The Gauntlet of Malum (Inactive)

Game Master rorek55


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Silver Crusade

so, for those of you who made it this far, I've recently gotten the Idea to do a gauntlet game of sorts. That, by its very nature would consist of a bit of power gaming. Now Now, don't leave just yet! You haven't heard the juicy bits yet!

so, here is the hook. You will be starting out a a level 6 character, you will, for a deity's entertainment ( a certain god of chaos, discord, and mischief, named Malum, my own making) fight solo against creatures hand picked by me, to test your characters ability. you will fight, receiving no rests, until you win the gauntlet (and so a small reward!) or die. At which point, you will be resurrected, and forced into another gauntlet, after receiving a power boost.

now, more about the rules, regulations, and how it will function.
1. Each character will be given the exact same fights, in the same type of area.
2. Creatures will be chosen from CR's of your level +/- 1, so at level 6, you could face anything from CR5, to CR7.
3. the "arena" will be different at least every gauntlet, if not every fight.
4. You will have free reign of all official Paizo material, NO 3PP will be allowed.
5. You will go from level 6, to level 12, to level 16, and end at level 20. doing a gauntlet run for each. at level 20, creatures can be chosen from as high as CR 23.
6. You will be given WBL for your level at the start, and then awarded wealth enough to cover the difference for each advancement.
7. You will be allowed 2 rounds in between each fight, though you need not take them.
8. I would rather we stick with a single class, with perhaps a 1 or 2 level dip. PrCs however are fine.
9. I will only being taking 1 of a class, and will likely base this on a first come first serve basis.
10. You will be allowed to craft items. If you can make the DC, and afford it with the proper feats, you craft it.
11. The only houserules I will be using are those of the Elephant in the room feat tax rules and an automatic feat progression I wish to test out. The feat progression works as follows- If there is a chain of feats (X, Improved X, Greater X) once you take feat X, you gain the improved/greater versions for free as soon as you meet all of their prerequisites.
12. If you have ever been itching to test out a build, or just let your inner munchkin out, this is the time to do so.
13. You will keep the same character throughout, and advance them normally.

Now then, if you are still here, the following are the build Rules.
Level 6
25 pt buy, no min or max stat limiyd
Races: Core + aasimar, teifling, tengu, Oread, Undyne, Slyph, Ifrit,
HP: max 1st, half HD+1 for the rest.
traits: 2, no drawback
Feat tax rules in effect.
no 3pp.
weatlh: WBL
Crafting: Allowed, you must have the feats, and be able to meet the DCs with an 11+modifier.
Archetypes are allowed.
At most, only two of the same class will be accepted, and that is still highly unlikely.
the First person to finish a character, gets first dibs on the class. So, it player A finishes his Fighter before player B, Player A will have priority over Player B.
I WILL play the creatures I pick in a mix of two spirits, 1, in the spirit of the creature, and 2, with an intent to kill you. (In a friendly, for fun kinda way)

If you have any questions, feel free to ask away.


Hmmm, super interesting. It sounds like on this one only a minimal background is needed, you just need the build, correct?


Ah, Damn. I'm not sure I can access my PC before Monday. I'll try to have something thought out by then.


Here you go then, one half elf synthesist summoner. She has crafted all of her wondrous items, she cannot fail the check assuming an 11 on the dice.

I have assumed she can be fused with her eidolon and has cast mage armour, barkskin and activated her heroism scroll.

Synethesia:

Synethesia
Female half-elf summoner (synthesist) 6
N Medium humanoid (elf, human)
Init +5; Senses darkvision 60 ft., low-light vision; Perception +15

--------------------
Defense
--------------------
AC 30, touch 13, flat-footed 27 (+4 armor, +3 Dex, +11 natural, +2 shield)
hp 45 (6d8+12)
Fort +11, Ref +11, Will +14 (+4 morale bonus vs. enchantment effects); +2 vs. transmutation effects
Defensive Abilities evasion, perfect

--------------------
Offense
--------------------
Speed 40 ft., fly 40 ft. (good), fly 5 ft. (average)
Melee +1 butchering axe +15 (3d6+10/×3) or
. . bite +15 (1d6+7), 2 claws +15 (1d4+7) or
. . +1 butchering axe +15 (3d6+10/x3), bite +10 (1d6+4), 2 claws +10 (1d4+4)
Special Attacks pounce

Summoner Spell-Like Abilities (CL 6th; concentration +12)
. . 9/day—summon monster III

Summoner (Synthesist) Spells Known (CL 6th; concentration +12)
. . 2nd (5/day)—barkskin, glitterdust (DC 18), haste, see invisibility
. . 1st (6/day)—barbed chains (DC 17), mage armor, lesser rejuvenate eidolon[APG], shield
. . 0 (at will)—acid splash, daze (DC 16), guidance, mage hand, message, open/close (DC 16)

--------------------
Statistics
--------------------
Str 22 (7), Dex 16 (7), Con 14 (7), Int 16, Wis 16, Cha 23
Base Atk +5; CMB +14; CMD 24

Feats Craft Wondrous Item, Extra Evolution[UM], Power Attack
Traits resilient, warrior of old

Skills Acrobatics +5, Fly +15, Knowledge (arcana, nature, planes, religion) +9, Linguistics +9, Perception +15, Sense Motive +14, Spellcraft +16, Use Magic Device +21; Racial Modifiers +2 Perception

Languages Aquan, Auran, Common, Elven, Ignan, Terran

SQ devotion, elf blood, fused eidolon, fused link, maker's jump, shielded meld

Eidolon Evolutions: Legs (2), Arms, Bite, Wings, Str increase (2), Pounce, Claws, Improved Natural Armour

Combat Gear scroll of bear's endurance (x2), scroll of enlarge person (x4), scroll of heroism, scroll of lesser (x4) restoration, scroll of long arm (x4), wand of cure light wounds; Other Gear +1 butchering axe, amulet of mighty fists +1, belt of giant strength +2, cloak of resistance +2, cracked magenta prism ioun stone (UMD), cracked pale green prism ioun stone (attack), headband of alluring charisma +2, swarmbane clasp[UE], masterwork backpack[APG], masterwork tool (perception, spellcraft, UMD, fly), 176 gp, 7 sp

--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Devotion +4 (Ex) +4 morale bonus on Will saves vs. enchantment effects.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Evasion (Ex) No damage on successful reflex save.
Fly (40 feet, Good) You can fly!
Fused Eidolon (40/40 HP) 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 eidolo
Fused Link (Su) 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 sacrif
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Maker's Jump (1/day) (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 abi
Pounce (Ex) You can make a full attack as part of a charge.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
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.

Silver Crusade

Background is optional, I may deign to add a bit of fun conversation between you and the deity and or the more intelligent creatures.

Also, recruitment will run for around 2 weeks. Or until no more interest is being shown. I'll be taking up to 8 players, I would like to take more, but even with the combat focus more than that may get too difficult to run.

We will assume 3 rounds of time for pre buffing at the start of the first fight.


Dot

Grand Lodge

Dotting as well. Likely a hydrokineticist, as this one got left behind in a campaign when I got sick a while back. Curious/ excited to try a high level kineticist!


Here is my Sorcerer/Dragon Disciple submission Ibriham Al Ramba.

I don't suppose the dimensional line of feats qualifies for your house ruled feat progression.

Silver Crusade

You mean the one ending in dimensional Savant?


rorek55 wrote:
You mean the one ending in dimensional Savant?

Yes

Silver Crusade

Hmm. Yes for now, I'd like to keep it to specific improved/greater chains. After I see some tests with it like this I will decide what to do with it.

Scarab Sages

Pathfinder Rulebook, Starfinder Society Subscriber

I submit...

Earth Kineticist:
Slate
N Tiefling(Demondand) Kineticist 6 (Earth)

Init +6; Senses Darkvision; Perception +13

DEFENSE
AC 20; Touch 15; Flat-Footed 16
HP 75;
Fort +11 ; Ref +10 ; Will +6
Resist Cold 7, Fire 7, Electricity 7, Acid 7
CMD 18

OFFENSE
Earth Blast (melee) +11 (3d6+5)(B,S,or P)
Earth Blast (ranged) +11 (3d6+9)(B,S, or P)
Speed 20ft;

Spell-Like Abilities
Bear’s Endurance 1/day, Magic Stone 1/day

STATISTICS
Str 10, Dex 18, Con 21, Int 8, Wis 18, Cha 10
Base Atk +4; CMB +4

Feats
Weapon Fous (Elemental Blast), Toughness, Precise Shot

Skills
Acrobatics +8 = +4 Dex, 3 rank, +3 cs, -2 acp
Heal +11 = +4 Wis, 4 rank, +3 cs
Perception +13 = +4 Wis, 6 ranks, +3 cs
Survival +9 = +4 Wis, 5 rank

Languages
Common, Terran

SQ
Basic Geokinesis, Kinetic Blade, Flesh to Stone, Kinetic Cover, Extended Range, Earth Climb, Blade Rush , Earth Child

Elemental Overflow +2, Infusion Specialization 1, Metakinesis (Empower (1)), Internal Buffer 1

Gear
+1 Deathless Mithril Chain Shirt, Boots of the Cat, 3 Talisman (lesser) (Healing Power)
2 potions of fly, 1 potions of see invisibility, 1 potion of Heroism, 1 potion of Bearskin, 2 potions of CSW

Traits
Unscathed, Reactionary

Alternate Racial Traits
Prehensile Tail, Fiendish Sprinter

I could be convinced to submit a different build (a rogue)


How do you qualify for precise shot without point blank?

Also potions of see invisibility are sadly not legal as its a personal spell.

Silver Crusade

He is correct on the potion of see invisibility being illegal technically.

However, using the feat tax rules gets rid of point blank shot, and changes several other things.

And I would like the kineticist, always wanted to see how they hold up in the mid to late game, the numbers and abilities seem good, but haven't had the chance yet.

Also, I will ask for everyone to list out the price of each item they purchase, if you crafted said item, please denote it with a (C). Example: belt of giant strength +2 (2000g/2k) (c),

Also, I believe I will test out a couple of extra homebrew things, for a couple classes.

Fighter- fighters gain the following changes-
Fighters gain access to additional advanced weapon training abilities.
1- master weaponsmith, functions as master armorer save for weapons.
2- gain access to dispelling strike, this ability functions exactly as a barbarians sunder magic rage ability, save that the fighter can use it a number of times per day equal to double his weapon training bonus.
3- spirit warrior becomes an EX ability, instead of an Su.

Fighters gain perception and acrobatics as class skills.

Sorcerers- sorcerers gain their bloodline spells as soon as they gain access to that level of spell, (so they gain their 3rd level bloodline spell at 6)

That is all for now, nothing to big, but a couple of things I wanted to see the outcome of.


Will any of the arenas be underwater?

Scarab Sages

Pathfinder Rulebook, Starfinder Society Subscriber

In that case, I will stick with Kineticist, so as to alleviate your curiosity.


I thought the feat thing was just for regular/improved/greater style feats. If it is applying to other feat chains what is included?

Point Blank/Precise/Rapid/Many/Improved Precise
Spell Focus/Greater Spell Focus
Spell Pen/Grater Spell Pen
Metamagic/Metamagic/Metamagic/Spell Perfection
Style Trees?

Silver Crusade

feat tax rules.
Use these rules, I've merely made an additional rule that any improved/greater feat chain reliant on BaB prerequisites (or an equivalent thereof) are gained for free at the level you meet the prerequisites like the two weapon fighting feats.

There may be areas of an arena that are underwater, or at least in water. However this won't be the case until at least the level 12 run.


Aha, I get to save a feat on power attack then.


Although I hadn't posted anything previously, I'm playing around with my third build for this (well, fourth, but the first idea was yet another kineticist and apparently those are surprisingly popular this time around) and am currently looking at a Warpriest.

Are background skills allowed? It didn't matter for my previous ideas (alchemist and fighter,) but now apparently it does for crafting purposes.


Will any of the battles be as a team, or will it just be a round-robin of solo matches?


Dotting for interest. Was initially thinking kineticist, but as that's taken, perhaps warpriest.

Silver Crusade

I may make a finale at level 20, or a finale for some of or all of the guantlet runz, where everyone fights an exceptionally hard enemy. (Based on paizo, HA!)

And sure, I didn't think about it much but background skills are fine, as skill checks may be relevant for a lot of folks.


You have my interest. I am thinking about a golem crafting/undead raising/summoning and generally critter focused wizard. It's frequently toted as one of the reasons Wizards are a tier above all others, and this sounds like a good way to test that without ruining anybody's day.

Silver Crusade

Indeed, I'd love to see how you do at level 6 and 12. It will also give me a reason to break out the construct rules again and re read over them, (just as the broken creature that is the synthist summoner haha)


I'm not sure about this. Would you rule that "Augment Summoning" and other feats/spells meant to apply to Summon Monster, applies to creatures summoned with the Servitor line of spells? Servitor seems to be the wordcasting variant of Summon Monster, right down to having exactly the same summon list.


Right, here's the creatively named Falcatania, Warpriest of Irori who's ready to do some killing in the arena. Let me know if it looks like there's anything off!

Do we have an idea of about how many fights we'd be going up against at each level if we make it through the gauntlet (like 5ish, 10ish, 20ish?)


Crunch for my warpriest, Thorak, half-orc follower of Horus:

Spoiler:
Half orc

Str 16 (7pt +ASI)
Dex 18 (10pt+2 racial)
Con 14 (5)
Int 12 (2)
Wis 14 (5)
Cha 7 (-4)

BAB +4
All +4 vs fear, +2 vs emotion
Ref +8 (+2 base, +4 stat, +2 luck)
Fort +9 (+5 base, +2 stat, +2 luck)
Will +9 (+5 base, +2 stat, +2 luck)

CMB +7, CMD 17 (18 vs grapple)

Longbow +10 (+4 Dex +4 BAB +1 focus +1 enh), 1d8+6 (+3 Str +2 spec +1 enh)/20/x3

Full attack +8/+8, 1d8+6 (first one doubled)
Deadly aim -2/+4

Traits:
Fate's favored
Reactionary (+2 initiative)

Languages: Common, orc, draconic

Racial: Sacred Tattoo (+1 luck all saves, +1 more from fate's favored)
Darkvision 60'
Pariah: +2 saves vs emotion and fear, -2 Bluff, Diplomacy, Sense Motive (replaced intimidating)
Unflinching Valor: +2 saves vs fear, +1 CMD vs Grapple

FCB: 6x 1/6 free bonus feat

Skills (2+1/lvl)

Knowledge (dungeoneering) +4 (3r+3c+1s)
Knowledge (religion) +7 (3r+3c+1s)
Perception +8 (6r+2s)
Spellcraft +10 (6r+3c+1s)

Feats:
Precise shot (free Imp), Manyshot, rapid shot,

Heroic defiance? Clustered shots (Bab+6)? Snap shot (Bab+6)? Quicken blessing (lvl 10)? Ricochet toss? Craft wondrous item?

W1: Proficiencies, Weapon focus: bows
L1: Precise shot (Imp at BAB11, Dex 19)
L3: Craft wondrous item
W3: Rapid shot
L5: Combat reflexes
W6: Manyshot (BAB +6)
FCB6: Weapon Specialization: Bows

Class features:

Blessings 6/day, DC 15
Horus (air/animal)
B1: Air
B2: Animal

Sacred weapon damage: d8

Sacred weapon enhancement 6/day: +1

Fervor 5/day:
Heal 2d6
Cast spell as a Swift action
(2 uses) channel energy

Spells:
0 (5):

1 (5):
Divine Favor x4
Shield of Faith

2 (4):
Hold person
Ironskin
Resist energy
Protection from Alignment

Gear: 16000 gp

+1 Adaptive Seeking bow 9340 gp

+1 chain shirt 1250 gp

Pearl of power I (crafted, 500gp)
Nat armor +1 (crafted, 1000gp)
Ring of Pro +1 (crafted, 1000gp)
Cloak of resistance +1 (crafted, 500gp)

Still need to pick cantrips, and spend a little more gold on some consumables. Let me know if I messed anything up!


Also, it turns out my build will be using EXACTLY 16,000 gp on constructs, which is my entire budget.

This, rather awkwardly, leaves me with no money for things likes clothes....

I'll try and make sure my wizard has a decent charisma score, if there's room in the budget.


I will submit a Paladin for this gauntlet.


Oooh, if this is still open it might just be an excellent place to try my battle Cleric build! I will try to get Sir Aether the Indomitable ready within the timeframe alloted!

Quick question, you mentioned getting 2 rounds between each fight. Do we also get such before each fight?

And do we need all the builds immediately or just the level 6 one?

Silver Crusade

just the level 6 build required for now.

you get 2 rounds between each combat, that is all. (so, two turns worth of actions before initiative will be rolled again)


I think that Edge93 was asking about the prep before the fight. It looked like you had said 3 rounds for that.


Submitting Mu Ridenhou, the Level 6 Paladin.


I am not sure if our GM will be using it but the Ring of Seven Lovely Colours was nerfed in a PFS campaign clarification to automatically break the polymorph effect if you attack while under it.

See here


I used a random name generator and this was legitimately the name I got. I'm keeping it.

I'm nearing completion, need to finish up my spell list, buy some scrolls with Hedge Magician money after I discovered that trait, and put my constructs in a nice format. Might make some separate aliases for them.

@rorek55 Could I get an answer on whether Servitor spells count for Augment Summoning?


what about VMC?


If words of power are allowed, I can't see Unchained material being banned.

As for the Words of Power user, if all you want are standard action summons, have you checked out the Academe Graduate feat?


It is a nice feat, to be sure, but I'm also wanted to get access to Words of Power's scaling Mage Armor equivalents for the future runs once I've got a nice CL. I'd also like a few other cherry picked Words of Power effects. Given that it's going to take a few feats to get everything I want, figured it would be a good idea to start early.

Also, don't count your chickens on Unchained yet, because I guess I technically should have asked whether Words of Power are allowed.

"You will have free reign of all official Paizo material" made me assume yes, but, I could be wrong.


Let me see about making a half-orc dirty fighter. That should be fun.


do I understand correctly, that the total time of one gauntlet is in the range of several minutes?


I want to reserve the bard class.
I'll submit an Ifrit Arrowsong Minstrel bardic archer maybe today, maybe tomorrow.
But I will be away traveling until Jan 5th. And won't be able to start playing before that.


Let me check the feat progression option
Since Improved Trip is replaced by Deft Maneuvers, Does picking up Deft Maneuver automatically lead to Greater trip?
Do style feats also count as linear feat lines that qualify?
(Shield Gauntlet Style>Shielded Gauntlet Attack>Shielded Gauntlet Master)

I'm guessing non linear feats like Viscous Stomp (assuming I have the Improved unarmed) doesn't come for free.

Silver Crusade

Sorry all, holidays taking up time as always (not that I'm complaining mind)

I'll go ahead and make an addendum to the feat progression, for the sake of ease of use, for now assume that only feat chains with either BaB or skill rank prerequisites count for it. (So, you would get them at the level you meet the BaB or skill rank prerequisites) style feats even with the above conditions are to work under normal rukes for now. (This may change, as the way paizo did style feats is so inconsistent and strange, and I don't have time to look over every style and arrange it accordingly at set intervals. So for now, use it only for feats with improved/greater in their name and have the above mentioned conditions.

As for combat maneuvers, you only gain one greater maneuver feat once you meet the prerequisites. (So you get one greater version, any others require feats)

As I've never used words of power, I'm hesitant, I'll have to look over that bit when I can get a little more time. As alternative system rules are imo different from normal paizo product.

For servitor, if words are a go, yes that would work with augment summons, however the creature still wouldn't get an action until your next turn.

To further simplify things, I'll change the time between each battle to one minute.

Gauntlet runs will vary in length depending on which level you are at, I've not decided on a set number, but assume at least 5 fights for level 6, likely a few more.

Selections wont be made for at least another week, and likely the game wont start any sooner than January 11th(give or take a day or two for unseen circumstances)

Did I miss anyones questions?


Here is

Aja, the Ifrit Bard (Arrowsong Minstrel):

Aja male Ifrit Bard (Arrowsong Minstrel) 6
CG Medium outsider (native)
Init +8, Senses darkvision (60 ft.); Perception +4
=================================================
DEFENSE
=================================================
AC 21, touch 14, flat-footed 17 (+7 armor, +4 Dex)
hp 51
Fort +4, Ref +9, Will +6 (+2 vs. charm and compulsion)
=================================================
OFFENSE
=================================================
Speed 30 ft.
Ranged composite longbow +8 (1d8+7)
Ranged composite longbow +6/+6 (1d8+7)
Bard Spells known (cl 6th, concentration +9)
2nd (3/3 per day) - Heroism, Invisibility, Mirror Image, Acid Arrow (DC15)
1st (4/4 per day) - Abundant Ammunition, Gravity Bow, Cure Light Wounds, Grease (DC14)
0th (at will) - Mending, Mage Hand, Ghost Sound, Detect Magic, Message, Read Magic
=================================================
STATISTICS
=================================================
Str 14, Dex 17+1, Con 14, Int 8, Wis 12, Cha 16
Base Atk +4; CMB +6; CMD 20
Feats Firesight, Precise Shot, Rapid Shot, Weapon Focus (Longbow), Deadly Aim (free)
Skills Acrobatics +13, Escape Artist +8, Knowledge (local) +3, Knowledge (planes) +3, Perform (String) (=Bluff, Diplomacy) +7, Perception +10, Sense Motive +5, Spellcraft +3, Stealth +13, UMD +12
Traits Armor Expert, Irrepressible
Languages Common, Ignan
Gear see bottom
=================================================
SPECIAL ABILITIES
=================================================
Racial
Efreeti Magic Some ifrits inherit an efreeti ancestor’s ability to magically change a creature’s size. They can cast either enlarge person or reduce person (the ifrit chooses when using this ability) once per day as a spell-like ability (caster level equals the ifrit’s level). The ifrit can use this ability to affect other ifrits as though they were humanoid creatures. This racial trait replaces the spell-like ability racial trait.
Fire in the Blood Ifrits with this racial trait mimic the healing abilities of the mephits, gaining fast healing 2 for 1 round anytime they take fire damage (whether or not this fire damage gets through their fire resistance). The ifrits can heal up to 2 hit points per level per day with this ability, after which it ceases to function. This racial trait replaces fire affinity.
Wildfire Heart Ifrits with this trait are as swift and dangerous as a blazing wildfire. They gain a +4 racial bonus on initiative checks. This racial trait replaces energy resistance.

Bard
Bardic Performance 7+6*2 = 19 rounds
Inspire Courage A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level.
Versatile Performance Dance (Acrobatics, Fly)
Diminished Spellcasting An Arrowsong minstrel casts one fewer spell of each level than normal. If this reduces the number to 0, she can cast spells of that level only if her Charisma score allows bonus spells of that level. This alters the bard’s spellcasting.
Arcane Archery An Arrowsong minstrel’s skill at ranged martial arts allows her to learn to cast a number of powerful, offensive spells that would otherwise be unavailable to her.
At 1st level, she selects a number of spells from the sorcerer/wizard spell list equal to her Charisma modifier (minimum 1) and adds them to her bard spell list as bard spells of the same level. The spells selected must not already be on the bard spell list, and must be 6th level or lower. At 4th level and every 4 bard levels thereafter, she adds an additional sorcerer/wizard spell to her bard spell list. An Arrowsong minstrel is limited to the following spells when adding spells to her spell list in this manner: acid arrow, arrow eruption, flame arrow, gravity bow, greater magic weapon, longshot, magic weapon, protection from arrows, spectral hand, true strike, and sorcerer/wizard spells of the evocation school. An Arrowsong minstrel must still select these spells as spells known before she can cast them.
In addition, for the purpose of meeting the requirements of combat feats and prestige classes, an Arrowsong minstrel treats her bard level as her base attack bonus (in addition to base attack bonuses gained from other classes and Hit Dice). Her skilled blending of archery and arcane magic also allows an Arrowsong minstrel to fulfill a spell’s somatic components even when using a bow in both hands (though not other ranged weapons).
This ability replaces bardic knowledge, dirge of doom, distraction, fascinate, inspire competence, lore master, and soothing performance.
Arcane Archery Spells Gravity Bow, Snowball, Acid Arrow, Greater Magic Weapon
Precise Minstrel At 2nd level, an Arrowsong minstrel gains Precise Shot as a bonus feat. In addition, any creature that is affected by any of the Arrowsong minstrel’s bardic performance does not provide soft cover to enemies against her ranged attacks with a bow. This ability replaces the versatile performance gained at 2nd level and well-versed.
Arrowsong Strike At 6th level, an Arrowsong minstrel can use spellstrike (as per the magus class feature) to cast a single-target ranged touch attack spell and deliver it through a ranged weapon attack. Even if the spell can normally affect multiple targets, only a single missile, ray, or effect accompanies the attack. She cannot use spellstrike with normal touch attacks or melee attacks.
=================================================
GEAR
=================================================
composite 14STR Longbow +1 2600
mithral breastplate +1 5200
eversmoking bottle 5400
minor bag of holding 1000
arrows, 100 5
blunt arrows, 40 4
1791 GP


In terms of timing, a minute to set up at the start would be lovely, but will we still be able to pass on the time between fights if we want to? I'm looking at trying to make better use of shorter duration buffs.

Silver Crusade

No, the "break time" in between fights will be the same for all. It shouldn't matter too much at the later levels once the min/level spells hit 10+ minutes.


Presumably none of the 3PP replacement archetypes for the Unchained Monk would be allowed ... ?


Gotta withdraw my application, sadly. You all have fun!


You realize that summons that are summoned with a standard action get to act on the turn they're summoned, right?

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