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Here is my suggestion:
Elf, Conjuration/Teleportation (Opp school: Necro/Ench)
Str 7, Dex 18, Con 12, Int 20, Wis 11, Cha 7 (25 point Build)

Feats
1 Scribe Scroll, Toughness
2
3 Spell Focus (Conjuration)
4
5 Spell Penetration, AD: Quick Study
6
7 Augment Summoning
8
9 Greater Spell Penetration
10 Craft Wondrous Item
11 Great Spell Focus (Conjuration)
12
13 TBD
14
15 TBD, AD: Arcane Builder
16
17 TBD
18
19 TBD
20 AD: Immortality (Ex)

As for spells at Level 1
1st resist energy, protection from evil, shield, grease, mage armor, summon monster I, burning hands, magic missile
Skills: focus on all Knowledge and perception and spellcraft


So, If I die and I am brought back to life and still have my bonded item, it will revert back and I don't have to make a concentration check? I hope this is the case. No Ritual, no waiting, etc. Only when you lose it or its destroyed. As you can tell I am a bit of novice.


This seems to be a gray area?


So you are saying
"If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item."

A wizard will not have to make a concentration check when he is resurrected to restore the arcane bond? The arcane bond is automatically re-established when he comes back to life?


How do you explain the following then?

"The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type."

As it is written it looks like you lose the arcane bond... am I reading this wrong?


Let me get this straight...

You are in the middle of campaign and you die... you lose you bond with your item, you lose you extra spell per day and you have to role a check every time you cast a spell until you get back to town wait 7 days to perform the ritual? That seems a bit excessive as compared to losing your familiar?


Bump? Anyone on this?


to OP:

I have read the guide and love it. Have you considered adding a section about Monk Vows and how they can be integrated with the character build concepts? With the ABP system, the vow of poverty + others is now a potential option for a build. Thoughts?


Bumping post, looking for thoughts on this?


Revel,
Would you ever consider updating the guide to incorporate the Guide to the Talented Monk? It would be interesting to see what you come up with.


I made a MoMS using the Talented Monk SGG system. Looking for a critique on this. I was able to still maintain the flurry of blows. It does seem to be a bit overpowered by gaining access to 5 styles before Lvl 20 with a lot room to burn.

Talented Monk (Style Master):

1E Unfettered Kata (Ex)
1E Flurry of blows (Ex)
1E Fighting Style (Ex) Monk weapons
1T Deadly Strike (Ex) same as damage table in CORE
1T Crane Wing
1B Improved Unarmed Strike
1F Dodge (Combat)
1BHF Crane Style
2E Fuse Style
2T Crane Riposte
2T Snake Style
3E Snake Sidewind
3T Snake Fang
3T Snapping Turtle Style
1F Improved Grapple
4E Fuse Style
4T Snapping Turtle Clutch
5T Snapping Turtle Shell
1F Tiger Style
6T Stunning Fist
7T Flowing Dodge
1F Toughness
8E Tiger Claws
8T Tiger Pounce
9T Panther Style
1F Scorpion Style (Combat)
10T Fuse Style
11T Panther Claw
1F Greater Grapple
12T Panther Pounce
13T Diamond Body (Su)
1F Combat Reflexes
14T Improved Critical (Combat)
15T Dragon Style
1F Improved Trip
16T Dragon Roar
17T Dragon Ferocity
1F Greater Trip
18T Stunning Fist
19T Improved Stunning Fist
1F Improved Disarm
20GT Perfect Style (Ex)


I recently purchased the SGG Talented Monk, and it is awesome. Best way to customize your own Archetype. Couple of questions.

When using a monk weapon, the character can strike with a weapon using a flurry. However, they will use a damage table that progress with their level. So a 12th level monk, can throw Shurikens and deal 2d6 points of damage instead of 1d2. This is a huge difference.

This seems a bit over powered as compared to the Core rules. I would like to get your take on this.

Alignment

Chaotic Neutral

Deity

Quell

Occupation

Ship's Medic, Carpenter, and Water Witch

Strength 10
Dexterity 16
Constitution 14
Intelligence 16
Wisdom 22
Charisma 8

About Jamakor Brightwater

Backstory:

Spoiler:

Jamakor was born to a lonely fisherman's wife. Brandwaith was a soft spoken, dark-haired woman. Her husband was often off at see for weeks at a time, and she was stuck waiting at home. Even in the rainy seasons, he would often pick up odd carpentry jobs, mostly repairing roofs. He would buy and stockpile wood in the dry season, and turn it into cash. The family never wanted for money, though Brandwaith always felt something missing.

Statistics

Spoiler:

Jamakor Brightwater

Undine Adept Druid
HP: 50

AC:

Touch:

Flat-Footed:

Initiative: +2

Speed: 30 feet Land and Sea

Base Attack Bonus: +3

Melee: +3

Combat Maneuver Bonus: +3

Combat Maneuver Defense: 16

Fort: +6

Ref: +4

Will: +9

Skills:
Craft: (Carpentry): +8 = 1 Ranks, +3 Class Bonus, +3 Int, +1 Trait
Fly: +6 = 1 Rank, +3 Class Bonus, +2 Dex
Handle Animal: +7 = 5 Ranks, +3 Class Bonus, -1 Cha
Heal: +14 = 3 Ranks, +3 Class Bonus, +5 Wis, +1 Trait, +2 from Kit
Knowledge: Nature: +13 = 5 Ranks, +3 Class Bonus, +3 Int, +2 from Druid
Perception: +13 = 5 Ranks, +3 Class Bonus, +5 Wis
Profession: Sailor: +13 = 5 Ranks, +3 Class Bonus, +5 Wis
Sense Motive: +13 = 5 Ranks, +3 Class Bonus, +5 Wis
Spellcraft: +11 = 5 Ranks, +3 Class Bonus, +3 Int
Survival: +15 = 5 Ranks, +3 Class Bonus, +5 Wis, +2 from Druid
Swim: +21 = 5 Ranks, +3 Class Bonus, +5 Wis, +8 Racial

Racial Traits:
Darkvision: Undines can see perfectly in the dark up to 60 feet.
Spell-Like Ability (Sp): Undines can use Hydraulic Push 1/day (caster level equals the undine's level).
Water Affinity: Undine clerics with the Water domain cast their Water domain powers and spells at +1 caster level.
Water Sense: Undines with this racial trait can sense vibrations in water, granting them blindsense 30 feet against creatures in contact with the same body of water.

Favored Class Benefit:
Add a +1 bonus on wild empathy checks to influence animals and magical beasts with the aquatic subtype. Taken all 5 levels.

Feats:
Aquatic Spell
Glorious Heat
Hydraulic Maneuver
Natural Spell
Water Skinned

Class Features:
Community Domain (Cooperation Subdomain)
Water Domain (Flotsam and Rivers Subdomains)
Weather Domain (Seasons and Storm Subdomains)
Channel Positive Energy 3d6
Nature Sense
A druid gains a +2 bonus on Knowledge (nature) and Survival checks
Wild Empathy (Currently +4, or +9 versus animals and magical beasts with the aquatic subtype)
Amphibious
The undine adept gains the aquatic subtype and the amphibious universal monster ability, allowing her to breathe water or air.
Augment Summoning
Any creature with the water subtype the undine adept summons with either summon monster or summon nature's ally gains the benefits of the Augment Summoning feat.
Wild Shape 1/day, 5 hours
Resist Water's Call
An undine adept gains a +4 bonus on saving throws against the spell-like and supernatural abilities of outsiders with the aquatic or water subtype, fey with the aquatic or water subtype, and spells and effects with the [water] descriptor.

Domain Powers:
Current Flow:
As a free action, you can increase either your land or swim speed by 10 feet. While swimming, you gain a bonus on Swim checks equal to your 1/2 your cleric level (minimum 1). These effects last for a number of rounds equal to your Wisdom modifier (minimum 1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Synergistic Touch:
You can touch a creature as a standard action to confer upon it the benefits of any one Teamwork feat that you possess. This effect persists for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Untouched by the Seasons:
By touching a creature, you can grant it the benefits of endure elements, which last for 1 hour per cleric level. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Favored Class Option:

Traits:
Ship's Surgeon
Wisdom in the Flesh (Swim)

Spells

Spoiler:

Cleric Spells Prepared:

Orisons: Detect Magic, Detect Poison, Light, Read Magic
1st Level: Air Bubble, Cure Light Wounds x2, Hydraulic Push, Shield of Faith
2nd Level: Cure Moderate Wounds, Lesser Restoration, Path of Glory, Track Ship
3rd Level: Cure Serious Wounds, Remove Disease

Cleric Domain Spells Prepared:

1st Level: Hydraulic Push
2nd Level: Slipstream
3rd Level: Call Lightning

Druid Spells Prepared:

Orisons: Create Water, Enhanced Diplomacy, Flare, Purify Food and Drink
1st Level: Abstemiousness, Call Animal, Burning Disarm, Goodberry, Wave Shield
2nd Level: Elemental Speech, Flotsam Vessel, Resist Energy, Wild Instinct
3rd Level: Greater Longstrider, Hydraulic Torrent

Druid Domain Spells Prepared:

1st Level: Borrow Skill
2nd Level: Share Language
3rd Level: Coordinated Effort

Equipment

Spoiler:

Healer's Kit

Adventuring Gear:
Headband of Inspired Wisdom +2

Currency Carried:

Gold Expendatures:
-4,000 to Headband of Inspired Wisdom +2