Advancement Beyond Level 20


Pathfinder First Edition General Discussion

51 to 61 of 61 << first < prev | 1 | 2 | next > last >>
Owner - House of Books and Games LLC

Bob_Loblaw wrote:
With the exception of advancing his wizard spells/day, [Pathfinder Savant] is probably a perfect class for him. He already has Staff-like Wand. The scroll master would fit him very well as would adding some clerical spells to his repertoire. He has used Limited Wish and Wish to replicate several clerical spells already. Not having to use those costly spell components would make him (and the party) very happy!

I probably didn't explain clearly; it's a 7-level prestige class, and at every level but the first, your spellcasting abilities increase by a level and you get to pick any spell you want (subject to a few minor limitations):

Esoteric Magic (Ex) At each class level above 1st, the Pathfinder savant chooses a spell from any class’s spell list and thereafter treats it as if it were on the spell list of his base spellcasting classes; if his base class could not normally cast that spell, it is treated as 1 level higher. The type (arcane or divine) and save DCs function as normal for his base spellcasting class. All other restrictions of his normal spellcasting class apply. This does not allow other spellcasters to prepare, cast, or use spell trigger or spell completion items of esoteric spells (such as a sorcerer using a cure light wounds scroll).

He'll need 10th-level slots to learn 9th-level cleric or druid spells.

At first level in Pathfinder Savant, all you get is:

Adept Activation (Ex) A Pathfinder savant can always take 10 on Use Magic Device checks, unless activating blindly.
Master Scholar (Ex) A Pathfinder savant adds 1/2 his class level (minimum 1) as a bonus on all Knowledge (arcana), Spellcraft, and Use Magic Device checks. He can always take 10 on Knowledge (arcana) and Spellcraft checks, even if distracted or endangered.


Emerald Wyvern wrote:
Assuming you're using pseudo-gestalt rules for epic advancement, there are a number of good options.

You have a lot of great options there but I won't be going with the pseudo-gestalt rules mostly because I use software for the characters' builds and I don't want to have to write a bunch of other rules for it.

That being said, you may still have some good options there. Especially the monk or looking at the archetypes.

If this helps, here are the builds:

Rose:

ROSE CR 19
Male Human Paladin (Oath Against Undeath, Oath against the Wyrm, Warrior of the Holy Light) 20
LG Large Humanoid (Human)
Init +10; Senses Perception +27
Aura Power of Light (60', +2, restore 2d4, daylight, re
--------------------
DEFENSE
--------------------
AC 36, touch 19, flat-footed 31. . (+12 armor, +4 Dex, -1 size, +5 natural, +5 deflection, +1 dodge)
hp 340 (20d10+120)
Fort +28, Ref +21, Will +26
DR 10/evil; Immune Aura of Righteousness, charm, compulsion, fear, disease
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee Holy Avenger +29/+24/+19/+14 (2d6+12/19-20/x2) and
. . Sun Blade +26/+21/+16 (2d8+9/19-20/x2)
Space 10 ft.; Reach 10 ft.
Special Attacks Shining Light (10d6) (3/day) (DC 26), Smite Evil (7/day)
Spell-Like Abilities Detect Evil (At will)
--------------------
STATISTICS
--------------------
Str 16/24, Dex 15/19, Con 14/20, Int 10, Wis 10/16, Cha 17/23
Base Atk +20; CMB +28; CMD 48
Feats Dodge, Double Slice, Extra Lay on Hands, Greater Mercy, Greater Two-weapon Fighting, Improved Initiative, Improved Two-weapon Fighting, Sin Seer, Toughness +20, Two-weapon Fighting, Two-weapon Rend
Traits Conspiracy Hunter: Perception, Reactionary
Skills Acrobatics +1, Climb +4, Diplomacy +29, Escape Artist +1, Fly -1, Knowledge (Religion) +23, Perception +27, Ride +1, Stealth -3, Swim +4
Languages Common
SQ Aura of Courage (10' radius) (Su), Aura of Good (Ex), Aura of Life (Su), Aura of Resolve (10' radius) (Su), Breath Evasion (Su), Detect Undead (Su), Divine Bond (Sp), Divine Grace (Su), Divine Weapon +6 (20 minutes) (4/day) (Sp), Dragon-Slaying Strike (DC 26) (Su), Ghost Touch Aura (Su), Lay on Hands (10d6) (23/day) (Su), Mercy: Cursed (Su), Mercy: Paralyzed (Su), Mercy: Poisoned (Su), Mercy: Shaken (Su), Superior Channeler (Su), Undeath Variant Channeling
Combat Gear Celestial Plate Armor, Holy Avenger, Sun Blade; Other Gear Amulet of Natural Armor +5, Belt of Physical Perfection, +6, Boots of Speed (10 rounds/day), Cloak of Resistance, +5, Handy Haversack, Headband of Mental Prowess, WIS & CHA +6, Ring of Protection, +5, Scabbard of Keen Edges, Scabbard of Keen Edges, Strand of Prayer Beads, Greater
--------------------
TRACKED RESOURCES
--------------------
Bead of Healing (Strand of Prayer Beads, Greater) - 0/1
Bead of Karma (Strand of Prayer Beads, Greater) - 0/1
Bead of Summoning (Strand of Prayer Beads, Greater) - 0/1
Bead of Wind Walking (Strand of Prayer Beads, Greater) - 0/1
Boots of Speed (10 rounds/day) - 0/10
Divine Weapon +6 (20 minutes) (4/day) (Sp) - 0/4
Lay on Hands (10d6) (23/day) (Su) - 0/23
Shining Light (10d6) (3/day) (DC 26) (Su) - 0/3
Smite Evil (7/day) (Su) - 0/7
--------------------
SPECIAL ABILITIES
--------------------
Aura of Courage (10' radius) (Su) You are immune to Fear. Allies within 10 feet save at +4 vs Fear.
Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Aura of Life (Su) At 8th level, the paladin gains a +4 morale bonus on saves against attacks that grant negative levels and saves to overcome negative levels. Each ally within 10 feet of her gains a +2 morale bonus on these saves.
This ability functions only while
Aura of Resolve (10' radius) (Su) You are immune to charm spells, your allies gain a +4 bonus to saves vs. charm.
Aura of Righteousness (Su) You gain Dr 5/evil, and are immune to compulsion spells. Allies within 10' gain +4 against compulsion effects.
Breath Evasion (Su) At 4th level, a paladin with this oath gains evasion, but only against the breath weapons of creatures with the dragon type. This ability replaces channel positive energy.
Damage Reduction (10/evil) You have Damage Reduction against all except Evil attacks.
Detect Evil (At will) (Sp) You can use Detect Evil at will (as the spell).
Detect Undead (Su) This ability works like the standard paladin ability to detect evil, except as detect undead instead of detect evil. This ability replaces detect evil.
Divine Bond (Sp) This works like the paladin's normal divine bond ability, except as follows. If the paladin's bond is with a weapon, she cannot use that ability to add the brilliant energy, disruption, or merciful weapon properties, but she can
Divine Grace (Su) You gain your Charisma Bonus as a bonus to all saving throws.
Divine Weapon +6 (20 minutes) (4/day) (Sp) You can enhance your weapon for 1 minute per level one or more times per day.
Dragon-Slaying Strike (DC 26) (Su) At 20th level, an oathbound paladin becomes a conduit of holy power. Her DR increases to 10/evil. Whenever she uses smite evil and successfully strikes a dragon, the dragon is also subject to a single-target holy word, using her paladin level
Ghost Touch Aura (Su) At 3rd level, the paladin's armor is treated as if it had the ghost touch armor property. This does not affect the cost or effect of any other abilities of the armor. At 9th level, this ability also applies to the paladin's shield. This abilit
Greater Mercy Lay on hands heals extra hit points if the target doesn't need a mercy
Immune to Charm You are immune to charm effects.
Immune to Compulsion You are immune to compulsion.
Immune to Fear (Ex) You are immune to all fear effects.
Immunity to Disease You are immune to diseases.
Lay on Hands (10d6) (23/day) (Su) You can heal 10d6 damage, 23/day
Mercy: Cursed (Su) When you use your lay on hands ability, it also removes curses, as per the remove curse spell at a caster level of your Paladin level.
Mercy: Paralyzed (Su) When you use your lay on hands ability, it also removes the paralyzed condition.
Mercy: Poisoned (Su) When you use your lay on hands ability, it also neutralizes poisons, as per the neutralize poison spell at a caster level of your Paladin level.
Mercy: Shaken (Su) When you use your lay on hands ability, it also removes the shaken condition.
Power of Light (60', +2, restore 2d4, daylight, resist energy 20, 50% fortification) (Su) At 4th level, a warrior of the holy light learns to use the power of her faith to bolster her defenses and aid her allies. This class feature replaces the paladin’s spells class feature.
Shining Light (10d6) (3/day) (DC 26) (Su) 30' burst deals 10d6 damage and blinds evil creatures, heals 10d6 to good creatures and grants them +2 to ability checks, attack rolls, saving throws and skill checks for 1r.
Sin Seer Gain the ability to detect evil
Smite Evil (7/day) (Su) +6 to hit, +20 to damage, +6 deflection bonus to AC when used.
Superior Channeler (Su) At 11th level, a paladin can channel positive energy to harm undead by expending a single usage of her lay on hands ability instead of two. This ability replaces aura of justice.
Two-weapon Rend You deal an additional 1d10+(STR*1.5) if you hit with both of your weapons.
Undeath Variant Channeling Enhanced healing for Undead

Trunk:

TRUNK CR 19
Male Dwarf Barbarian (Invulnerable Rager) 20
CG Medium Humanoid (Dwarf)
Init +0; Senses Darkvision (60 feet); Perception +26
--------------------
DEFENSE
--------------------
AC 16, touch 10, flat-footed 16. . (+6 armor)
hp 440 (20d12+180)
Fort +26, Ref +11, Will +14
Defensive Abilities Defensive Training, Eater of Magic (1/rage); DR 13/&#151;, 26/lethal; Resist fire 5, Extreme Endurance (Fire)
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee +2 Returning, Seeking Maulaxe, Dwarven +32/+27/+22/+17 (1d6+12/20/x3) and
. . +2 Returning, Seeking Maulaxe, Dwarven +32/+27/+22/+17 (1d6+12/20/x3) and
. . Molvënn +35/+30/+25/+20 (1d8+25/19-20/x3)
Special Attacks Beast Totem, Lesser, Witch Hunter (+6)
--------------------
STATISTICS
--------------------
Str 24/30, Dex 10, Con 22/28, Int 14, Wis 16, Cha 6
Base Atk +20; CMB +30; CMD 40
Feats Critical Focus, Extra Rage Power, Extra Rage Power, Extra Rage Power, Furious Focus, Improved Critical: Warhammer, Power Attack -6/+12, Raging Brutality (+9), Raging Vitality, Steel Soul
Traits Child of Zolurket, Enemy of the Undead (Geb)
Skills Acrobatics -1, Climb +13, Escape Artist -1, Fly -1, Knowledge (Arcana) +12, Knowledge (History) +12, Knowledge (Nature) +20, Knowledge (Planes) +10, Knowledge (Religion) +12, Perception +26, Ride -1, Spellcraft +22, Stealth -1, Survival +11, Swim +13, Use Magic Device +18
Languages Common, Dwarven, Giant
SQ Beast Totem +6 AC (Su), Beast Totem, Greater (Su), Fast Movement +10 (Ex), Fearless Rage (Ex), Greed, Hardy +2 Poison/+4 Spells or Spell-like Effects, Hatred, Helm of Fearsome Mien, Increase Damage Reduction (Ex), Increase Damage Reduction (Ex), Increase Damage Reduction (Ex), Indomitable Will (Ex), Intimidating Glare (Ex), Rage (48 rounds/day) (Ex), Reckless Abandon (+/-6) (Ex), Renewed Life (5 negative level(s)) (1/day) (Ex), Renewed Vigor 5d8+9 HP (1/day) (Ex), Renewed Vitality (10) (1/day) (Ex), Slow and Steady, Stability, Stonecunning +2, Superstition +7 (Ex), Torc of Lionheart Fury
Combat Gear +2 Returning, Seeking Maulaxe, Dwarven, +2 Returning, Seeking Maulaxe, Dwarven, Molvënn, Rhino Hide; Other Gear Amulet of Mighty Fists +5, Belt of Physical Might, STR & CON +6, Boots, Winged, Cloak of Resistance, +5, Handy Haversack, Helm of Fearsome Mien, Manual of Bodily Health, +4, Manual of Gainful Exercise, +5, Ring of the Raging Giant (unique item that allows him to take the form of a giant when he rages), Scabbard of Keen Edges, Tome of Clear Thought, +2, Torc of Lionheart Fury, Wand of Cure Critical Wounds (CL 15), Wand of Divine Power (CL 20)
--------------------
TRACKED RESOURCES
--------------------
+2 Returning, Seeking Maulaxe, Dwarven - 0/1
+2 Returning, Seeking Maulaxe, Dwarven - 0/1
Eater of Magic (1/rage) (Su) - 0/1
Rage (48 rounds/day) (Ex) - 0/48
Renewed Life (5 negative level(s)) (1/day) (Ex) - 0/1
Renewed Vigor 5d8+9 HP (1/day) (Ex) - 0/1
Renewed Vitality (10) (1/day) (Ex) - 0/1
Wand of Cure Critical Wounds (CL 15) - 0/20
Wand of Divine Power (CL 20) - 0/30
--------------------
SPECIAL ABILITIES
--------------------
Beast Totem +6 AC (Su) +6 Natural Armor while raging.
Beast Totem, Greater (Su) Pounce ability and 1d8 claw damage while raging
Beast Totem, Lesser (Su) Gain 2 d6 claw attacks while raging
Critical Focus +4 to confirm critical hits.
Damage Reduction (13/-) You have Damage Reduction against all attacks.
Damage Reduction (26/lethal) You have Damage Reduction against non-lethal damage
Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training (+4) +4 dodge bonus to AC against monsters of the Giant subtype.
Eater of Magic (1/rage) (Su) Once per rage, when a barbarian fails a saving throw against a spell, supernatural ability, or spell-like ability, she can reroll the saving throw against the effect (this is not an action).
Enemy of the Undead (Geb) +2 trait bonus on saving throws against any spells or spell-like abilities from an undead creature.
Extreme Endurance: Fire (Ex) At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Fearless Rage (Ex) While raging, you are immune to the shaken and frightened conditions.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 Poison/+4 Spells or Spell-like Effects Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 racial bonus to attacks against Orcs and Goblinoids.
Helm of Fearsome Mien This metal helm is made to look like the wearer has horns, tusks, and other features resembling a fearsome predator. If the wearer is a barbarian, she can use the intimidating glare rage power whenever she rages. The helm has no effect if the wearer is not a barbarian (or another class with the rage class feature).
Increase Damage Reduction (Ex) While raging, your DR increases by 1.
Increase Damage Reduction (Ex) While raging, your DR increases by 1.
Increase Damage Reduction (Ex) While raging, your DR increases by 1.
Indomitable Will (Ex) While in rage, a barbarian of 14th level or higher gains a +4 bonus on Will saves to resist enchantment spells. This bonus stacks with all other modifiers, including the morale bonus on Will saves she also receives during her rage.
Intimidating Glare (Ex) While raging, use Intimidate to shake your opponents.
Power Attack -6/+12 You can subtract from your attack roll to add to your damage.
Rage (48 rounds/day) (Ex) +8 Str, +8 Con, +4 to Will saves, -2 to AC when enraged.
Raging Brutality (+9) Add Constitution bonus on damage rolls
Raging Vitality +2 CON while raging, Rage does not end if you become unconscious.
Reckless Abandon (+/-6) (Ex) Trade AC penalty for to hit bonus while raging.
Renewed Life (5 negative level(s)) (1/day) (Ex) When raging, ignore the effect of 5 temporary negative levels.
Renewed Vigor 5d8+9 HP (1/day) (Ex) 1/day while raging, heal yourself for 5d8+9 HP
Renewed Vitality (10) (1/day) (Ex) When raging, ignore the effect of 10 point(s) of ability penalty or damage.
Slow and Steady Your base speed is never modified by encumbrance.
Stability +4 to avoid being bull rushed or tripped while standing.
Steel Soul Hardy's save vs. spells and spell-like abilities becomes +4
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Superstition +7 (Ex) +7 save vs. magic while raging.
Torc of Lionheart Fury Each end of this heavy copper neckwear bears the image of a snarling lion. The wearer gains a +2 morale bonus on saving throws against fear. If the wearer is a barbarian of at least 12th level, she gains the fearless rage rage power. If she already has this power, she also becomes immune to the panicked condition while raging, and any panic-causing attack against her while she rages instead causes her to regain 1 round of rage.
Witch Hunter (+6) (Ex) Bonus to damage spellcasters while raging.

Tra'xex:

TRA'XEX CR 19
Male Drow Arcane Archer 6 Ranger 5 Shadow Scout 5 Sorcerer 4
CG Medium Humanoid (Elf)
Init +20; Senses Darkvision (120 feet), Low-Light Vision; Perception +27
--------------------
DEFENSE
--------------------
AC 35, touch 24, flat-footed 26. . (+8 armor, +9 Dex, +3 natural, +5 deflection)
hp 274 (11d10+5d8+4d6+100)
Fort +20, Ref +25, Will +17
Immune sleep; Resist Elven Immunities; SR 26
Weakness Light Blindness
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee +1 Frost Scimitar +24/+19/+14/+9 (1d6+8/18-20/x2)
Ranged +5 Speed Longbow, Composite (Str +5) +26/+26/+21/+16/+11 (1d8+20/20/x3)
Special Attacks Enhance Arrows (distance), Enhance Arrows (elemental) (Electricity), Enhance Arrows (magic), Shadowstrike (12/day)
Spell-Like Abilities Dancing Lights (1/day), Darkness (1/day), Faerie Fire (1/day), Imbue Arrow (At will), Nondetection (3/day) (DC 24), Phase Arrow (1/day), Seeker Arrow (1/day)
Sorcerer Spells Known (CL 13, +23 melee touch, +20 ranged touch):
6 (5/day) Chain Lightning (DC 25), Hellfire Ray
5 (8/day) Teleport, Shadow Evocation (DC 24), Fickle Winds
4 (8/day) Stoneskin (DC 23), Invisibility, Greater (DC 23), Enervation, False Life, Greater
3 (8/day) Displacement (DC 22), Haste (DC 22), Dispel Magic, Fly (DC 22)
2 (8/day) Acid Arrow, Mirror Image (DC 21), Arrow Eruption, Protection from Arrows (DC 21), Ricochet Shot (DC 21)
1 (9/day) Magic Missile, Shield (DC 20), Enlarge Person (DC 20), Ray of Enfeeblement (DC 20), Ray of Enfeeblement (DC 20), Gravity Bow (DC 20)
0 (at will) Resistance (DC 19), Acid Splash, Open/Close (DC 19), Read Magic (DC 19), Flare (DC 19), Message, Detect Magic, Mage Hand, Prestidigitation (DC 19)
Ranger Spells Known (CL 2, 23 melee touch, 20 ranged touch):
1 (2/day) Aspect of the Falcon (DC 13), Feather Step (DC 13)
--------------------
STATISTICS
--------------------
Str 18/24, Dex 22/28, Con 14/20, Int 16, Wis 14, Cha 22/28
Base Atk +16; CMB +23; CMD 47
Feats Arcane Armor Training, Deadly Aim -5/+10, Endurance, Eschew Materials, Improved Initiative, Improved Precise Shot, Improved Vital Strike, Manyshot, Point Blank Shot, Precise Shot, Rapid Shot, Skill Focus: Stealth, Vital Strike, Weapon Focus: Longbow
Traits Reactionary, Scholar of the Great Beyond: Knowledge (Planes)
Skills Acrobatics +34, Bluff +18, Climb +11, Concentration: Sorcerer +22, Craft (Bows) +19, Diplomacy +23, Escape Artist +13, Fly +27, Handle Animal +13, Heal +6, Intimidate +13, Knowledge (Arcana) +18, Knowledge (Planes) +29, Perception +27, Sense Motive +3, Spellcraft +23, Stealth +43, Survival +8
Languages Draconic, Drow Sign Language, Elven, Undercommon
SQ Arcane Armor Training (Ex), Cloak of the Bat, Enemies: Aberrations (+2 bonus) (Ex), Enemies: Undead (+6 bonus) (Ex), Enemies: Vermin (+2 bonus) (Ex), Fast Stealth (Ex), Favored Enemy (Ex), Hunter’s Bond (Ex), Hunting Companions (2 rounds) (Ex), Insightful Casting (Su), Insightful Deception (Su), Legacy of Shadow (Ex), Poison Use (Ex), Ring of Chameleon Power, Ring of Evasion, Ring of Feather Falling, Shadow, Shadow Mask (Ex), Shadow Stalker (Ex), Shadow Step (9 rounds/day) (Ex), Shadow Step (Su), Terrains: Underground (+2 bonus) (Ex), Track +2, Veil of Darkness (12/day) (DC 21) (Su), Wild Empathy +14 (Ex)
Combat Gear +1 Frost Scimitar, +5 Speed Longbow, Composite (Str +5), Adamantine Arrow, Durable (50), Blunt (50), Masterwork Cold Iron Arrow, Durable (50), Silversheen Arrow, Durable (50); Other Gear Belt of Physical Perfection, +6, Boots of Elvenkind, Bracers of Armor, +8, Cloak of Resistance, +5, Cloak of the Bat, Efficient Quiver (empty), Figurine, Obsidian Steed, Glarecutter Goggles, Hand of Glory, Handy Haversack, Headband of Alluring Charisma, +6, Ioun Stone, Dusty Rose Prism (Cracked), Ring of Chameleon Power, Ring of Evasion, Ring of Feather Falling, Ring of Protection, +5, Wand of Burning Hands, Wand of Darkvision, Wand of Restoration, Wand of Scorching Ray
--------------------
TRACKED RESOURCES
--------------------
Adamantine Arrow, Durable - 0/50
Blunt - 0/50
Dancing Lights (1/day) (Sp) - 0/1
Darkness (1/day) (Sp) - 0/1
Faerie Fire (1/day) (Sp) - 0/1
Masterwork Cold Iron Arrow, Durable - 0/50
Nondetection (3/day) (DC 24) (Sp) - 0/3
Phase Arrow (1/day) (Sp) - 0/1
Seeker Arrow (1/day) (Sp) - 0/1
Shadow Step (9 rounds/day) (Ex) - 0/9
Shadowstrike (12/day) (Sp) - 0/12
Silversheen Arrow, Durable - 0/50
Veil of Darkness (12/day) (DC 21) (Su) - 0/12
Wand of Burning Hands - 0/22
Wand of Darkvision - 0/20
Wand of Restoration - 0/30
Wand of Scorching Ray - 0/25
--------------------
SPECIAL ABILITIES
--------------------
Arcane Armor Training Swift action: -10% arcane spell failure due to armor.
Arcane Armor Training (Ex) At 2nd level, a shadow scout gains Arcane Armor Training as a bonus feat.
Cloak of the Bat Fashioned of dark brown or black cloth, this cloak bestows a +5 competence bonus on Stealth checks. The wearer is also able to hang upside down from the ceiling, like a bat.
Dancing Lights (1/day) (Sp) Cast Dancing Lights once per day.
Darkness (1/day) (Sp) Cast Darkness once per day.
Darkvision (120 feet) You can see in the dark (black and white vision only).
Deadly Aim -5/+10 Trade a penalty to ranged attacks for a bonus to ranged damage.
Drow Immunities - Sleep You are immune to Sleep effects.
Elven Immunities +2 save bonus vs Enchantments.
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Enemies: Aberrations (+2 bonus) (Ex) +2 to rolls vs Aberrations.
Enemies: Undead (+6 bonus) (Ex) +6 to rolls vs Undead.
Enemies: Vermin (+2 bonus) (Ex) +2 to rolls vs Vermin.
Enhance Arrows (distance) (Su) Every nonmagical arrow you fire has the distance special ability.
Enhance Arrows (Electricity) (Su) Every nonmagical arrow you fire adds elemental energy.
Enhance Arrows (magic) (Su) Every nonmagical arrow you fire has a +1 enhancement bonus.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Faerie Fire (1/day) (Sp) Cast Faerie Fire once per day.
Fast Stealth (Ex) At 2nd level, a shadow scout can move at full speed using Stealth without penalty.
Favored Enemy (Ex) At 5th level, a shadow scout may select an additional favored enemy. In addition, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.
Hunter’s Bond (Ex) If the shadow scout has an animal companion from another class, he adds half his shadow scout level to his effective level for determining the abilities of his animal companion. If the scout does not have a hunter’s bond from another class, this clas
Hunting Companions (2 rounds) (Ex) Grant half favored enemy bonus to allies within 30' as move action.
Imbue Arrow (At will) (Sp) You can cast an area effect spell on an arrow before firing it.
Improved Precise Shot Ignore certain AC / concealment bonuses.
Insightful Casting (Su) A 3rd level, a shadow scout adds his favored enemy bonus on damage dealt by spells with a casting time of “Instantaneous.” Each applicable creature in the spell’s area of effect takes this additional damage.
Insightful Deception (Su) At 5th level, any time the shadow scout uses illusion magic against a favored enemy, the scout adds 1/2 his favored enemy bonus to the Will save DC to disbelieve the illusion.
Legacy of Shadow (Ex) If a shadow scout has sorcerer levels with the shadow bloodline the levels from both classes stack for the purposes of determining his bloodline powers and bonus spells known.
Light Blindness (Ex) Blinded for 1r in bright light, dazzled as long as they remain in it.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Manyshot You can shoot two arrows as the first attack of a full attack action.
Nondetection (3/day) (DC 24) (Sp) A shadow scout gains the ability to cast nondetection as a spell-like ability, usable 3/day. The caster level is equal to the character’s level. The save DC is Charisma-based
Phase Arrow (1/day) (Sp) Once per day, ignore cover, concealment and armor modifiers.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Poison Use (Ex) You do not risk poisoning yourself accidentally while poisoning a weapon.
Precise Shot You don't get -4 to hit when shooting or throwing into combat.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Ring of Chameleon Power As a free action, the wearer of this ring can gain the ability to magically blend in with the surroundings.
Ring of Evasion This ring continually grants the wearer the ability to avoid damage as if she had evasion. Whenever she makes a Reflex saving throw to determine whether she takes half damage, a successful save results in no damage.
Ring of Feather Falling This ring is crafted with a feather pattern all around its edge. It acts exactly like a feather fall spell, activated immediately if the wearer falls more than 5 feet.
Seeker Arrow (1/day) (Sp) Once per day, ignore cover and concealment modifiers.
Shadow Gain +4 Stealth for 1d4r after casting a [darkness] or [shadow] spell.
Shadow Mask (Ex) At 3rd level, you gain the ability to manipulate raw shadow. As a move action, a shadow sorcerer can alter the shadows around him to conceal his presence. The effect lasts as long as he maintains concentration. Shadow mask provides a +4 circumstance bonus to Stealth checks
Shadow Stalker (Ex) At 3rd level, a shadow scout adds his favored enemy bonus on Stealth checks when used against creatures of the selected type.
Shadow Step (9 rounds/day) (Ex) At 9th level, as long as the sorcerer is in an area of shadowy illumination, he can step into and move through the Plane of Shadow as a standard action. Every round spent moving though the Plane of Shadow, the sorcerer moves up to triple his normal speed.
Shadow Step (Su) At 4th level, a shadow scout gains the shadow step power of the Shadow bloodline.
Shadowstrike (12/day) (Sp) Melee touch attack deals 1d4+2 non-lethal damage & dazzles targets w/o Low-Light or Darkvision for 1 minute.
Spell Resistance (26) You have Spell Resistance.
Terrains: Underground (+2 bonus) (Ex) +2 to rolls vs Underground.
Track +2 +2 to survival checks to track.
Veil of Darkness (12/day) (DC 21) (Su) As a standard action, you can conjure a 10 foot square plane of shadow within 30 ft. This veil lasts for one round and obscures vision, providing 20% concealment in both directions.
Vital Strike Standard action: x2 weapon damage dice.
Wild Empathy +14 (Ex) Improve the atttitude of an animal, as if using Diplomacy.

Varg:

VARG CR 19
Male Half-Orc Inquisitor 20
LN Medium Humanoid (Orc)
Init +13; Senses Darkvision (60 feet), Scent; Perception +29
--------------------
DEFENSE
--------------------
AC 44, touch 23, flat-footed 39. . (+12 armor, +6 shield, +5 Dex, +3 natural, +4 deflection)
hp 280 (20d8+120); Judgement of Sacred Healing 7
Fort +22, Ref +18, Will +23
Defensive Abilities Judgement of Sacred Protection +5 / +10, Stalwart; DR Judgement of Sacred Resiliency 5 (Chaos); Resist Judgement of Sacred Purity +5 / +10, Judgement of Sacred Resistance 14 (Fire)
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee +1 Silversheen Dagger +19/+14/+9 (1d4+16/19-20/x2) and
. . +4 Icy Burst, Keen, Speed Silversheen Greataxe +22/+22/+17/+12 (1d12+26/18-20/x3)
Ranged +1 Seeking Longbow, Composite (Str +6) +21/+16/+11 (1d8+7/20/x3)
Special Attacks Exploit Weakness, Greater Bane (+2 / 4d6) (26 rounds/day), Holy Lance for 10 rounds (4 rounds/day), Judgement of Sacred Justice +5 / +10, Judgement of Sacred Piercing +7, Judgement of Sacred Smiting (Magic, Law, Adamantin, Judgement of Sacred Destruction +9, True Judgement (DC 26)
Spell-Like Abilities Detect Alignment (At will), Discern Lies (20 rounds/day), Touch of Good (9/day)
Inquisitor Spells Known (CL 20, +18 melee touch, +20 ranged touch):
6 (6/day) Undeath to Death (DC 22), Heal (DC 22), Circle of Death (DC 22), Harm (DC 22), Overwhelming Presence (DC 22)
5 (6/day) Righteous Might (DC 21), Flame Strike (DC 21), Disrupting Weapon (DC 21), Commune (DC 21), Unwilling Shield (DC 21)
4 (6/day) Stoneskin (DC 20), Invisibility, Greater (DC 20), Cure Critical Wounds (DC 20), Freedom of Movement (DC 20), Battlemind Link (DC 20), Sanctify Armor (DC 20)
3 (6/day) Heroism (DC 19), Cure Serious Wounds (DC 19), Remove Disease (DC 19), Searing Light, Coordinated Effort, Terrible Remorse (DC 19)
2 (7/day) Restoration, Lesser (DC 18), See Invisibility (DC 18), Cure Moderate Wounds (DC 18), Silence (DC 18), Invisibility (DC 18), Weapon of Awe (DC 18)
1 (7/day) Divine Favor (DC 17), Hide from Undead (DC 17), Cure Light Wounds (DC 17), Bless, Detect Undead, True Strike (DC 17)
0 (at will) Resistance (DC 16), Disrupt Undead, Detect Poison, Bleed (DC 16), Stabilize, Detect Magic
--------------------
STATISTICS
--------------------
Str 18/24, Dex 14/20, Con 14/20, Int 12/18, Wis 17/23, Cha 8
Base Atk +15; CMB +22; CMD 45
Feats Coordinated Defense, Critical Focus, Escape Route, Eschew Materials, Extended Bane, Improved Critical: Greataxe, Keen Scent, Lightning Reflexes, Lookout, Outflank, Paired Opportunists, Power Attack -4/+8, Spell Penetration, Swap Places, Toughness +20, Weapon Focus: Greataxe
Traits Reactionary, Unbreakable Hate
Skills Acrobatics +6, Appraise +8, Bluff +6, Climb +10, Concentration: Inquisitor +28, Diplomacy +6, Escape Artist +2, Fly +2, Heal +13, Intimidate +11, Knowledge (Arcana) +27, Knowledge (Dungeoneering) +27, Knowledge (Local) +24, Knowledge (Nature) +27, Knowledge (Planes) +27, Knowledge (Religion) +27, Perception +29, Ride +2, Sense Motive +28, Spellcraft +22, Stealth +15, Swim +10, Use Magic Device +19 Modifiers Monster Lore
Languages Abyssal, Common, Draconic, Dwarven, Orc, Treant
SQ Inquisitor Domain: Good, Orc Ferocity (1/day), Slayer (Ex), Solo Tactics (Ex), Teamwork Feat (change 6/day), Third Judgement (7/day) (Su), Track +10
Combat Gear +1 Seeking Longbow, Composite (Str +6), +1 Silversheen Dagger, +4 Icy Burst, Keen, Speed Silversheen Greataxe, +5 Dragonhide Buckler, Celestial Plate Armor; Other Gear Amulet of Natural Armor +3, Belt of Physical Perfection, +6, Cloak of Resistance, +5, Handy Haversack (empty), Headband of Mental Prowess, INT & WIS +6: Knowledge (Local), Knowledge (Nature), Ring of Protection, +4, Wand of Halt Undead
--------------------
TRACKED RESOURCES
--------------------
+1 Silversheen Dagger - 0/1
Discern Lies (20 rounds/day) (Sp) - 0/20
Greater Bane (+2 / 4d6) (26 rounds/day) (Su) - 0/26
Holy Lance for 10 rounds (4 rounds/day) (Su) - 0/4
Orc Ferocity (1/day) - 0/1
Teamwork Feat (change 6/day) - 0/6
Third Judgement (7/day) (Su) - 0/7
Touch of Good (9/day) (Sp) - 0/9
Wand of Halt Undead - 0/20
--------------------
SPECIAL ABILITIES
--------------------
Coordinated Defense +2 CMD if you are adjacent to an ally with this feat.
Critical Focus +4 to confirm critical hits.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Discern Lies (20 rounds/day) (Sp) Discern Lies at will
Escape Route You do not provoke attacks of opportunity when moving through spaces adjacent to allies
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Exploit Weakness (Ex) With a crit, ignore DR, suppress Regen, and take advantage of vulnerability.
Greater Bane (+2 / 4d6) (26 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Holy Lance for 10 rounds (4 rounds/day) (Su) A melee weapon you are holding becomes holy
Inquisitor Domain: Good Granted Powers: You have pledged your life and soul to goodness and purity.
Judgement of Sacred Healing 7 (Su) Fast Healing
Judgement of Sacred Justice +5 / +10 (Su) Attack bonus
Judgement of Sacred Piercing +7 (Su) Concentration and vs. SR bonus
Judgement of Sacred Protection +5 / +10 (Su) AC bonus
Judgement of Sacred Purity +5 / +10 (Su) Save bonus
Judgement of Sacred Resiliency 5: Chaos (Su) DR/magic
Judgement of Sacred Resistance 14: Fire (Su) Energy Resistances
Judgement of Sacred Smiting (Magic, Law, Adamantine) (Su) DR bypass
Lookout Act in the surprise rouns if an adjacent ally with this feat can act in the surprise round.
Monster Lore +6 (Ex) +6 to Knowledge checks when identifying the weaknessess of creatures.
Orc Ferocity (1/day) 1/day, when brought below 0 HP but not killed, you can fight on for 1 more round as if disabled. The next round, unless brought to at least 0 HP, you immediately fall unconscious and begin dying.
Outflank Flanking bonus increases to +4 if the other flanker also has this feat, and ally gets an AoO if you score a critical hit against the target.
Paired Opportunists +4 to hit for AoOs if you and an ally with this feat both threaten the target.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Slayer (Ex) Selected Judgement is at +5 effective levels
Slayer Judgement of Sacred Destruction +9 (Su) Weapon Damage bonus.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Spell Penetration +2 to caster levels checks to overcome spell resistance.
Stalwart (Ex) If you succeed at a Fort or Will save for reduced effect, you take none instead.
Swap Places You can trade places with an ally with this feat during your movement.
Teamwork Feat (change 6/day) Swap your most recent Teamwork feat for another
Third Judgement (7/day) (Su) Variable bonuses increase as the combat continues.
Touch of Good (9/day) (Sp) Grant +10 to skill checks, ability checks and saving throws for 1r.
Track +10 +10 to survival checks to track.
True Judgement (DC 26) (Su) At 20th level, an inquisitor can call true judgment down upon a foe during combat.

Variel:

VARIEL CR 19
Male Halfling Wizard 20
CG Small Humanoid (Halfling)
Init +8; Senses Perception +27
--------------------
DEFENSE
--------------------
AC 24, touch 19, flat-footed 18. . (+5 armor, +6 Dex, +1 size, +2 deflection)
hp 240 (20d6+120)
Fort +16, Ref +17, Will +18
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee +1 Returning Silversheen Dagger +11/+6 (1d3/19-20/x2)
Wizard Spells Known (CL 20, 10 melee touch, 17 ranged touch):
--------------------
STATISTICS
--------------------
Str 8, Dex 16/22, Con 14/20, Int 20/26, Wis 12, Cha 12
Base Atk +10; CMB +8; CMD 26
Feats Craft Staff, Craft Wand, Elemental Spell: Cold, Focused Spell, Greater Spell Penetration, Heighten Spell, Improved Familiar, Intensified Spell, Opposition Research, Scribe Scroll, Selective Spell, Spell Focus: Evocation, Spell Penetration, Staff-Like Wand, Toughness +20, Wizard Weapon Proficiencies
Traits Desperate Focus, Reactionary
Skills Acrobatics +8, Appraise +12, Climb +1, Concentration: Wizard +30, Fly +31, Knowledge (Arcana) +31, Knowledge (Dungeoneering) +31, Knowledge (Engineering) +30, Knowledge (Geography) +30, Knowledge (History) +20, Knowledge (Local) +19, Knowledge (Nature) +31, Knowledge (Nobility) +13, Knowledge (Planes) +31, Knowledge (Religion) +20, Linguistics +24, Perception +27, Sense Motive +3, Spellcraft +31, Stealth +10
Languages Abyssal, Aklo, Aquan, Auran, Celestial, Common, Dark Folk, Draconic, Dwarven, Elven, Giant, Gnoll, Gnome, Goblin, Halfling, Ignan, Infernal, Orc, Protean, Sphinx, Sylvan, Terran, Undercommon
SQ Arcane Familiar Nearby, Deliver Touch Spells Through Familiar (Su), Elemental Wall (20 rounds/day) (Sp), Empathic Link with Familiar (Su), Evocation, Fearless, Force Missile (11/day) (Sp), Illusion, Intense Spells +10 (Su), Metamagic Rod, Intensified, Greater, Metamagic Rod, Lingering, Greater, Metamagic Rod, Maximize, Greater, Ring of Counterspells, Ring of Spell Storing, Major, Ring of Sustenance, Scry on Familiar (1/day) (Sp), Share Spells with Familiar, Speak with Animals (Ex), Speak With Familiar (Ex)
Combat Gear +1 Returning Silversheen Dagger; Other Gear Belt of Physical Might, DEX & CON +6, Cloak of Displacement, Major, Hand of Glory, Handy Haversack, Headband of Vast Intelligence, +6: Knowledge (Planes), Knowledge (Dungeoneering), Ioun Stone, Orange Prism, Metamagic Rod, Intensified, Greater, Metamagic Rod, Lingering, Greater, Metamagic Rod, Maximize, Greater, Ring of Counterspells, Ring of Spell Storing, Major, Ring of Sustenance, Robe of the Archmagi, White, Slippers of Spider Climbing, Wand of Dispel Magic, Wand of Enervation, Wand of Magic Missile (CL 5), Wand of Mirror Image, Wand of Rope Trick, Wand of Shield, Wand of Stoneskin
--------------------
TRACKED RESOURCES
--------------------
+1 Returning Silversheen Dagger - 0/1
Elemental Wall (20 rounds/day) (Sp) - 0/20
Force Missile (11/day) (Sp) - 0/11
Metamagic Rod, Intensified, Greater - 0/3
Metamagic Rod, Lingering, Greater - 0/3
Metamagic Rod, Maximize, Greater - 0/3
Scry on Familiar (1/day) (Sp) - 0/1
Wand of Dispel Magic - 0/48
Wand of Enervation - 0/10
Wand of Magic Missile (CL 5) - 0/50
Wand of Mirror Image - 0/28
Wand of Rope Trick - 0/48
Wand of Shield - 0/22
Wand of Stoneskin - 0/17
--------------------
SPECIAL ABILITIES
--------------------
Arcane Familiar Nearby You gain the Alertness feat while your familiar is within arm's reach.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Elemental Spell: Cold You can cast a spell with half or all its damage type replaced with this feat's damage type.
Elemental Wall (20 rounds/day) (Sp) Create wall of energy for 1 round / level / day.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Evocation Evokers revel in the raw power of magic, and can use it to create and destroy with shocking ease.
Fearless +2 morale bonus vs Fear saves.
Focused Spell You can cast a spell that gains +2 DC against one of its multiple targets.
Force Missile (11/day) (Sp) Magic Missile hits for 1d4+10
Greater Spell Penetration +2 to caster level checks to overcome spell resistance.
Heighten Spell Increases spell level to effective level desired.
Illusion You must spend 2 slots to cast spells from the Illusion school.
Intense Spells +10 (Su) + 1/2 wizard level to spell damage (minimum +1).
Intensified Spell You can cast a spell that can exceed its normal damage die cap by 5 (if you have the caster level to reach beyond that cap).
Metamagic Rod, Intensified, Greater The wielder can cast up to three spells per day that are intensified as though using the Intensified Spell feat.
Metamagic Rod, Lingering, Greater The wielder can cast up to three spells per day that linger for 1 round as though using the Lingering Spell feat.

Metamagic Rod, Maximize, Greater The wielder can cast up to three spells per day that are maximized as though using the Maximize Spell feat.
Ring of Counterspells This ring might seem to be a ring of spell storing upon first examination. However, while it allows a single spell of 1st through 6th level to be cast into it, that spell cannot be cast out of the ring again. Instead, should that spell ever be cast upon the wearer, the spell is immediately countered, as a counterspell action, requiring no action (or even knowledge) on the wearer's part. Once so used, the spell cast within the ring is gone. A new spell (or the same one as before) may be placed in it again.
Ring of Spell Storing, Major As the minor ring of spell storing, except it holds up to ten levels of spells.
Ring of Sustenance This ring continually provides its wearer with life-sustaining nourishment. The ring also refreshes the body and mind, so that its wearer needs only sleep 2 hours per day to gain the benefit of 8 hours of sleep. The ring must be worn for a full week before it begins to work. If it is removed, the owner must wear it for another week to reattune it to himself.
Scry on Familiar (1/day) (Sp) You can scry on your familiar once per day.
Selective Spell You can cast a spell that does not affect some targets within its area.
Share Spells with Familiar The wizard may cast a spell with a target of "You" on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Speak with Animals (Ex) Your familiar can communicate with similar animals to itself.
Speak With Familiar (Ex) You can communicate verbally with your familiar.
Spell Focus: Evocation Spells from one school of magic have +1 to their save DC.
Spell Penetration +2 to caster levels checks to overcome spell resistance.
Staff-Like Wand Your research has unlocked a new power in conjunction with using a wand. Similar to using a magic staff, you use your own Intelligence score and relevant feats to set the DC for saves against spells you cast from a wand, and you can use your caster l
Spells known is a very long list. He knows or has access to all the spells in the Core Rule Book except enchantment and illusion spells.

Xavier:

XAVIER CR 19
Male Human Fighter (Shielded Fighter) 20
LG Large Humanoid (Human)
Init +4; Senses Perception +20
--------------------
DEFENSE
--------------------
AC 43, touch 19, flat-footed 42. . (+14 armor, +9 shield, +1 Dex, -1 size, +5 natural, +5 deflection)
hp 340 (20d10+140)
Fort +21, Ref +14, Will +8
Defensive Abilities Active Defense, Bravery +5, Shield Guard, Shield Ward +4; DR 5/&#151;, Shield Mastery; Resist Shield Ward +4
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee Heavy Shield Bash +27/+22/+17/+12 (2d6+26/20/x2) and
. . +1 Returning Trident +23/+18/+13/+8 (2d6+22/20/x2) and
. . +4 Keen Adamantine Longsword +26/+21/+16/+11 (2d6+25/15-20/x2)
Ranged Masterwork Longbow, Composite (Str +3) +24/+19/+14/+9 (1d8+3/20/x3)
Space 10 ft.; Reach 10 ft.
Special Attacks Shield Buffet (swift action), Shield Fighter +4
--------------------
STATISTICS
--------------------
Str 20/28, Dex 15/19, Con 16/22, Int 10, Wis 10, Cha 14
Base Atk +20; CMB +30; CMD 54
Feats Bashing Finish, Combat Reflexes (5 AoO/round), Critical Focus, Double Slice, Greater Shield Focus, Greater Two-weapon Fighting, Greater Vital Strike, Improved Critical: Longsword, Improved Shield Bash, Improved Two-weapon Fighting, Improved Vital Strike, Iron Will, Power Attack -6/+12, Shield Focus, Shield Master, Shield Slam, Shield Specialization: Heavy Shield, Shield Specialization: Heavy Shield, Skill Focus: Intimidate, Toughness +20, Two-weapon Fighting, Vital Strike
Traits Armor Expert, Conspiracy Hunter: Diplomacy
Skills Acrobatics -1, Climb +4, Diplomacy +26, Escape Artist -1, Fly -3, Intimidate +31, Knowledge (Nobility) +7, Perception +20, Ride -1, Sense Motive +9, Stealth -5, Swim +11
Languages Common
Combat Gear +1 Returning Trident, +4 Keen Adamantine Longsword, +5 Bashing Shield, Heavy Steel, +5 Fortification, Heavy Adamantine Full Plate, Arrow, Durable (50), Masterwork Longbow, Composite (Str +3); Other Gear Amulet of Natural Armor +5, Belt of Physical Perfection, +6, Cloak of Displacement, Minor, Portable Hole, Ring of Protection, +5
--------------------
TRACKED RESOURCES
--------------------
+1 Returning Trident - 0/1
Arrow, Durable - 0/50
--------------------
SPECIAL ABILITIES
--------------------
Active Defense +5 (Ex) Swift action to share dodge bonus with adjacent ally or 1/2 bonus with all.
Armor Expert -1 Armor check penalty.
Bashing Finish Whenever you score a critical hit with a melee weapon, you can shield bash the same target as a free action.
Bravery +5 (Ex) +5 Will save vs. Fear
Combat Reflexes (5 AoO/round) You may make up to 5 attacks of opportunity per round, and may make them while flat-footed.
Critical Focus +4 to confirm critical hits.
Damage Reduction (5/-) You have Damage Reduction against all attacks.
Improved Shield Bash You still get your shield bonus while using Shield Bash.
Power Attack -6/+12 You can subtract from your attack roll to add to your damage.
Shield Buffet (swift action) (Ex) Combat Maneuver check to give foe -2 penalty to AC and attack vs you.
Shield Fighter +4 (Ex) +4 to hit and damage with shields, may alternate weapons during a full attack rather than 2-weapon.
Shield Focus +1 Shield AC
Shield Guard (Ex) Designate 1 or more squares. Enemies in those squares cannot flank you or count towards flanking others.
Shield Master No off-hand penalties for shield bashes, add a shield's enhancement bonus to attack rolls.
Shield Mastery (Ex) DR 5/- while using a shield.
Shield Slam Shield Bash is also a Bull Rush.
Shield Specialization: Heavy Shield You have mastered the use of one type of shield.
Shield Specialization: Heavy Shield You have mastered the use of one type of shield.
Shield Ward +4 (Ex) Evasion, add Shield AC to touch AC and Ref saves.
Vital Strike Standard action: x2 weapon damage dice.

If you have any questions about unique items, let me know. I’m tempted to give them templates instead of having them choose classes, or at least give each of them the option.


gbonehead wrote:
Bob_Loblaw wrote:
With the exception of advancing his wizard spells/day, [Pathfinder Savant] is probably a perfect class for him. He already has Staff-like Wand. The scroll master would fit him very well as would adding some clerical spells to his repertoire. He has used Limited Wish and Wish to replicate several clerical spells already. Not having to use those costly spell components would make him (and the party) very happy!

I probably didn't explain clearly; it's a 7-level prestige class, and at every level but the first, your spellcasting abilities increase by a level and you get to pick any spell you want (subject to a few minor limitations):

Esoteric Magic (Ex) At each class level above 1st, the Pathfinder savant chooses a spell from any class’s spell list and thereafter treats it as if it were on the spell list of his base spellcasting classes; if his base class could not normally cast that spell, it is treated as 1 level higher. The type (arcane or divine) and save DCs function as normal for his base spellcasting class. All other restrictions of his normal spellcasting class apply. This does not allow other spellcasters to prepare, cast, or use spell trigger or spell completion items of esoteric spells (such as a sorcerer using a cure light wounds scroll).

He'll need 10th-level slots to learn 9th-level cleric or druid spells.

At first level in Pathfinder Savant, all you get is:

Adept Activation (Ex) A Pathfinder savant can always take 10 on Use Magic Device checks, unless activating blindly.
Master Scholar (Ex) A Pathfinder savant adds 1/2 his class level (minimum 1) as a bonus on all Knowledge (arcana), Spellcraft, and Use Magic Device checks. He can always take 10 on Knowledge (arcana) and Spellcraft checks, even if distracted or endangered.

I looked it up as soon as I read your post. He has the potential to get three levels out of the class. He would be able to select spells like "heal" and "resurrection" since those aren't 9th level spells.

I really do think that he will be happy with this class, even without the additional spells per day.


mdt wrote:

Note that people who went Mystic Theurge can continue to advance their base Wizard/Cleric classes even past 20. They'll not get more spell slots (when using the modified gestalt rules) but they will up their CL (since MT adds one to the CL) which means they'd top out at CL 30 on both classes (at level 40). They'd also get all the benefits of both classes (the higher level class benefits). That's nothing to sneeze at.

Note this applies to anyone who went into a prestige class. Alternately, you can start a prestige class. For example, a wizard at 20 could take one level of Fighter and then go into Eldritch Knight. He'd then continue to gain CL's up to CL 29.

That's why the ranger/sorcerer is going to continue with Arcane Archer. He has the easiest choice out of everyone.


Buri wrote:
In place of Wizard spells per day for Savant you could work out a spell or two he spends the level researching and then gains that spell once he levels.

Not a bad idea. I was debating if I should just give a bonus feat. Either could be good.


Hm. For that particular wizard, I'd strongly suggest a level of sorcerer, crossblooded elemental(water) and draconic (silver or white).

This lets him - at time of casting - convert any other element type to cold damage, and gives him +1 damage per die when casting cold spells. It's a huge boost to versatility - you prepare a fireball with your wizard slots, and then can make it deal fire or cold damage as needed at the time of casting. Or chain lightning, electric or cold. Etc.

(Or, if you don't mind light sensitivity, replace draconic with orc - which boosts the damage of all your spells, at the cost of a situational -1 to hit / perception.)

It also gives him eschew materials as a bonus feat, which is certainly nothing to sneer at.

After that one level, anything else is fair game.


Emerald Wyvern wrote:

Hm. For that particular wizard, I'd strongly suggest a level of sorcerer, crossblooded elemental(water) and draconic (silver or white).

This lets him - at time of casting - convert any other element type to cold damage, and gives him +1 damage per die when casting cold spells. It's a huge boost to versatility - you prepare a fireball with your wizard slots, and then can make it deal fire or cold damage as needed at the time of casting. Or chain lightning, electric or cold. Etc.

(Or, if you don't mind light sensitivity, replace draconic with orc - which boosts the damage of all your spells, at the cost of a situational -1 to hit / perception.)

It also gives him eschew materials as a bonus feat, which is certainly nothing to sneer at.

After that one level, anything else is fair game.

That's very interesting. He fancies himself a blaster so he will be happy with this too. It would be very easy to give him the silver dragon bloodline as part of the story as well if he wants to go this route.


While I agree that it is possible to make the Epic Level Handbook work, I don't think it was a good ruleset for above 20th level play. I really hope Paizo does better.


I allow advancement past 20th level, and require 500,000 XP for each level past 20th (i.e., 4,100,000 XP for 21st, 5,100,000 for 22nd, etc.) with the medium progression. I do not allow anyone to progress a single class past 20 or a single prestige class past 10. For example, you have a 20th level fighter who has just earned enough experience to gain his 21st level. Pick a prestige class or another class. Ideally, since my players know this in advance, they will have been working in game to gain some knowledge of their new class.

BAB is capped at +20. So a 20th level fighter and a 20th level cleric/7th level rogue have the same BAB.

Base Saves are capped at +12, unless you have exceeded that number at or prior to the time you reached 20th level.

Skill Ranks are capped at 20.

Characters gain no additional hit dice or constitution modifier past 20th level. They gain 1 hit point for a d6 hit die, 2 hit points for a d8, 3 hit points for a d10, and 4 hit points for a d12, based upon the class they selected to advance.

Caster levels are capped at 20th. So you have a feat that pushed it higher--too bad, so sad, it ain't happening.

You gain all the abilities of your new class, except where those abilities would conflict with the above. You continue to gain 1 feat every odd level. You continue to gain an increase in an ability score of your choice every 4 levels.

Epic magic is possible, but requires rituals and very expensive components. And time. Lots and lots of time. There are no spell slots higher than 9th level.

Wealth by level is at DM discretion. However, if a 20th level caster can't craft an item, it is an artifact and not for sell on the open market. No epic magic items, so sorry.

30th level is the absolute pinnacle for mortal characters. Assuming that character manages to become a true immortal (no lifespan, although still vulnerable to death through violent action or injury) he may continue to advance as high as 40th level. 40th level characters cannot advance any more unless they become a deity. Either way, the game now ends.

Simple, concise, and to the point and it serves well in letting the game go on without the numbers aspects becoming incredibly huge. Now, this just how I do it, others may have a different method. But this works for me and my group.

Master Arminas


I have also attempted to run a game above 20th level in the past. It was workable, but I completely ignored the Epic Level Handbook and used my own very loose, very incomplete rules. That incompleteness was compensated for by a heavy focus on the story and minimal focus on the mechanics.


I'm wondering how the classes that cap at level 6th magic like Bard, Magus or Summoner would be in level 21 would they gain a 7th level spell slot usable only for metamagic purposes? And then gain spell slots on their higher casting level?

If so? How would you pick the new spells...humm I really want a PFRPG Epic Level book sniff x3

51 to 61 of 61 << first < prev | 1 | 2 | next > last >>
Community / Forums / Pathfinder / Pathfinder First Edition / General Discussion / Advancement Beyond Level 20 All Messageboards

Want to post a reply? Sign in.
Recent threads in General Discussion