW is the one that matches my initial statements.

Secondly, you lean on the presumption that 10 year olds are simpletons. Some are, surely, interested in more simple games or games that require less mental agility and more of the physical variety. But there are also young kids who are very interested and competent with games far more complicated and legalistic than Pathfinder. Likewise, there are adults who are unable or unwilling to comprehend games even simpler than Pathfinder. For a game to be more or less complex than another is not an inherent liability; it's a matter of target audience. Some people find complex games fun and the more complex, the better. Don't presume that everyone thinks like you and likes the same things as you and if someone is not like you, it is an error on their part that needs to be corrected; that's called the Pygmalion Project and it is doomed to 1) fail and 2) make you look like a douche.

Lastly, you imply that a logical, detailed, factually backed up post regarding the issue at hand, the difficulties involved with adjudicating it and with official responses on the matter, and sound reasoning for how and why to pick one possibility as the most likely to be correct... is somehow a bad thing. You may not be interested in reading it, but, again, don't judge everyone by the same meterstick you'd use on yourself. Plenty of people are quite very much interested in it......

Thank you for making my point even stornger because now after reading your post and your video you put foward you should have DR. level degree to play this game.

Any thing that when the fight is done you have to get it fixed, So thing that causes Blind/deafness, Disease, Curse, febullmind, and negitive levels.

Baleful Polymorph and Polymorph Any Object

Kazaan wrote:

The logical answer is Yes, Orcs are Humanoid(Orc) while Half-Orcs are Humanoid(Human, Orc). If a feat or ability has a prerequisite or requirement that you be "orc", Humanoid(Human, Orc) qualifies.

The official answer is contradictory, however. The rules state that qualifying for racial traits and feats fall under the Type/Subtype system, indicating that it isn't just "magical and physiological effects" that are included but also "situations to the effect of..." which brings in the aforementioned qualification for traits and feats.

Racial Heritage includes qualifying for feats as an example in a non-exhaustive list of what counts as an "effect related to race" and, furthermore, the FAQ further clarifies that qualifying for a racial archetype is also included as an "effect related to race"; both of these would fall under "effects" as in "You count as a <member of required race> to the effect of satisfying the prerequisite of <being a member of required race>".

However, a separate FAQ states that the Half-Breed qualities of Half-Orcs and Half-Elves, which use mechanically the same verbiage "effects related to race" don't qualify you for archetypes because archetypes are not an effect related to race. Which, on the face of it, is ludicrous if you try to allow that answer to coexist with the previous FAQ answer that qualifying for archetypes is a valid example of an "effect related to race". But, given that the rules support the Racial Heritage reading by including qualifying for feats as an "effect", it has grounding in the rules while the Half-Breed FAQ is entirely un-grounded without a clarification that it is over-riding both the previous FAQ and the rules as a deliberate and concerted change. So, if you want to be intelligent, logical, and consistent, being a Half-Orc qualifies you for Orc racial archetypes such as Scarred Orc Witch Doctor just as much as if you made a custom race that are not the Orc race, but have the Humanoid(Orc) type(subtype),...

This is a game that is written for 10 year old to play. You shold not have to have a law degree to figure out the rules. I mean your post read like was cut form episode of "Law and Order"

blackbloodtroll wrote:

Getting to counts as three races, for all prerequisites, right out the door, is likely what they were trying to avoid.

The Racial Heritage feat, is an investment, and uses up a resource.

This is likely why it is treated different.

It was that way in 3.0 and 3.5. Shoot in 3.5 even made book called "Races of Destiny" that spent about 20% of book saying that you could do just that.

The Racial Heritage feat was made so human could get some thing that only Dwarf, elf, gnome, halfling, 1/2 ork and or 1/2 elf cold get.

The 1/2 elf and 1/2 ork are pretty week compared to the other core races if you take away there blood power or traits.

And realy dose any one at pathfinder own a thesaurus!!!!!!!!!!!!!!!!!!!!

Trait and Trait... You have Racial traits and new thing called Traits.
They even have feat called extra traits. That you can take traits with but not new racial traits that came out in the advanced race guild.

Melee combatants:
Sea Reaver barbarian 2/Oracle of wave 4/ Rage Prophet 10
Freebooter ranger 10/ Tactician Cavalier 6

Skulking Slayer Rogue 12/ Manuver master Monk 4 dirty Trick and Stuninng fist with Hierloom Weapon +2 dirty trick.

Ranged: gnome Experimental Gunsmith 14 with 2 level of Divener with Arcane Strike Feat to make all shot with the gun magic and for the hand full gun spells and true strike.

Casters: Inquisitor of Besmara 12(perhaps with the conversion inquisition for face skills)/ Thug rogue 4 with Cornugon Smash, Enforcer, Sap Adept, and Sap Master feats

Oracle with Winds mystery with Eldritch Heritage chain
(Air Blood line) or (Djinni Bloodline)

Shark Shaman druid with Eldritch Heritage chain (Aquatic Bloodline)

Most of this list are twist of what you said but, with minum of +4 skill points per level.

To much skill use and roll play to go with any +2 skill class


School illusion (glamer); Level bard 2, sorcerer/wizard 2

Casting Time 1 standard action

Components V, S, M/DF (an eyelash encased in gum arabic)

Range personal or touch

Target you or a creature or object weighing no more than 100 lbs./level

Duration 1 min./level (D)

Saving Throw Will negates (harmless) or Will negates (harmless, object); Spell Resistance yes (harmless) or yes (harmless, object)

The creature or object touched becomes invisible. If the recipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone else, neither you nor your allies can see the subject, unless you can normally see invisible things or you employ magic to do so.

Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries but that extends more than 10 feet from it becomes visible.

Of course, the subject is not magically silenced, and certain other conditions can render the recipient detectable (such as swimming in water or stepping in a puddle). If a check is required, a stationary invisible creature has a +40 bonus on its Stealth checks. This bonus is reduced to +20 if the creature is moving. The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. Exactly who is a foe depends on the invisible character's perceptions. Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear. Spells such as bless that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area.

Invisibility can be made permanent (on objects only) with a permanency spell.

Did you make attack roll? if yes invis ends.
Did you casue some to make a save? if yes invis ends.
Did you take some other action that directly caused harm to some one?if yes invis ends.

The WHW get INT to hit only with het hair. Just like any other witch use INT for their Hexs. The WHW has Hair Attack instead of HEXs.
Also is a grappeling CMB roll that INT istead of STR fine but, the Witch BaB only gose up by +1/2 per level vs +3/4 for monk or +1 for Fighter so saying it subpar is joke. It not even useable. The other class that you would build a grappeler around are clearly better.

Second she still has to spend same Stat & feats to get better at it just like fighter or monk.

For WHW to truely do what should do it needs:

Improved Unarmed Strike*
Improved Grapple*
Greater Grapple*

Combat Expertise*
Improved Trip*
Greater Trip*

Power Attack
Improved Drag
Greater Drag
and STAT of
STR 13, DEX 13 and INT 13

Count it that 9 feats a witch only get 10 feat.

And still the Monk with same feat will be +5 graeter or fighter who will be +10 greater.

Note that monk either get prere feats for free or can skip them.
Also Fighter gets 11 feats that it can take same chain or monk get 6 feat for free and can skip Combat Expertise and get unarmed strike for free.

It before you put them in the hazardous loction so before your movement.

Also you if you are moving them up while grappeled you have to worry about your Carrying Capacity to lift them off the ground. Again higher STR.

Not only can you fly up you can drop them on some one as well! :)

Take out 2 foes with one attack.


Move: You can move both yourself and your target up to half your speed. At the end of your movement, you can place your target in any square adjacent to you. If you attempt to place your foe in a hazardous location, such as in a wall of fire or over a pit, the target receives a free attempt to break your grapple with a +4 bonus.

If that going to be your schick I implore you to take a level of
Barbarian for rage to boost your STR. Also to lower your DEX and Raise your STR because your CMB suck being 3/4 per level +1 for STR. Becasue that cool idea but you build dose not suport that tacit well.

If was me I would Shoanti Tattoo or Heirloom Weapon (Proficiency-Longbow) one or the other but not booth.

I like Shoanti Tattoo for the Range attack weapon and the Big Freken Hammer( realy just so I can say "I hit with Big Freken Hammer!"lolol).

Heirloom Weapon weapon strength now come in the fact it +1 with and AoO and +2 on CMB roll. So I would chose a Weapon that give either reach and/or plus to CMB rolls as well.

Wasting trait to get long bow for flavor is not that big deal. I see where you are coming from. Look at wildshape and your spells that is where your strenght is form. Wild shape it strong melee for most Naturel Attacks use your full BaB. I do not know of any wildshape forms that are good for archer.

Archer long term you will need to add one of the following class: Fighter, Ranger, and/or Barbarian. To keep it strong but, if you take one of those class to add to your druid then you will truely waste abilty to use the long bow via Heirloom weapon due to the fact that they all give profecnty with a long bow.

Ranger/Druid is a classic combo or Druid / Barbarian they both have some abilty to work with wildshape.

To me I see this guy if straith druid wild-shaping in to bat form flying over the battle field and droping spells like a jet plane drops bomds. Also you can drop Summon Nature Alley in the back field like falling paratroopers to help with your party main thrust vs the bad guys to flank them. But that my point of view. The Long bow gives you range but long term you will not need it. It will sit there and collect dust.

If there is 4 or 5 fight per mod it range will come in to play 1 per mod. 3 mod per level time 12 levels mean your bow range will be usefull about 36 maybe fights for the whole build. Your range touch stuff even thou limted by it short range will be more usefull long term about 3 or 4 per mod. There for 3.5 x 3 x 12 = 126 vs 36. That is greater by factor of about 3 times.

Debuff Druid spell list is small but it there.
Ray of Sickening
Weaken Powder

Pox Pustules
Accelerate Poison
Frigid Touch
Pernicious Poison
Tar Ball

Nature's Exile
Pup Shape

Touch of Slime

Old Salt's Curse

Plague Storm

drbrain wrote:
Only reason I thought I might need a little Charisma was in case I had to Wild Empathy something. Then again, I guess dealing with animal NPCs is what Charm Animal is for, when you get down to it. My summoned bats will attack without me having to Charisma check against them won't they?

There is no handel animal roll needed for any Summon type of spell.

You will never have enough feat to make you a good archer. So do not try. Try hitting touch AC as much as you can with things like Produce Flame and Shadowstrike.

With this guy you should start the fight Hidden and attack a target with your Shoanti Bolas trip and trip the target and leave them for the other melee to finsh off. While you you move on to other tagets with your range touch attacks. This give you a reason not to have Precise Shot because you are never attacking the one that melee are piling on. Also if thier is no targets for you move on to then move in to melee to give basic flank and aid other to your melee guys so they finsh off the down target. -4 AC vs melee prone, -2 AC flank, +2 to hit form Aid other that is a +8 point swing you gave to your melee ally. In my group we call it set the "Pick" so the melee can take Power attack "Shoot". It called team fighing or team play.

drbrain wrote:

I'd like to stay a primarily ranged character, as the rest of the party are primarily melee (Samurai, Rogue, and melee focused Cleric.

With out see the other build I would say you party is a melee and up close type of fighters 60 ft or less. ie Charge and the melee fight is on. So having long range shot with the long bow maybe nice it gose against the strength of the rest of the party and yours with wild shape. For you I would think about a Pilum as the Heir loom weapon.

This tip of this heavy javelin is designed to break off and embed itself into a shield once it reaches its target.

Benefit: Like ammunition, a thrown pilum that hits its target is destroyed. If you hit an shield-using opponent with a pilum, he loses the AC bonus from that shield until he takes a standard action to pry out the remnants of the pilum.

Pilum 1d8x2 20ft

Or make Shoanti Bolas the heirloom weapon so it +4 to trip CMB roll.

There by let you switch Shoanti Tattoo trait to Strong Arm, Supple Wrist.

Strong Arm, Supple Wrist
You have been trained in the javelin and the spear, and know how to make the best use of your momentum.

Benefit: Whenever you move at least 10 feet before making an attack with a thrown weapon, you add 10 feet to the range increment of the weapon thrown.

Restriction: You can only gain this benefit once per round

This Range set of weapon mess up bad guys action ecomany or they suck.

-2 or more to AC for no shield or give up move action to get rid of the pilum in the shield. So no full attack on a round = win for the party.

-4 to attack rolls or stand up proking AoO form you and you and your allies. So no full attack on a round = win for the party.

Eldritch Hierage feat chain to get (Shadow bloodline) powers like:

Shadowstrike (Sp): At 1st level, you can make a melee touch attack as a standard action that inflicts 1d4 points of nonlethal damage + 1 for every two sorcerer levels you possess. In addition, the target is dazzled for 1 minute. Creatures with low-light vision or darkvision are not dazzled by this ability. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Drop "Precise Shot" to Skill Focus (Stealth)

Use Focused Study abilty for humans Skill Focus (Stealth) so the long term feat tax of Eldritch Hierage feat chain is tax free.

Focused Study: All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.

drbrain wrote:

Just recently played the start of a PFS campaign at my FLGS. I built a sort of odd Bat Shaman Druid and I'd like some help planning for the future to make him as cool as possible.

Nahaak "Speaks With Shadows"

Lvl 1 Human(Shoanti) Druid (Bat Shaman)

STR: 13
DEX: 15
CON: 12
INT: 13
WIS: 15
CHA: 12

Druid Doman: Night

-Point Blank Shot
-Precise Shot
-Blind Fight (from Night Domain)

Shoanti Tattoo
Heirloom Weapon (Proficiency-Longbow)

Shoanti Bolas

That's the basics I've got so far. I added "Heart of the Wilderness" to his Human racial traits as well. I intended for him to be a sort of shamanic hunter, his main mode of attack being the longbow (which I will have Masterwork Transformation cast upon ASAP), and using his druid spells for support and utility. I'd like to stay a primarily ranged character, as the rest of the party are primarily melee (Samurai, Rogue, and melee focused Cleric). I can still rebuild, since I'm level 1, so aside from wanting to stay ranged and a Bat Shaman I'm not super attached to anything else here. Any advice for the future of this character?

To many odd stats

Only because the ork blood trait came out in 3.0 and it said A, B, and C. Then pathfinder add D and E says that those do not get add to the list.

Kensai (Archetype)
A kensai spends his life focusing his training and meditation into a rapturous perfection of the use of a single weapon, which is usually but not always a sword, channeling his arcane might through it in a dizzying and deadly dance beyond the abilities of even the greatest of mundane warriors.

Weapon and Armor Proficiency: A kensai is proficient in simple weapons and in a single martial or exotic melee weapon of his choice. A kensai is not proficient with armor or shields and suffers normal arcane spell failure chance when casting magus spells while armored.

Diminished Spellcasting: A kensai may cast one fewer spell of each level than normal. If this reduces the number to 0, he may cast spells of that level only if his Intelligence allows bonus spells of that level.

Canny Defense (Ex): At 1st level, when a kensai is wielding his chosen weapon, he gains the canny defense ability. This is identical to the duelist prestige class ability of the same name (Core Rulebook 382), save that his chosen weapon may be of any type.

Weapon Focus (Ex): At 1st level, a kensai gains Weapon Focus with his chosen weapon as a bonus feat.

Perfect Strike (Ex): At 4th level, when a kensai hits with his chosen weapon, he can spend 1 point from his arcane pool in order to maximize his weapon damage. Don't roll for damage—the weapon deals maximum damage. This affects only the weapon's base damage dice, not additional damage from sneak attack, magical weapon properties, spellstrike, or critical hits.

If the kensai confirms a critical hit, he can instead spend 2 points from his arcane pool to increase his weapon's critical multiplier by 1. This ability replaces spell recall.

Fighter Training (Ex): Starting at 7th level, a kensai counts his magus level –3 as his fighter level for the purpose of qualifying for feats (if he has levels in fighter, these levels stack), but forfeits the benefit of such feats with weapons other than his favored weapon. This ability replaces knowledge pool.

Iaijutsu (Ex): At 7th level, a kensai applies his Intelligence modifier as well as his Dexterity modifier on initiative rolls (minimum 0). A kensai may make attacks of opportunity when flat-footed, and may draw his favored weapon as a free action as part of taking an attack of opportunity. This ability replaces the medium armor ability.

Critical Perfection (Ex): At 9th level, a kensai adds his Intelligence bonus (minimum 0) on critical hit confirmation rolls with his favored weapon. In addition, the kensai may use his magus levels in place of his base attack bonuses to qualify for Critical Focus and any feat for which it is a prerequisite; these feats apply only with a kensai's favored weapon. This ability replaces the magus arcana normally gained at 9th level.

Superior Reflexes (Ex): At 11th level, kensai can make a number of attacks of opportunity in a round equal to his Intelligence modifier (minimum 1). This effect stacks with the Combat Reflexes feat. This ability replaces improved spell recall.

Iaijutsu Focus (Ex): At 13th level, a kensai may always act and may draw his weapon as a swift action during a surprise round, though he is considered flat-footed until he acts. During a surprise round or when attacking a flat-footed opponent, he adds his Intelligence modifier on damage with his chosen weapon (minimum 0). This ability replaces heavy armor.

Iaijutsu Master (Ex): At 19th level, a kensai's initiative roll is automatically a natural 20 and he is never surprised. This ability replaces greater spell access.

Weapon Mastery (Ex): At 20th level, a kensai gains weapon mastery with his favored weapon, as the fighter class ability. This ability replaces true magus.

Magus Arcana: The following magus arcana complement the kensai archetype: concentrate, critical strike, deadly follow-up, precise prowess, prescient attack, prescient defense, spell shield.

Anguish wrote:

"Doesn’t This Encourage Metagaming?

Who gives a s#&$? Seriously. Shut up."

There you have it. A rule variant that is not only cumbersome, but breaks immersion, written by a person who is violently dismissive of anyone who is bothered by that.

I stopped reading as soon as I saw that. Houserules by 4-year-olds aren't something I want to try.

This is how I feel about mythic rules, called shot rules, and words of power.

That what you get when you play Super mega munchkin extreme Cheese with with hot sauce and bag of chips.

EsperMagic wrote:

That is very nice for a pure necromancer, if only there were good ice themed spells on the cleric list.

As a sidenot, how would one go about creating a staff of command undead?

Well if your GM will let you go with New Arcana via Arcane blood line for cleric to put Wizard Spell on the Clric list.

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.

Also you could go Samsaran for race and take Mystic Past Life and add some Druid Ice spell to the list.

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.

I Second the alchemist Vivsectionist. I see you "cooking" your Extracts
and take Infusion Discovery.

Infusion: When the alchemist creates an extract, he can infuse it with an extra bit of his own magical power. The extract created now persists even after the alchemist sets it down. As long as the extract exists, it continues to occupy one of the alchemist's daily extract slots. An infused extract can be imbibed by a non-alchemist to gain its effects.

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