Mort's Strange Aeons (Inactive)

Game Master Just a Mort

Strange Aeons Map

Dreamlands excursion ritual


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Half-Elf Investigator (Bonded) 9 / Magus (VMC); HP 81/81, Init +1, Perception +18+1d8, +4 vs traps; Vorq Perception +15+1d8; AC 18/FF 16/T 12, +3 vs traps; Fort +7, Ref +8, Will +8, +3 vs traps; CMB +11, CMD 22; Inspiration (1d8+2) 8/8; Arcane Pool (+2) 8/8;

Now that paizo is up (yet again) I can do purchases. Probably getting a +1 spear or rapier. When I get home. Got to do vehicle registration.


Strange Aeons Grp 2 |

I took so long to do this because I was trying to determine the charge line, if you'd be passing by the wolf or the poison cloud as you charged.


Half-Elf Investigator (Bonded) 9 / Magus (VMC); HP 81/81, Init +1, Perception +18+1d8, +4 vs traps; Vorq Perception +15+1d8; AC 18/FF 16/T 12, +3 vs traps; Fort +7, Ref +8, Will +8, +3 vs traps; CMB +11, CMD 22; Inspiration (1d8+2) 8/8; Arcane Pool (+2) 8/8;

No problemo! Looked clear to me so I just did it haha.


Strange Aeons Grp 2 |

You can ask Howard and Seamus. I once had someone who kept charging into things without reach when the creature had reach and then complaining that she didn't get her attack off when she got tripped before she got there.

Or wanting AOOs, when the creature was out of her reach, when it provokes for not having the appropriate combat maneuver/attacking her(due to certain class abilities). You'd want strike back feat for that.

Trying time, I tell you.


Strange Aeons Grp 2 |

Found out that RL has been kicking Dakash's arse. I'll bot him until he manages to sort things out.


Retired to Taldor?

Hopefully things will get better for him.

Also, not going to upgrade Seamus' armor yet. Still like the +2 that the parade armor gives for Diplomacy, Hmmm, maybe should purchase 'cologne' also...


Strange Aeons Grp 2 |

Prepping book 3...if I seem a little distracted. BTW once you're done with this fight you level to 5.

Dark Archive

Male Human Conjuror (Spirit Binder) / Summoner (Synthesist) 17 (HP 173+123.5/173+123.5) (AC 52/15/47) (CMD 39) (Fort +22, Ref +23, Will +24 (+32 Vs Enchantment; additional +3 Vs Mind-affecting) (Init +17) (Perception +42)

Sounds good to me :-)

Dark Archive

Male Human Conjuror (Spirit Binder) / Summoner (Synthesist) 17 (HP 173+123.5/173+123.5) (AC 52/15/47) (CMD 39) (Fort +22, Ref +23, Will +24 (+32 Vs Enchantment; additional +3 Vs Mind-affecting) (Init +17) (Perception +42)

@Vincent: I have noted down that you claimed the +2 Wooden Armor.

The Exchange

Complain about the new boards here!

He's not doing all the way :(

But I'll go create Bedir at 13 just to see what actually comes out...the rough sketch seems to indicate 25 touch ac unfused. Meh.

I'll let you guys know how it looks once it's done.


Strange Aeons Grp 2 |

BTW all of you have dinged 5. Please prepare your level 6 character sheet.

The Exchange

Complain about the new boards here!

Bedir:

Male Inquisitor 13 (Ravenous Hunter + Santified Slayer)/ Monk 13 (Zen Archer)/ 13 Summmoner (Synthesist)
LG Humanoid (Half Orc)
Init +8; Perception +28
--------------------
Defense
--------------------
AC 27, touch 27, flat-footed 22
hp 110
Fort +19, Ref +21, Will +23;
--------------------
Offense
--------------------
Speed 70 ft.
Melee Unarmed Strike +12 (2d6+3)
Ranged +1 Adaptive Longbow +18 (1d8+6)
Flurry of blows +19/+19/+13/+13/+8 (1d8+6)
Spells known Summoner: (CL 13th; concentration +18)
Cantrips: Detect Magic, Mage hand, Prestidigitation, Acid Splash, Mending, Message
Lv 1 spells(7/day): Mage Armor, Lesser restore eidolon, Long arm, Grease, Enlarge Person, Shield
Lv 2 spells(6/day): Barkskin, See invisibility, Haste, Blur, Lesser Evolution Surge
Lv 3 spells(5/day): Evolution Surge, Greater Invisibility, Greater Magic Fang, Stoneskin, Dimmension door
Lv 4 spells(4/day): Wall of Stone, Teleport, Purified Calling
Lv 5 spells (3/day): Planeshift, Greater Teleport

Spells known Inquisitor: (CL 13th; concentration +20)
Cantrips: Create Water, Light, Detect Poison, Read Magic, Stabilize, Sift
Lv 1 spells(7/day): CLW, Keep Watch, Comprehend Languages,Divine Favour, Remove Fear, Heightened awareness, Shield of Fortification, Hide from Undead
Lv 2 spells(7/day): Invisibility, Delay Poison, Lesser Restoration,Resist Energy, Tongues, Silence, Burst of Radiance, Cure Moderate Wounds, Percieve Cues
Lv 3 spells(6/day): Dispel Magic, Magic Circle Against Evil, Heroism, Greater Magic Weapon, Cure Serious Wounds, Greater Stunning Barrier, Remove Curse
Lv 4 spells(4/day): Death Ward, Freedom of movement, Restoration
Lv 5 spells (3/day): Chains of Light, True Seeing
--------------------
Statistics
--------------------
Str 16, Dex 12, Con 16, Int 16, Wis 25, Cha 20
Base Atk +9; CMB +16; CMD 37
Feats Arcane Strike,Clustered Shots, Power Attack, Craft Wondrous Item, Quicken Spell, Extra Traits (Wayang Spellhunter, Magical Lineage), Deadly Aim
Zen archer bonus feats: Weapon Focus (Longbow), Weapon Specialization (Longbow), Precise Shot, Improved Precise Shot, Combat Reflexes
Teamwork feats from Inquisitor: Shake It Off, Escape Route, Share Healing
Traits Trap Finder, Fates favored, Wayang Spell Hunter (Summmon Eidolon), Magical Lineage (Divine Favour)
Alternate Racial Traits
Sacred Tattoo
Skills Perception +28, Spellcraft +17, Survival +11, Diplomacy +14, Disable Device +19, Knowledge Religion +14, Knowledge Nature +14, Knowledge Arcana +14, Knowledge Planes +14, Knowledge Nobility +12, Knowledge Local +12, Knowledge Engineering +12, Knowledge Geography +12, Knowledge History +12, Knowledge Dungeoneering +14, Sense Motive +11, Use Magic Device +10, Fly +16, Stealth +4
Revelation Prophetic armor

Gear MW Thieves tools, Adamantine durable arrow, MW Composite Longbow +1, cold iron morningstar, silver mace, 4 days trail rations, Spell Component pouch, 10 wooden holy symbols, 1 waterskin, 1 backpack, 1 grappling arrow, 50 foot hemp rope, 2 torches, 2 sacks, flint and steel, 20 durable arrows, 20 cold iron arrows, 100 arrows, 60 gp left over, Headband of mental prowess, Belt of the weasel,Goz Mask, Handy Haversack,Ring of Sustenance ,Swarmbane Clasp
+1 Holy, Adaptive Greenwood Longbow (Large)(with fortifying stone attached),+1 Adaptive Composite Greenwood Longbow (medium),Cloak of Resistance +5, Dusty Rose prism, Cracked Dusty rose Prism, Pale Blue Rhomboid, Pink Rhomboid, 2 Locked Gaunlet, Cracked Pale Green Prism,3 lesser rods of extend, Ring of Protection +2, Eyes of the Eagle, Dream Journal of the Pallid Seer, 2 wands of Cure Light Wounds, 1 Wand of Lesser Restore Eidolon, 1 Wand of Grease, 1 Oil of Daylight, 1 Potion of Remove blindness, Adamantine Morningstar, 1000 arrows, 20 durable adamantine arrows, 1000 cold iron arrows, 4k gp left over
8905 gp – Permanent Arcane Sight (UMDed from a scroll after skilled evolution was used)
6125 - permanent See invisibility (UMDed from a scroll after silled evolution was used)

Perfect Strike (Ex)
At 1st level, a zen archer gains Perfect Strike as a bonus feat, even if he does not meet the prerequisites. A zen archer can use Perfect Strike with any bow. At 10th level, the monk can roll his attack roll three times and take the highest result. If one of these rolls is a critical threat, the monk must choose one of his other two rolls to use as his confirmation roll.
This ability replaces stunning fist.

Way of the Bow (Ex)
At 2nd level, a zen archer gains Weapon Focus as a bonus feat with one type of bow.
At 6th level, the monk gains Weapon Specialization with the same weapon as a bonus feat, even if he does not meet the prerequisites.
This ability replaces evasion.Zen Archery (Ex)
At 3rd level, a zen archer may use his Wisdom modifier instead of his Dexterity modifier on ranged attack rolls when using a bow.
This ability replaces maneuver training.
Point Blank Master (Ex)
At 3rd level, a zen archer gains Point Blank Master* as a bonus feat, even if he does not meet the prerequisites.
This ability replaces still mind.

Maneuver Training (Ex)
At 3rd level, a monk uses his monk level in place of his base attack bonus when calculating his Combat Maneuver Bonus. Base attack bonuses granted from other classes are unaffected and are added normally.

Ki Pool (Su)
At 4th level, in addition to the normal abilities of his ki pool, a zen archer may spend 1 point from his ki pool to increase the range increment for his bow by 50 feet for 1 round.
Ki Arrows (Su)
At 5th level, a zen archer may spend 1 point from his ki pool as a swift action to change the damage dice of arrows he shoots to that of his unarmed strikes. This lasts until the start of his next turn. For example, a Medium zen archer’s short bow normally deals 1d6 damage; using this ability, his arrows deal 1d8 damage until the start of his next turn.
This ability replaces purity of body.
Reflexive Shot (Ex)
At 9th level, a zen archer can make attacks of opportunity with arrows from his bow. The monk still threatens squares he could reach with unarmed strikes, and can still only make one attack of opportunity per round (unless he has Combat Reflexes).
This ability replaces improved evasion.
Trick Shot (Su)
At 11th level, a zen archer may hit targets that he might otherwise miss. By spending 1 point from his ki pool as a swift action, the zen archer can ignore concealment. By spending 2 points, he can ignore total concealment or cover. By spending 3 points, he can ignore total cover, even firing arrows around corners. The arrow must still be able to reach the target; a target inside a closed building with no open doors or windows cannot be attacked. These effects last for 1 round.
This ability replaces diamond body.

Charged by Nature: Rather than having a deity patron, a ravener hunter is charged by the spirits of the Mwangi to eradicate evil wherever it appears. At 1st level, a ravener hunter chooses an oracle mystery from the following list: ancestor, battle, flame, heavens, life, lunar, nature ,stone , solar, time, volcano, waves, wind, or wood. She gains one revelation from her chosen mystery. (Prophetic Armor – Lunar - selected) She must meet the revelation’s prerequisites, using her inquisitor level as her effective oracle level to determine the revelation’s effects, and she never qualifies for the Extra Revelation feat. The ravener hunter gains a second revelation from her chosen mystery at 8th level.

This ability replaces domain.

Holy Magic: A ravener hunter adds all spells of 6th-level and lower on the cleric spell list with the good descriptor to her inquisitor spell list as inquisitor spells of the same level. If a spell appears on both the cleric and inquisitor spell lists, the ravener hunter uses the lower of the two spell levels listed for the spell. She cannot cast 2 with the chaotic, evil, or lawful descriptors, even from spell trigger or spell completion items.

This ability alters the inquisitor’s spells.

Studied Target (Ex)

At 1st level, a sanctified slayer gains the slayer’s studied target class feature. She uses her inquisitor level as her effective slayer level to determine the effects of studied target.
This ability replaces judgment 1/day.

Monster Lore (Ex)

The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.

Stern Gaze (Ex)

Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).
Cunning Initiative (Ex)

At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.
Detect Alignment (Sp)

At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.
Track (Ex)

At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.
Solo Tactics (Ex)

At 3rd level, all of the inquisitor’s allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus.
Teamwork Feat

At 3rd level, and every three levels thereafter, the inquisitor gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as teamwork feats. The inquisitor must meet the prerequisites of the selected bonus feat.

As a standard action, the inquisitor can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. In effect, the inquisitor loses the bonus feat in exchange for the new one. She can only change the most recent teamwork feat gained. Whenever she gains a new teamwork feat, the previous teamwork feat becomes set and cannot be changed again. An inquisitor can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier.

Sneak Attack (Ex)
At 4th level, if a sanctified slayer catches an opponent unable to defend itself effectively from her attack, she can strike a vital spot to deal extra damage. The sanctified slayer’s attack deals additional damage anytime her target would be denied a Dexterity bonus to AC (whether or not the target actually has a Dexterity bonus), or when the sanctified slayer flanks her target. This additional damage is 1d6 at 4th level, and increases by 1d6 every 3 levels thereafter. Should a sanctified slayer score a critical hit with the sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage (such as a sap, whip, or an unarmed strike), a sanctified slayer can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, even with the usual –4 penalty.
A sanctified slayer must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A sanctified slayer cannot use sneak attack while striking a creature with concealment.
This ability replaces the later iterations of the judgment ability.

Bane (Su)

At 5th level, an inquisitor can imbue one of her weapons with the bane weapon special ability as a swift action. She must select one creature type when she uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while the inquisitor wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the inquisitor before the duration expires. This ability lasts for a number of rounds per day equal to the inquisitor’s level. These rounds do not need to be consecutive.

Discern Lies (Sp)

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

Stalwart (Ex)

At 11th level, an inquisitor can use mental and physical resiliency to avoid certain attacks. If she makes a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, she instead avoids the effect entirely. This ability can only be used if the inquisitor is wearing light armor, medium armor, or no armor. A helpless inquisitor does not gain the benefit of the stalwart ability.
Greater Bane (Su)

At 12th level, whenever an inquisitor uses her bane ability, the amount of bonus damage dealt by the weapon against creatures of the selected type increases to 4d6.
Talented Slayer (Ex)
At 8th, 16th, 17th, and 20th levels, a sanctified slayer can gain a single slayer talent, including those from the list of rogue talents that a slayer can take, but not an advanced slayer talent.
This ability replaces second judgment, third judgment, slayer, and true judgment.
Slayer Talent: Trapspotter

Fused Eidolon

A synthesist summons the essence of a powerful outsider to meld with his own being. The synthesist wears the eidolon like translucent, living armor. The eidolon mimics all of the synthesist’s movements, and the synthesist perceives through the eidolon’s senses and speaks through its voice, as the two are now one creature.
While fused with his eidolon, the synthesist uses the eidolon’s physical ability scores (Strength, Dexterity, and Constitution), but retains his own mental ability scores (Intelligence, Wisdom, and Charisma). The synthesist gains the eidolon’s hit points as temporary hit points. When these hit points reach 0, the eidolon is killed and sent back to its home plane. The synthesist uses the eidolon’s base attack bonus, and gains the eidolon’s armor and natural armor bonuses and modifiers to ability scores. The synthesist also gains access to the eidolon’s special abilities and the eidolon’s evolutions. The synthesist is still limited to the eidolon’s maximum number of natural attacks. The eidolon has no skills or feats of its own. The eidolon must be at least the same size as the synthesist. The eidolon must have limbs for the synthesist to cast spells with somatic components. The eidolon’s temporary hit points can be restored with the rejuvenate eidolon spell.
While fused, the synthesist loses the benefits of his armor. He counts as both his original type and as an outsider for any effect related to type, whichever is worse for the synthesist. Spells such as banishment or dismissal work normally on the eidolon, but the synthesist is unaffected. Neither the synthesist nor his eidolon can be targeted separately, as they are fused into one creature. The synthesist and eidolon cannot take separate actions. While fused with his eidolon, the synthesist can use all of his own abilities and gear, except for his armor. In all other cases, this ability functions as the summoner’s normal eidolon ability (for example, the synthesist cannot use his summon monster ability while the eidolon is present).
This ability replaces the class’s eidolon ability, bond senses, and life bond.
The following class abilities function differently for synthesist summoners.
Fused Link

Starting at 1st level, the synthesist forms a close bond with his eidolon. Whenever the temporary hit points from his eidolon would be reduced to 0, the summoner can, as a free action, sacrifice any number of his own hit points. Each hit point sacrificed this way prevents 1 point of damage done to the eidolon (thus preventing the loss of the summoner’s temporary hit points), preventing the eidolon from being killed and sent back to its home plane.
This ability replaces life link.

Shielded Meld (Ex)
At 4th level, whenever the synthesist is fused with his eidolon, he gains a +2 shield bonus to his Armor Class and a +2 circumstance bonus on his saving throws.
This ability replaces shield ally.
Maker’s Jump (Sp)
At 6th level, whenever the synthesist is fused with his eidolon, the synthesist can cast dimension door as a spell-like ability using his caster level. This ability only affects the fused synthesist and eidolon. The synthesist can use this ability once per day at 6th level, plus one additional time per day for every six levels beyond 6th.
This ability replaces maker’s call and transposition.
Greater Shielded Meld (Ex)
At 12th level, whenever the synthesist is fused with his eidolon, he gains a +4 shield bonus to his Armor Class and a +4 circumstance bonus on his saving throws.
This ability replaces greater shield ally.

Unfused - what I came up with on a 40 point buy, and 140k gp...

The Exchange

Complain about the new boards here!

Bedir's fused form:

Male Inquisitor 13 (Ravenous Hunter + Santified Slayer)/ Monk 13 (Zen Archer)/ 13 Summmoner (Synthesist)
LG Humanoid (Half Orc)
Init +8; Perception +28
--------------------
Defense
--------------------
AC 46, touch 26, flat-footed 41
hp 123+95(temp)
Fort +24, Ref +25, Will +27; +4 v enchantmments
--------------------
Offense
--------------------
Speed 30 ft.
Melee Unarmed Strike + 20(2d6+11)
Ranged +1 (Large) Holy Adaptive Longbow (fortifying stone attached)+18 (2d6+14)
Flurry of blows +18/+18/+12/+12/+7 (2d6+14)
Spells known Summoner: (CL 13th; concentration +18)
Cantrips: Detect Magic, Mage hand, Prestidigitation, Acid Splash, Mending, Message
Lv 1 spells(7/day): Mage Armor, Lesser rejuvinate eidolon, Long arm, Grease, Enlarge Person, Shield
Lv 2 spells(6/day): Barkskin, See invisibility, Haste, Blur, Lesser Evolution Surge
Lv 3 spells(5/day): Evolution Surge, Greater Invisibility, Greater Magic Fang, Stoneskin, Dimmension door
Lv 4 spells(4/day): Wall of Stone, Teleport, Purified Calling
Lv 5 spells (3/day): Planeshift, Greater Teleport

Spells known Inquisitor: (CL 13th; concentration +20)
Cantrips: Create Water, Light, Detect Poison, Read Magic, Stabilize, Sift
Lv 1 spells(7/day): CLW, Keep Watch, Comprehend Languages,Divine Favour, Remove Fear, Heightened awareness, Shield of Fortification, Hide from Undead
Lv 2 spells(7/day): Invisibility, Delay Poison, Lesser Restoration,Resist Energy, Tongues, Silence, Burst of Radiance, Cure Moderate Wounds, Percieve Cues
Lv 3 spells(6/day): Dispel Magic, Magic Circle Against Evil, Heroism, Greater Magic Weapon, Cure Serious Wounds, Greater Stunning Barrier, Remove Curse
Lv 4 spells(4/day): Death Ward, Freedom of movement, Restoration
Lv 5 spells (3/day): Chains of Light, True Seeing
--------------------
Statistics
--------------------
Str 32, Dex 15, Con 18, Int 16, Wis 25, Cha 20
Base Atk +9; CMB +24; CMD 46
Feats Arcane Strike,Clustered Shots, Power Attack, Craft Wondrous Item, Quicken Spell, Extra Traits (Wayang Spellhunter, Magical Lineage), Deadly Aim
Zen archer bonus feats: Weapon Focus (Longbow), Weapon Specialization (Longbow), Precise Shot, Improved Precise Shot, Combat Reflexes
Teamwork feats from Inquisitor: Shake It Off, Escape Route, Share Healing
Traits Trap Finder, Fates favored, Wayang Spell Hunter (Summmon Eidolon), Magical Lineage (Divine Favour), E
Alternate Racial Traits
Sacred Tattoo
Skills Perception +28, Spellcraft +17, Survival +11, Diplomacy +14, Disable Device +19, Knowledge Religion +14, Knowledge Nature +14, Knowledge Arcana +14, Knowledge Planes +14, Knowledge Nobility +12, Knowledge Local +12, Knowledge Engineering +12, Knowledge Geography +12, Knowledge History +12, Knowledge Dungeoneering +14, Sense Motive +11, Use Magic Device +10, Fly +16, Stealth +4
Revelation Prophetic armor
Evolutions: Large (3), Shadow Form (2), Improved Natural Armor (2), Blindsense (3), Immunity Fire (2), Immunity Cold(2), Resistance Acid (15), Resistance Lightning (15), Magic Attacks (1)

Gear MW Thieves tools, Adamantine durable arrow, MW Composite Longbow +1, cold iron morningstar, silver mace, 4 days trail rations, Spell Component pouch, 10 wooden holy symbols, 1 waterskin, 1 backpack, 1 grappling arrow, 50 foot hemp rope, 2 torches, 2 sacks, flint and steel, 20 durable arrows, 20 cold iron arrows, 100 arrows, 60 gp left over, Headband of mental prowess, Belt of the weasel,Goz Mask, Handy Haversack,Ring of Sustenance ,Swarmbane Clasp
+1 Holy, Adaptive Greenwood Longbow (Large),+1 Adaptive Composite Greenwood Longbow (medium),Cloak of Resistance +5, Dusty Rose prism, Cracked Dusty rose Prism, Pale Blue Rhomboid, Pink Rhomboid, 2 Locked Gaunlet, Cracked Pale Green Prism,3 lesser rods of extend, Ring of Protection +2, Eyes of the Eagle, Dream Journal of the Pallid Seer, 2 wands of Cure Light Wounds, 1 Wand of Lesser rejuvinate Eidolon, 1 Wand of Grease, 1 Oil of Daylight, 1 Potion of Remove blindness, Adamantine Morningstar, 1000 arrows, 20 durable adamantine arrows, 1000 cold iron arrows, 4k gp left over
8905 gp – Permanent Arcane Sight (UMDed from a scroll after skilled evolution was used)
6125 - permanent See invisibility (UMDed from a scroll after silled evolution was used)

Perfect Strike (Ex)
At 1st level, a zen archer gains Perfect Strike as a bonus feat, even if he does not meet the prerequisites. A zen archer can use Perfect Strike with any bow. At 10th level, the monk can roll his attack roll three times and take the highest result. If one of these rolls is a critical threat, the monk must choose one of his other two rolls to use as his confirmation roll.
This ability replaces stunning fist.

Way of the Bow (Ex)
At 2nd level, a zen archer gains Weapon Focus as a bonus feat with one type of bow.
At 6th level, the monk gains Weapon Specialization with the same weapon as a bonus feat, even if he does not meet the prerequisites.
This ability replaces evasion.Zen Archery (Ex)
At 3rd level, a zen archer may use his Wisdom modifier instead of his Dexterity modifier on ranged attack rolls when using a bow.
This ability replaces maneuver training.
Point Blank Master (Ex)
At 3rd level, a zen archer gains Point Blank Master* as a bonus feat, even if he does not meet the prerequisites.
This ability replaces still mind.

Maneuver Training (Ex)
At 3rd level, a monk uses his monk level in place of his base attack bonus when calculating his Combat Maneuver Bonus. Base attack bonuses granted from other classes are unaffected and are added normally.

Ki Pool (Su)
At 4th level, in addition to the normal abilities of his ki pool, a zen archer may spend 1 point from his ki pool to increase the range increment for his bow by 50 feet for 1 round.
Ki Arrows (Su)
At 5th level, a zen archer may spend 1 point from his ki pool as a swift action to change the damage dice of arrows he shoots to that of his unarmed strikes. This lasts until the start of his next turn. For example, a Medium zen archer’s short bow normally deals 1d6 damage; using this ability, his arrows deal 1d8 damage until the start of his next turn.
This ability replaces purity of body.
Reflexive Shot (Ex)
At 9th level, a zen archer can make attacks of opportunity with arrows from his bow. The monk still threatens squares he could reach with unarmed strikes, and can still only make one attack of opportunity per round (unless he has Combat Reflexes).
This ability replaces improved evasion.
Trick Shot (Su)
At 11th level, a zen archer may hit targets that he might otherwise miss. By spending 1 point from his ki pool as a swift action, the zen archer can ignore concealment. By spending 2 points, he can ignore total concealment or cover. By spending 3 points, he can ignore total cover, even firing arrows around corners. The arrow must still be able to reach the target; a target inside a closed building with no open doors or windows cannot be attacked. These effects last for 1 round.
This ability replaces diamond body.

Charged by Nature: Rather than having a deity patron, a ravener hunter is charged by the spirits of the Mwangi to eradicate evil wherever it appears. At 1st level, a ravener hunter chooses an oracle mystery from the following list: ancestor, battle, flame, heavens, life, lunar, nature ,stone , solar, time, volcano, waves, wind, or wood. She gains one revelation from her chosen mystery. (Prophetic Armor – Lunar - selected) She must meet the revelation’s prerequisites, using her inquisitor level as her effective oracle level to determine the revelation’s effects, and she never qualifies for the Extra Revelation feat. The ravener hunter gains a second revelation from her chosen mystery at 8th level.

This ability replaces domain.

Holy Magic: A ravener hunter adds all spells of 6th-level and lower on the cleric spell list with the good descriptor to her inquisitor spell list as inquisitor spells of the same level. If a spell appears on both the cleric and inquisitor spell lists, the ravener hunter uses the lower of the two spell levels listed for the spell. She cannot cast 2 with the chaotic, evil, or lawful descriptors, even from spell trigger or spell completion items.

This ability alters the inquisitor’s spells.

Studied Target (Ex)

At 1st level, a sanctified slayer gains the slayer’s studied target class feature. She uses her inquisitor level as her effective slayer level to determine the effects of studied target.
This ability replaces judgment 1/day.

Monster Lore (Ex)

The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.

Stern Gaze (Ex)

Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).
Cunning Initiative (Ex)

At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.
Detect Alignment (Sp)

At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.
Track (Ex)

At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.
Solo Tactics (Ex)

At 3rd level, all of the inquisitor’s allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus.
Teamwork Feat

At 3rd level, and every three levels thereafter, the inquisitor gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as teamwork feats. The inquisitor must meet the prerequisites of the selected bonus feat.

As a standard action, the inquisitor can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. In effect, the inquisitor loses the bonus feat in exchange for the new one. She can only change the most recent teamwork feat gained. Whenever she gains a new teamwork feat, the previous teamwork feat becomes set and cannot be changed again. An inquisitor can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier.

Sneak Attack (Ex)
At 4th level, if a sanctified slayer catches an opponent unable to defend itself effectively from her attack, she can strike a vital spot to deal extra damage. The sanctified slayer’s attack deals additional damage anytime her target would be denied a Dexterity bonus to AC (whether or not the target actually has a Dexterity bonus), or when the sanctified slayer flanks her target. This additional damage is 1d6 at 4th level, and increases by 1d6 every 3 levels thereafter. Should a sanctified slayer score a critical hit with the sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage (such as a sap, whip, or an unarmed strike), a sanctified slayer can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, even with the usual –4 penalty.
A sanctified slayer must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A sanctified slayer cannot use sneak attack while striking a creature with concealment.
This ability replaces the later iterations of the judgment ability.

Bane (Su)

At 5th level, an inquisitor can imbue one of her weapons with the bane weapon special ability as a swift action. She must select one creature type when she uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while the inquisitor wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the inquisitor before the duration expires. This ability lasts for a number of rounds per day equal to the inquisitor’s level. These rounds do not need to be consecutive.

Discern Lies (Sp)

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

Stalwart (Ex)

At 11th level, an inquisitor can use mental and physical resiliency to avoid certain attacks. If she makes a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, she instead avoids the effect entirely. This ability can only be used if the inquisitor is wearing light armor, medium armor, or no armor. A helpless inquisitor does not gain the benefit of the stalwart ability.
Greater Bane (Su)

At 12th level, whenever an inquisitor uses her bane ability, the amount of bonus damage dealt by the weapon against creatures of the selected type increases to 4d6.

Talented Slayer (Ex)
At 8th, 16th, 17th, and 20th levels, a sanctified slayer can gain a single slayer talent, including those from the list of rogue talents that a slayer can take, but not an advanced slayer talent.
This ability replaces second judgment, third judgment, slayer, and true judgment.
Slayer Talent: Trapspotter

Fused Eidolon

A synthesist summons the essence of a powerful outsider to meld with his own being. The synthesist wears the eidolon like translucent, living armor. The eidolon mimics all of the synthesist’s movements, and the synthesist perceives through the eidolon’s senses and speaks through its voice, as the two are now one creature.
While fused with his eidolon, the synthesist uses the eidolon’s physical ability scores (Strength, Dexterity, and Constitution), but retains his own mental ability scores (Intelligence, Wisdom, and Charisma). The synthesist gains the eidolon’s hit points as temporary hit points. When these hit points reach 0, the eidolon is killed and sent back to its home plane. The synthesist uses the eidolon’s base attack bonus, and gains the eidolon’s armor and natural armor bonuses and modifiers to ability scores. The synthesist also gains access to the eidolon’s special abilities and the eidolon’s evolutions. The synthesist is still limited to the eidolon’s maximum number of natural attacks. The eidolon has no skills or feats of its own. The eidolon must be at least the same size as the synthesist. The eidolon must have limbs for the synthesist to cast spells with somatic components. The eidolon’s temporary hit points can be restored with the rejuvenate eidolon spell.
While fused, the synthesist loses the benefits of his armor. He counts as both his original type and as an outsider for any effect related to type, whichever is worse for the synthesist. Spells such as banishment or dismissal work normally on the eidolon, but the synthesist is unaffected. Neither the synthesist nor his eidolon can be targeted separately, as they are fused into one creature. The synthesist and eidolon cannot take separate actions. While fused with his eidolon, the synthesist can use all of his own abilities and gear, except for his armor. In all other cases, this ability functions as the summoner’s normal eidolon ability (for example, the synthesist cannot use his summon monster ability while the eidolon is present).
This ability replaces the class’s eidolon ability, bond senses, and life bond.
The following class abilities function differently for synthesist summoners.
Fused Link

Starting at 1st level, the synthesist forms a close bond with his eidolon. Whenever the temporary hit points from his eidolon would be reduced to 0, the summoner can, as a free action, sacrifice any number of his own hit points. Each hit point sacrificed this way prevents 1 point of damage done to the eidolon (thus preventing the loss of the summoner’s temporary hit points), preventing the eidolon from being killed and sent back to its home plane.
This ability replaces life link.

Shielded Meld (Ex)
At 4th level, whenever the synthesist is fused with his eidolon, he gains a +2 shield bonus to his Armor Class and a +2 circumstance bonus on his saving throws.
This ability replaces shield ally.
Maker’s Jump (Sp)
At 6th level, whenever the synthesist is fused with his eidolon, the synthesist can cast dimension door as a spell-like ability using his caster level. This ability only affects the fused synthesist and eidolon. The synthesist can use this ability once per day at 6th level, plus one additional time per day for every six levels beyond 6th.
This ability replaces maker’s call and transposition.
Greater Shielded Meld (Ex)
At 12th level, whenever the synthesist is fused with his eidolon, he gains a +4 shield bonus to his Armor Class and a +4 circumstance bonus on his saving throws.
This ability replaces greater shield ally.

I'm bushed... =P


Half-Elf Investigator (Bonded) 9 / Magus (VMC); HP 81/81, Init +1, Perception +18+1d8, +4 vs traps; Vorq Perception +15+1d8; AC 18/FF 16/T 12, +3 vs traps; Fort +7, Ref +8, Will +8, +3 vs traps; CMB +11, CMD 22; Inspiration (1d8+2) 8/8; Arcane Pool (+2) 8/8;

Thanks Howard. Since Dakash has been MIA he might want it but for now I'll use it for the bonus ac.

Seamus you could get singing steel parade armor? :)


Strange Aeons Grp 2 |

Will see if any of you want to talk to Winter else I'll just move you lot in the morning to the next morning.


Half-Elf Investigator (Bonded) 9 / Magus (VMC); HP 81/81, Init +1, Perception +18+1d8, +4 vs traps; Vorq Perception +15+1d8; AC 18/FF 16/T 12, +3 vs traps; Fort +7, Ref +8, Will +8, +3 vs traps; CMB +11, CMD 22; Inspiration (1d8+2) 8/8; Arcane Pool (+2) 8/8;

We should inform them of the mission accomplished for the two side quests we did.


Retired to Taldor?

hey Vincent, I have a rogue in another game that has a high local knowledge, where's the info on using local knowledge for gather information, I though we could do that but I couldn't find it.

Dark Archive

Male Human Conjuror (Spirit Binder) / Summoner (Synthesist) 17 (HP 173+123.5/173+123.5) (AC 52/15/47) (CMD 39) (Fort +22, Ref +23, Will +24 (+32 Vs Enchantment; additional +3 Vs Mind-affecting) (Init +17) (Perception +42)

NOTE: Selling all of the (unclaimed) stuff we have encountered since our last fire sale, nets each PC an additional:

***1526gp***

Don't spend it all at once ;-)


Strange Aeons Grp 2 |

Helping out in the kitchen. Afking..


Strange Aeons Grp 2 |

Vincent - same rule apply as with wizards - investigators are at spell lv h to copy. I.e a level 2 formulae would take 2 hours.


Half-Elf Investigator (Bonded) 9 / Magus (VMC); HP 81/81, Init +1, Perception +18+1d8, +4 vs traps; Vorq Perception +15+1d8; AC 18/FF 16/T 12, +3 vs traps; Fort +7, Ref +8, Will +8, +3 vs traps; CMB +11, CMD 22; Inspiration (1d8+2) 8/8; Arcane Pool (+2) 8/8;

Yep I am aware :)

But I probably won't have time to pick until Monday morning my time so we will just say it's level 2 alchemical allocation.

Also checking if there is a way to use drugs with Vincent lol. Think I'd need a periapt of health for addiction resist. It fits his occult background haha.


Strange Aeons Grp 2 |

If you want to get high or stoned , by all means ;)


Strange Aeons Grp 2 |

Having trouble posting test.


Strange Aeons Grp 2 |

There's something wrong. My posts are going missing


Retired to Taldor?
GM Mort wrote:
If you want to get high or stoned , by all means ;)

ugh, it's the mushroom video again, what is this like the fourth or fifth time?


Strange Aeons Grp 2 |

Really? I forget. Anyway I'm back!

Oh, I've also finished Book 3 Prep =)


Strange Aeons Grp 2 |

Piece of information I should have given earlier...I gave it - if you want to retcon go ahead I will have my dinner and be right back.

Dark Archive

Male Human Conjuror (Spirit Binder) / Summoner (Synthesist) 17 (HP 173+123.5/173+123.5) (AC 52/15/47) (CMD 39) (Fort +22, Ref +23, Will +24 (+32 Vs Enchantment; additional +3 Vs Mind-affecting) (Init +17) (Perception +42)

Ah! So it is an imposter, you say?

Having fought dopplegangers quite recently, I think that it is safe to say she has earned herself a surprise attack. Fool me once, and all that...

(However, given that I am fairly certain she is probably going to do that to us, it probably simply negates the surprise round...)


Retired to Taldor?

what she is going to attack us? She seemed so nice.

I was wondering that having the scar on the opposite arm, if it indicated that she wasn't a doppleganger but some kind of nefarious 'mirror' image of the original.

Unless there are a couple of silver 'teleport rooms' in the fort...


Strange Aeons Grp 2 |

I gave you lot normal inits....

Also for encounters in town I gave you guys a pass on one. I told you what you did on the prequel counts, doesn't it? If you had chosen to kill Pieter instead of talking him out of his crystal elephant, he would have risen as this to hunt his killer down.

Dark Archive

Male Human Conjuror (Spirit Binder) / Summoner (Synthesist) 17 (HP 173+123.5/173+123.5) (AC 52/15/47) (CMD 39) (Fort +22, Ref +23, Will +24 (+32 Vs Enchantment; additional +3 Vs Mind-affecting) (Init +17) (Perception +42)

Ooo! Those things are nasty :-P


Strange Aeons Grp 2 |

I figure that choices matter. Shan you shan bao, er you er bao, bu shi but bao, shi cheng wei dao.

Literally translated virtue has its rewards, evil has its retribution. It is just a matter of time before it happens.


Half-Elf Investigator (Bonded) 9 / Magus (VMC); HP 81/81, Init +1, Perception +18+1d8, +4 vs traps; Vorq Perception +15+1d8; AC 18/FF 16/T 12, +3 vs traps; Fort +7, Ref +8, Will +8, +3 vs traps; CMB +11, CMD 22; Inspiration (1d8+2) 8/8; Arcane Pool (+2) 8/8;

Also trouble posting. Are we moving to book 3? Does that mean we won't be able to do the other side quests?

Also did Howard copy spells using the ring of sustenance? If not Vincent will to get a few more spells.


Strange Aeons Grp 2 |

No you're still in book 2 (about 1/3rd way through)...I just finished preparing book 3 that's all.

Side quests in town is just the monstrous translucent figure walking around.


Strange Aeons Grp 2 |

Vincent - you could stab the woman in your previous position without moving. I just moved you back 5ft anyway but if it's the wrong direction - let me know.

I hope this time the maps aren't too small, other wise I have to like take out every single room, and enlarge the map, which I tell you is a lot of work on GM part - that's why book 3 prep took so long. 30 slides worth of content ><

I am so not looking forward to book 4 prep if I need to take out rooms out of a dungeon and put them into new slides individually.

It makes transition from one map to another for me hard too, since I can't just copy your minis over since each map square will be of different size. If I do enlarge.


Half-Elf Investigator (Bonded) 9 / Magus (VMC); HP 81/81, Init +1, Perception +18+1d8, +4 vs traps; Vorq Perception +15+1d8; AC 18/FF 16/T 12, +3 vs traps; Fort +7, Ref +8, Will +8, +3 vs traps; CMB +11, CMD 22; Inspiration (1d8+2) 8/8; Arcane Pool (+2) 8/8;

Sorry busy night will post tomorrow but don't worry about the map if it's too much trouble


Strange Aeons Grp 2 |

It's Howard's turn currently. Well I could use cookies, chocolate, sashimi...

Is the current size OK or would you rather it be bigger still. Because I will need to cut out rooms and repaste them on separate slides - just as a reference.

Dark Archive

Male Human Conjuror (Spirit Binder) / Summoner (Synthesist) 17 (HP 173+123.5/173+123.5) (AC 52/15/47) (CMD 39) (Fort +22, Ref +23, Will +24 (+32 Vs Enchantment; additional +3 Vs Mind-affecting) (Init +17) (Perception +42)

The size is fine - I was able to handle the Asylum without any issues, so this really isn't a problem...


Strange Aeons Grp 2 |

I was asking Vincent actually. Asylum drove me bonkers too... And I have had more practice at this.


Retired to Taldor?

hey Mort the zombies have "DR 5/magic and slashing" right? Well doesn't the magical short sword just do Piercing damage?

Yeah, Seamus isn't that smart...


Strange Aeons Grp 2 |

Lol! This is what happens when your GM is a casty... She thinks that shortswords do S and P.


Half-Elf Investigator (Bonded) 9 / Magus (VMC); HP 81/81, Init +1, Perception +18+1d8, +4 vs traps; Vorq Perception +15+1d8; AC 18/FF 16/T 12, +3 vs traps; Fort +7, Ref +8, Will +8, +3 vs traps; CMB +11, CMD 22; Inspiration (1d8+2) 8/8; Arcane Pool (+2) 8/8;

Mort the current map is fine.

I also thought shortswords we're s or p. Doesn't make sense daggers are since shortswords are just bigger daggers.


Strange Aeons Grp 2 |

Vincent, please update your sheet asap. I read headers.

The Exchange

Complain about the new boards here!

5e you get a lot of inflated hp. A end boss fight for a 9-10 level party can result in a dragon with 483 hp... And on failure the breath weapon does 88 dmg. Yow!

A CR 15 black dragon does 18d6 acid so that's 54 average in pathfinder.

Lets hope my saves are good enough, and I don't roll a natural 1 since I don't have pally action economy for lay on hands.


Half-Elf Investigator (Bonded) 9 / Magus (VMC); HP 81/81, Init +1, Perception +18+1d8, +4 vs traps; Vorq Perception +15+1d8; AC 18/FF 16/T 12, +3 vs traps; Fort +7, Ref +8, Will +8, +3 vs traps; CMB +11, CMD 22; Inspiration (1d8+2) 8/8; Arcane Pool (+2) 8/8;

Working on the sheet right now and all the stuff I didn't have time to do like pick spells. Just about done for lvl5


Half-Elf Investigator (Bonded) 9 / Magus (VMC); HP 81/81, Init +1, Perception +18+1d8, +4 vs traps; Vorq Perception +15+1d8; AC 18/FF 16/T 12, +3 vs traps; Fort +7, Ref +8, Will +8, +3 vs traps; CMB +11, CMD 22; Inspiration (1d8+2) 8/8; Arcane Pool (+2) 8/8;

random crap:

bought: +1 rapier (2000), potion of heroism(900), any tool (125), bull str potion (150), 1 extract (25), silk rope (10), sheaths (20), sickle (6), sash (20)
crafting: air crystals (25), antitoxin (25), blood boiling pill (37.5), smelling salts (12.5)
sold: dagger, thieves tools, hammer, crowbar, scale, hemp rope (18gp, 7sp, 5cp)

Finished leveling finally lol

I took mutagen and quick study for level 5. Also bought heroism potion for use with alchemical allocation so I can get pretty beefed up for an hour or two a day.

For some reason I never noticed all but sickle simple weapons are b or p so I bought a sickle too lol.

I have a bad habit of being too conservative with self buffs because they run out. So we probably need to tighten up our post fight searching and circle back if we need to so that Claude and I can make use of our buffs for more than one or two combats.


Strange Aeons Grp 2 |

Rapier and potions are magic items. They need to be rolled.

upgrade dust for rapier, fails on a 1: 1d4 ⇒ 4
potion of heroism, fails on a 1: 1d4 ⇒ 3
potion of bulls strength, fails on a 1: 1d4 ⇒ 2

You manage to find all the items, so you're cool.

But please don't forget to roll the percentile chance next time. Rules are there to be followed.

A +1 rapier costs 2320 gp.

2000 gp for dust, 300 gp for masterwork, 20 gp for rapier itself.

Potion of heroism is 750 gp. It's always made on the wizard list and no there are no higher caster level potions for purchase.

Potions can only be made out of spells level 3 and lower anyway.

The Exchange

Complain about the new boards here!

The 5e boss fight was anticlimatic. His translation to pathfinder only gave him 155 hp, so I basically one-rounded him. In 5e he'd have 285 hp, but I do like near 200 dmg/round.

Yes Luke, you'd probably be able to do better ;) Anyway, Howard's up.


Half-Elf Investigator (Bonded) 9 / Magus (VMC); HP 81/81, Init +1, Perception +18+1d8, +4 vs traps; Vorq Perception +15+1d8; AC 18/FF 16/T 12, +3 vs traps; Fort +7, Ref +8, Will +8, +3 vs traps; CMB +11, CMD 22; Inspiration (1d8+2) 8/8; Arcane Pool (+2) 8/8;

Lol on the fight. I guess I need to sell back my old sword cane, forgot about having to make it MW.

Ah yeah I had the heroism potion at CL5 so it'd last an even hour, guess it doesn't really matter haha.

What are we rolling for again? For the items. Probably missed a post.

Sold sword cane bought MW sword cane and refunded 150gp potion difference, so reduced gp by 172.5 total.


Strange Aeons Grp 2 |

It's stated Here.

If you don't read things carefully, it's not my fault... 75% chance can be interpreted as d4 as well.

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