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Hey!

Instead of spending lots of time making characters from scratch, I'd love to know if someone could recomenned books/sources/adventures where I could find a group of 3-6 npc's I could use in my campaign.

A little bit of back story, info on fighting style, combat synergy would be awesome!


Ways to enhance a combo like this?

I have an Oracle Reach Fighter I want to take Angelic Wings with, the Angelic blood feat peaked my interest with bloodbath spell and blood rage.

I have only 14 con but aced my rolls on HP! 8 8 8 7 4 5 8 So I can take a few hits!


I think the scene where Neo in Matrix fend off all the Agents after meeting with the Oracle is a good reference of what I am going for.

I will start the game at lvl 6, and after the first encounter reach 7.
We will not play past lvl 12 most likely.

Aasimar Agathion Blooded lvl

Str 13, Dex 14, Con 14, Int 7, Wis 7, Cha 22.
DM allowed me to take +2 cha from the 100 Variant Aasimar Abilities table.

Archetypes: Dual Cursed, Black Blooded, Warsight

Mystery: Metal

Revelations: Danse of the Blades, Armor Mastery

Curses:
Reclusive (Progresses) Curse of Black Blood (Do not progress)

Weapon: Fauchard Cold Iron (Not sure if it works by the rules but dm allowed Cold Iron to qualify for Danse of the Blades.

With reclusive I can cast Stunning Barrier Greater and Sanctuary with extended Metamagic, which is the main focus of my build and fighting Flavor. Paired with Leadblades + Keen Edge from bonus spells from Metal on my Fauchard to get great reach & crit range!

I use Martial Flex to grab either Cleave and Greater Cleave, or Mobility and Spring Attack.

Then Hedging weapons & Channel Vigor with extended duration further enhance the build greatly!

Dark Resilience, Black Blood Spray seems like good additions to add

That is the main bulk of the build, I wont list all the details, but love feedback on the core of the build.

Favored class bonus. Not quite sure where to use this the best yet.
Dm allows it to be +1/2 as it was before the nerf ( i think)

Add +1/2 to the oracle's level for the purpose of determining the effects of one revelation. DM allows + 1/2 as it says in pcgen. This has been nerfed i think to 1/6 or something.

The second Variant is to forgo Black Blooded and Dual Cursed for the Hermit Archetype! The teleportation at lvl 10 would fit so great with the idea of a high crit range reach weapon. It would also take my speed from 40 to 50! But I loose the reclusive extended feat! So that's a huge drawback.

I could compensate with Divine Protection feat for will saves (will most likley take anyway) and a feat to take Extended Metamagic.
A rod could be nice aswell but i like to not be reliant on items.

I¨ve looked at stargazer but it comes online a bit late and I need atleast 7 lvls in Oracle.
No prestige class is the best prestige class for oracle, or so I've heard. However adding something that is not optimized that would give me an awesome flavor full ability that fits nice would be worth it in my eyes.

English is not my native language so sorry for the poor and heavy formulations.
Best regards!


See sin
Celestial armor

I dont get them as extra revelations? I have to pick them using my number of available reveletions right?

https://www.d20pfsrd.com/races/other-races/featured-races/arg-aasimar/purif ier-oracle-aasimar/


Class: Warpriest 6

Archetype: Arsenal Champion

Race: Thiefling - OniSpawn
Variant Ability Large Limbs

Stats: STR16 DEX15 CON12 INT8 Wis18 CHA5

Favored Weapon: Aldori Sword

Deity has unarmed Strike

Arensal lvl 5 - Weapon Training 1 - (Blades/Heavy)

Feats: Dodge, Crane Style, Two Weapon Fighting, Advanced Weapon Training - Effortless Dual Wielding Blades/Heavy, Two Weapon Defense

Trait:Aldori Caution,
Skill:Acrobatic 3

So how does this all play out? Does it work?
It seems i qualify for AWT from having weapon training and taking it with my bonus feat from warpriest.

Tweaks and suggestions taken.

In PCGEN when I select EffortLess Dual Wielding nothing changes.

I hope with the two combined Large limb + Effortless Wielding I can dual wield 2 large Aldori Swords?


Hi!

I have been having a blast with my Alchemist! God I love this class.
Last battle i was on the outside of a town hall in a viking themed campaign.
Enlarged and sitting on the outside of the wall with spiderclimbe, I peaked in the window, then Smashed it with my first claw, then tear open the main boss with one claw and then bit him titan style with added sneak attack! What a glorious battle!

Scaled Monk 1 - Vivisectionist/Beastmorph 6

Dragon style, Weapon Focus, Feral Combat Training, Dragon Ferocity.
Stats: 18+2, 16, 16, 12+2, 10, 5+2

Extracts: Ant Haul, Deathwatch, Expeditious Retreat, Enlarge Person, Shield,
2: Invisibility, Ironskin, Spider Climb.

At lvl 7 I have one feet and one discovery + 1 retrained discovery (allowed to change my tumor familiar discovery) So 1 feat and two discoveries to select.

The last fight I was hit with a crit and lost over half my life, so survivability is important.

Wings - I get wings from drinking my mutagen with my beastmorph, so kinda unessary to select wings. However It's often after my mutagen has passed that life threatning situations comes along.
So having permanent wings would increase the odds of surviving greatly.

Tumor Familiar - it looks nice but it should come with multiple feets added along. Like improved familiar for an archetype.

I have yet to take power attack, and it adds ofc a ton of dmg. But before playing any further and to not make the other players obsetet in combat dmg wise.

Im thinking, potion glutton, alchemical allocation, and invisibility potions along with a tentacle or arm. That way I can whene imbued with mutagen, swift drink invis to get sneak attacks when i rly need it, or fly away invisible to survive a rough spot.

Thoughts? My AC is 19 without tumor familiar and mutagen.


To not be restricted by lawfull, iv chosen to take unarmed fighter archetype to gain dragon style with my Feral Vivisectionist beastmorpher.

But is there a better way to get it? Another class or archetype of a class that would give me a better 1 lvl dip then unarmed fighter. There is the monk but the damn lawfull part sucks.

My character starts at lvl 5. I did consider just going without dragonstyle, but for our campaign I also need climb, swim as class skills or should have. So Ill get that with dip aswell.


Is a wildshaper polymorpher my best bet?

What's your idea?

Sorry for making several posts. I'm deleting the old once.

I wanna be savage but versatile.

We start at lvl 5 and probably wont go past 9 and we start with 200 gold.


What would your focus points be for a character like this?

Probably not a pure caster. I've made a psywarrior which is pretty good with his buffs, but lacks a bit on the dmg side. But fast movement speed, lots of battlefield control and mobility / actions on other players and npc's turns.

Perhaps an archer? Wilde shape? Natural weapon attacker?

I mentioned OP but I don't want to use exploits of the system in a very obvious way.


Hi!

I recently found this class and find It quite amazing.

- Now I'm not quite sure what I should go with in terms of fighting style.

What would you suggest?

- I'm leaning towards the infiltrator, our theme is kinda viking ish and Ill
worship Freya god of love and war.

We are playing humans only.

What I want is a character with high mobility, speed & raw combat ability.

Several choices

Is a the monk archetype with crane style viable / doable?

A pure strength monster with minor metamorphizes and focus on the enlargement and reach? Think this one is what I like the most, without without natural attacks?

Or opposite, dex based build, natural attacks, metamorphizes to become smaller?


Hi!

I recently found this class and find It quite amazing.

- Now I'm not quite sure what I should go with in terms of fighting style.

What would you suggest?

- I'm leaning towards the infiltrator, our theme is kinda viking ish and Ill
worship Freya god of love and war.

We are playing humans only.

What I want is a character with high mobility, speed & raw combat ability.

Several choices

Is a the monk archetype with crane style viable / doable?

A pure strength monster with minor metamorphizes and focus on the enlargement and reach? Think this one is what I like the most, without without natural attacks?

Or opposite, dex based build, natural attacks, metamorphizes to become smaller?


Spell Longstrider + 10 feet
Animal Aspect Raptor +20 feet
Animal Focus Stag +5 feet

I presume Longstrider and Animal Aspect wich both are spells won't stack.

Anything else a hunter could get to buff walk speed? w


In my campaign there will be a Wayang who works in the dark to find evidence of a demon scheming/starting a race war in the region the players will be involved in to gain power to be resurrected.

The Wayang is under a curse of this demon, which turned it into a wayang gravewalker from the fey sorcerer it used to be.
Iv made the character sheet. Its focused on being able to get away from combat with feats:
Spell focus Necromancer, Ability Focus Slumber, Extra Hex.
Not sure what Patron to use.
Traits: Stealth & disguise self to class skill traits.
Spells: Not sure other then Blend with surroundings so he can easily just "disappear" hide from players trying to kill him.

So if someone could list the things I need to know it be amazing.

The story in more depth if your interested.

He will appear to do evil things, but in reality he seeks knowledge and answers to stop a terrible demon to cause more trouble in the region.

The demon gave clues to some (not sure what race yet) to find a boss(not know yet) that seemingly protects a scroll. The scroll contains information leading to the group finding it starting a cult of superior races, to enslave or cleanse the weaker races in the region.

This information is obviously falsified to give the demon strength to use a bug in the universe to escape its prison in the underdark/darklands and into this realm to further wreak havoc and chaos.

One boss iv thought about is mad dryad. Having 200 feet radius of undeads around her with entangle.
Walking from graveyard to graveyard increasing her "domain" /Radius.


Hi. Player 1. Starts off locked in a cellar under a fortress in the mountain. Just on the outskirts of Ibhrim. He is placed there by a group of mixed superior races, at least that is what they think. They round up lesser races in camps in the region. Trying to completely overtake it.

However a recent feud within two of the groups races , grew to an all out battle clashing over the rights to the prisoners in the fortress, leaving it empty for a little while. Not everyone was in favor of going to war for it .

Player 2. Playing a suppressed race, with the help of an ally wizard have used alter self with prolonged effect from metamagic to infiltrate the small scout party sendt from the mixed group to access and bring home any injured or still alive imprisoned survivors of lesser races. Such as player 1. And this is where the game starts. Player 2 finds player 1.

What races would be a nice mix for the two sides. What reasons have they for the ongoing war of territory. Etc etc. Thanks!


How many spells can I add and of what levels? How do i know?

I am a lvl 5 oracle.

https://www.d20pfsrd.com/classes/hybrid-classes/shaman/spirits/lore/

Arcane Enlightenment (Su): The shaman’s native intelligence grants her the ability to tap into arcane lore. The shaman can add a number of spells from the sorcerer/wizard spell list equal to her Charisma modifier (minimum 1) to the list of shaman spells she can prepare. To cast these spells she must have an Intelligence score equal to at least 10 + the spell’s level, but the saving throw DCs of these spells are based on her Wisdom rather than Intelligence. When she casts these spells, they are treated as divine rather than arcane. Each time the shaman gains a level after taking this hex, she can choose to replace one of these spells for a new spell on the wizard/sorcerer spell list.


Hi! I want some short & powerful ways of creating rapid conflict between npc's in our roleplaying game.

What spesific rumors can plant in order to create, advanced, or crazy conflicts, based on lies told and truth bent?

I want ideas as like: I go to shop a potion and let the potion master know that the other potion master has been given certain advantages by the governor in order to gain benefits him selfe and in return get your bussiness off the streets.And perhaps before this stalk to find out who the potion masters friends are in order to plant a whisper of rumour so that the potion master gets the added affects of his friends knowing about it to if he where to ask.

For what purpose I have no idea yet, I just need good examples of crazy so that i have some inspiration going forward trough the campaign.

Thanks!


A spirit guide gains one hex of her choice from the list of hexes available from that spirit. She uses her oracle level as her shaman level, and she switches Wisdom for Charisma and vice versa for the purpose of determining the hex’s effects.

Benefit of Wisdom (Ex): The shaman relies on wisdom rather than intellect to gain and retain knowledge. She can use her Wisdom modifier instead of her Intelligence modifier on all Intelligence-based skill checks.

Does this work?

It says i use charisma for hex abilities, so my charisma is the base for Benefit of Wizdom?


My wand & shield wielding life healer don't have use magic device, bluff and intimidate as class skills! :((

What i want is to have those skills!
But also! Toppeling metamagic for my spiritual weapon used with magical lineage!

Before the idea of heavely relying on spiritual weapon I had 2 traits to gain umd and bluff leaving out intimidate.

However now the only way i see of getting it is by dipping 1 lvl into a class with those as class skills. A rouge for example who gains the most skill points.

However my head is overfilled right having looked at 100 archetypes to find the most suitable.

And I have no idea now.

What options would give me the best buy back for loosing 1 spellcaster lvl???


Iv just reached lvl 5 and will lvl up my life oracle.

Suggestion for dips to focus on RP chaos? Turning into a mad chaotic master seducer just become ppl annoy me.

I looked at the seducer witch archetype.
I gain familiar ( I can select a smaller creature then raven that adds +3 diplomacy) hex and spells based of charisma and I get charm ability.
Seems pretty good for a 1 lvl dip.

Other suggestions?


Hi!

Im about to level up from 4 to 5 with my oracle of life.

I have energybody, channel and life link.

Now there arent any more interesting things to pick up that makes me unique and cool.

So thought perhaps going for summoning undeads would be a nice option.

How would i best do this?

Campaign will never exceed level 10 so multiclassing toll etc isnt that big of a deal.

But i figure i should still be oracle.

And if not summoning undead Im open for other suggestions to how to make me more supportive in combat other then to heal.

Note: I often use summon sawm and natures allie, which has been very good so far.


Very unsure of my stats - they are with stat changers at lvl 4.

Altern 1: Altern 2: Alter 3: Alter 4:

Str 16 Str 18 18 18
Dex 10 Dex 10 10 10
Con 18 Con 14 14 14
Int 9 Int 7 7 9
Wiz 14 Wiz 16 14 14
Cha 10 Cha 5 7 5

I haven't played with animal companion before do I need more then 5 in handle animal which i get with so low charisma?
I dont plan on using spells for attack, just buffs and utility the few i get so why have more wiz?

Build is: Attack of opportunity guy with Feats:
Heavy Armor, Improved spell sharing, outflank, paired opportunist.

For weapon I dont know yet, figures a nodachi but Im very much for flavor, so a dwarf wielding a black scythe with his wolf animal would be cewl!

I will be playing 2 characters, the other one an Aasimar oracle of life as posted before her with life link, channel and Pei Zin Practitioner for swift heal my self, group shared spells


So this is the party.

I will be playing Outflank hunter with my companion and the reach fighter with an alchemist bomber in the back.

But for my last character ( we each play two characters) I'm thinking something of an frontliner tank / buffer. Aoe buffs, swift buffs etc.
Suggestions? Allied feats will also be great if he had


Another post from me.

I imagine a lot of cool things but struggle to find what kind i want to go along with!

I want some flavor and colorful builds for my Duo Team. More foolishness then seriousness on the personalities.

I'm playing two characters this time.

I want a pair of friends or twins, that has big action economy, survivability, and versatility in combat, feeling a bit safe aka not being fragile in a world where there are lot of monsters and not attacking the same way every time.

Dm said " You are traveling from one city to another, oh s#&~!" "lets go around that three headed overgrown wolf, or a griffin" As example.

So I want to be able to fight monsters and plenty of them without having to worry about getting f~$*ed on will saves or running out of rage in long term battles.

I have thought about Warpriest, Cleric, magus kensai, Archer build, a shapeshifter,(it seems shapeshifting is very limited use, and that drove me away from it)

I want to avoid doing damage with spells as once you run out of spells your dead.
I like self buffs :P

Im open for all suggestions and I love advanced builds with archetypes and mulitclassing.


Any ideas of some good synergy and archetypes?

Any other suggestions for some boss fight tag team builds?


Hi! I will play 2 characters in my next game with another friend playing alchemist and a reach polararm fighter. We start off lvl 4 it's a low lvl campaign.

What fun builds would you suggest? I emphasise strong will saves, manoeuvrebility, and versetility. Love creative magic.


Thiefling
Str 13 Dex 18 Con 14 Int 10 Wiz 18 Cha 13

Monk 1 Archetype? Cleric 5 Ecclisthurge
Domain: Madness, Deception
Feats:Weapon Finesse and? And? Monk Bonus feat ?

So for feats I an terribly uncertain. 4 Feats available.

Option 1: Weapon Finesse, Dodge, Mobility, Spring Attack,

Option 2: Weapon Finesse, Spell Focus Necro, Greater Spell Focus Necro

Option 3: A sword build with Falchion, domain Strike and channel smite?

Option 4: Weapon Finesse, Heighten Spell, Preferred spell (Mirror Image) Dodge and mobility later.

Option 5: Weapon Finesse, Heighten Spell, Preferred spell (Mirror Image) Spell Focus Enchantment and Greater later spell focus later?

With Vision of Madness do I need spell focus necromancy? I think most spells will hit after i debuff theme. And +2 for 2 feats is pretty small bonus for compared to other things I can get.

How good is Spring Attack?

My bread and butter will be Mirror Image, how good is it have it as preferred spell? Its to feats

Other ideas?


Wondering what i can do with my character?
For feats I dont rly know.

Cast alter self --> Troglodyte --> Cast frostbite, run in: Rapier 1d6+1 + 1d6+4 non lethal, fatigued. Next turn 3 natural attacks with frostbite rapier 1d6+1 frostbite 3x1d6+4. Dip to rogue for class skills, sneak attack or free intimidation and weapon finesse (gives all my natural attacks dex bonus to hit)

Zeish
Male Elf magus 4 / rogue 1 Archetypes Hexcrafter, Rake,
TN Medium humanoid (elf)
Init +4, Senses darkvision (60 ft.), low-light vision; Perception +11
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DEFENSE
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AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex, )
hp 39 ((4d8)+(1d8)+5)
Fort +5, Ref +7, Will +5, +2 vs. enchantment spells and effects

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OFFENSE
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Speed 30 ft.
Melee rapier +7 (1d6+1/18-20)
Special Attacks Bravado's Blade, Sneak Attack 1d6, Spell Combat, Spellstrike,
Innate Spell-Like Abilities comprehend languages (DC ,1/day), detect magic (1/day), detect poison (1/day), feather fall (DC 15,at will), levitate (1/day), read magic (DC ,1/day),

Prepared Spells
Magus (CL 4th; concentration +8)
2nd-alter self(2)(DC )
1st-frostbite(3), vanish(DC 15)
0th-arcane mark, detect magic, mage hand, prestidigitation(DC 14)
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TACTICS
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STATISTICS
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Str 13, Dex 18, Con 12, Int 18, Wis 13, Cha 12,
Base Atk +3; CMB +4; CMD 18
Feats Ability Focus (Witch Hex ~ Slumber), Extra Arcana, Extra Hex, Weapon Finesse
Skills Acrobatics +8, Appraise +8, Bluff +12, Diplomacy +9, Disable Device +8, Escape Artist +8, Fly +8, Intimidate +12, Knowledge (Arcana) +8, Knowledge (Planes) +8, Perception +11, Ride +8, Spellcraft +9, Stealth +12, Use Magic Device +5,
Traits Clever Wordplay (Bluff, Intimidate),
Languages Common, Elven, Giant, Gnome, Goblin, Orc
SQ arcane accuracy, arcane focus, arcane pool (6/day), armor proficiency, bonus magus arcana (4x), cantrips, darkvision, elven immunities, envoy, finesse training, flight, hex arcana, hex magus, keen senses, low-light vision, slumber, spells, spell-scars, , , ,
Combat Gear
Other Gear rapier, leaf armor, spellbook, 0.0 gp
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SPECIAL ABILITIES
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Arcane Accuracy (Su) You can expend 1 point from your arcane pool as a swift action to grant yourself a +4 insight bonus on all attack rolls until the end of your turn.

Arcane Focus (Ex) Some elven families have such long traditions of producing wizards (and other arcane spellcasters) that they raise their children with the assumption each is destined to be a powerful magic user, with little need for mundane concerns such as skill with weapons. Elves with this racial trait gain a +2 racial bonus on concentration checks made to cast arcane spells defensively.

Arcane Pool (Su) You have a reservoir of mystical arcane energy that you draw upon to fuel your powers and enhance your weapon. This arcane pool has 6 points. The pool refreshes once per day when you prepare your spells. You can expend 1 point from your arcane pool as a swift action to grant any weapon you are holding a +1 enhancement bonus for 1 minute. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.

Armor Proficiency (Ex) You can cast magus spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus wearing medium armor, heavy armor, or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass magus still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Bonus Magus Arcana (4x) Magus: The magus gains 1/6 of a new magus arcana.

Bravado's Blade (Ex) When a rake hits an opponent and deals sneak attack damage, she can forgo 1d6 points of that damage and make a free Intimidate check to demoralize the foe. For every additional 1d6 points of sneak attack damage she forgoes, she receives a +5 circumstance bonus on this check. This ability replaces trapfinding.

Cantrips You can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again.

Clever Wordplay (Bluff, Intimidate) Choose one Charisma-based skill. You attempt checks with that skill using your Intelligence modifier instead of your Charisma modifier.

Darkvision (Ex) Though uncommon, some groups of elves are born with darkvision, rather than low-light vision. In many cases this is taken as a sign of a drow in the elf 's ancestry, and can lead to persecution within the elf 's home community. Elves with this racial trait gain darkvision with a range of 60 feet, but also gain sensitivity to light and are dazzled in areas of bright light or within the radius of a daylight spell.

Elven Immunities (Ex) Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Envoy (Ex) Elves often have trouble relating to neighbors of other races, especially those with much shorter lifespans. As a result, some are trained in minor magics that are particularly useful when dealing with non-elves. Elves with this racial trait and an Intelligence score of 11 or higher gain the following spell-like abilities once per day: comprehend languages, detect magic, detect poison, and read magic. The caster level for these effects is equal to the elf 's level.

Finesse Training (Ex) At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.

Flight (Su) DC 16 The witch grow lighter as you gain power, eventually gaining the ability to fly. The witch can use feather fall on herself at will and gain a +4 racial bonus on Swim checks. She can cast levitate on herself once per day.

Hex Arcana You gain access to the Accursed Strike magus arcana, or may select any witch hex in place of a magus arcana. You cannot select any hex or arcana more than once.

Hex Magus (Su) You gain access to a small number of witch's hexes (see the Advanced Player's Guide). The hexcrafter magus picks one hex from the witch's hex class feature. He gains the benefit of or uses that hex as if he were a witch of a level equal to his magus level.

Keen Senses (Ex) Elves receive a +2 bonus on Perception skill checks.

Language Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

No Racial Subtype You have chosen no racial subtype.

Skills

Slumber (Su) DC 18 If the creature fails a will save, it falls into a deep, magical sleep for 4 rounds. This hex can affect a creature of any HD.

Sneak Attack (Ex) If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals 1d6 points of extra damage anytime your target would be denied a Dexterity bonus to AC, or when you flank your target. Should you score a critical hit with a 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, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment.

Spell Combat (Ex) You can cast spells and wield your weapons at the same time. This functions much like two-weapon fighting, but the offhand weapon is a spell that is being cast. To use this ability, you must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, you can make all of your attacks with your melee weapon at a -2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If you cast this spell defensively, you can decide to take an additional penalty on your attack rolls, up to your Intelligence bonus, and add the same amount as a circumstance bonus on your concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. You can choose to cast the spell first or make the weapon attacks first, but if you have more than one attack, you cannot cast the spell between weapon attacks.

Spells (Su) You add the following spells to your magus spell list: bestow curse, major curse, and all other spells of 6th level or lower that have the curse descriptor.

Spell-Scars (Ex) The magus can use special scar-based tattoos called spell-scars on his skin to cast or prepare spells, much like scrolls. He can cast a spell from a spell-scar exactly like casting from a scroll; the ink and scars vanish when the spell is cast. The magus can also prepare spells from his spell-scars without expending them, similar to a wizard using the Spell Mastery feat. The magus does not need to be able to see his spell-scar to use it. A magus has room on his skin for 18 total spell levels of spell-scars, which he can create using the rules for scribing scrolls (although they do not require the Scribe Scroll feat).

Spellstrike (Ex) Whenever you cast a spell with a range of "touch" from the magus spell list, you can deliver the spell through any weapon you are wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If you make this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon's critical range (20, 19-20, or 18-20 and modified by the keen weapon property or similar effects), but the spell effect only deals x2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.

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Spellbook
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Magus Spells Spells


Don't even bother, to spend comments on how FREAKING AWESOME the TITLE is.
(Stupid, stupid, stupid! Title)
So this how I feel right now.

Been making a character for ages now and some things really bothered me with my last and final build. The amount of spells the magus gets, and I have him dipped in rouge!
It's very few, and with the added curse spells there are an amazing amount of amazing spells I want to use in battle and non battle RP stuff. I literally can't wait, so I'm playing solo with my self having a blast, testing stuff out atm.

Past that.
1. Spell Suggestions for Spell scar, lvl 1 2 and 3.
2. Character background story.
3. What do I want to do further in the bandit underworld.

1.
So few spells, okay, for some stupid reason this haven't been contemplated by my brain until this very moment; minus the time it takes to write this post, that the spell scar arcana ability is fantastic!

I can store eighteen scrolls on my body! And I don't have to see them! It's crazy.
Joining an already started adventure I have the possibility to join, with 18 scrolls.

What spells of level 1 and 2 would u bring to an RP heavy game.

2.
Our Adventure
A tengu monk, an oracle, and my magus are all evil characters in a major city with a huge underworld bandit gang. We have found benefits in each other and pacted to thrive and help each other for mutual benefits.

There are a few weeks till we can continue to play, so I plan to release a small story with my charcters background, in perhaps 2-5 pieces. And further write a story down, that I might reveal to my fellow party members as we grow closer in realation.

So I have to write a story that leaves the players full of questions, wanting to read more and be hopefully intrigued by my character.

While the dm reads my character story I think he'll find it fun and entertaining to be able to do as he pleases with loose ends.
This way I don't know either, making it even more so exciting for me to figure out how the story unfolds and closing up loose ends.

What I thought of so far.

I'm drawn towards being raised by good folk, a good family or a bad evil family, but good for me, only to be abused and backstabbed.
A cult, a family, a religion that took me in after I was seemingly abandoned, leaving the - Was I abandoned by my parents/family by choice, or where they forced to in order to keep me alive.

And evil brother conspiring against me and betraying our family for his own gain.

Somehow I have to end up tired of being part of something so much, that I'd rather go Solo, and how I see the benefits of my party members and forward, giving friends, others, a chance again after the backstab, or backstabs.

3. What do I want to do next, what fun things can I aim to achieve.
Think some will be influnced by our dm's story but we stand pretty free to make initiatives to what we want do do and our dm will make stuff for us regarding what path we want to take.

Thanks!
Having dyslexia and English not being my native language. I hope you bear! With it.


Hi! Struggeling big time with finding my next build

I have been a big time into Warpriest Sacred Fist.
Becuse I am tired of having low Touch AC , I really wanted to be able to withstand those pesky mages sorcerers and spellcasters.
At first it looked really cool with domain abilities and having my s%%~ based off Wizdom I thought a combo with compulsion spells, Command etc, great for RolePlaying.

We are playing a campaign where we are 3 players trying to become part of the underworlds bandit gangs in our major city. All Evil characters finding mutual benefits and more opportunities by cooperating with each other.

Theme of my build, I want to many things at the same time.

I want my character to be strong in battle, be able to cast high DC compulsion effects for great Power to Roleplay and be the sneaky nasty type!

However looking at my warpriest at lvl 6 my bab sucks, my flurry sucks (based off my bab not character level)

Iv spent much time looking at dips for say cleric, and wanted to go bad touch trough domain strike, would be cool with strong unarmed combat.

And luck domain to be a buffer and increase odds of great roles in combat and in RP aspects.

I thought about a Scythe build for flavor with an undead theme, The undead domain power would allow me to heal from negative energy, paired with alternative channeling for 50% increase in healing to undead. So pretty decent healing, however as 1 lvl dip in cleric the effect only lasts 1 round, so have to wait til lvl 11 to quick channel. So i can use the ability then heal my selfe. However a sacred priest has very few feats.
Growth domain to become large as swift action in combat would help my low bab, and thought with vicoius stomp it would be cool as a more trip build.

So my thoughts are everywhere, and I have no idea where to go atm.
I have multiclassed before a lot, and Its annoying becuse you get many abilties but all ends up a bit useless.

So I need to focus.

What I want the most, is High Touch AC and power to influence great In roleplay, i think.

Or a really powerfull debuffer in close combat!

Pure battle Cleric?
a nasy witch with her hair to deliver touch attacks?

I want to be a nasty character that people should be afraid to meet 1 vs 1 .


Can i heal from Negative energy with this?

From the Grave (minor): At 1st level, you can take on a corpse-like visage for 1 minute, making you more intimidating and giving you undead-like protection from harm. You gain a +4 bonus on Disguise checks to resemble an undead creature and on Intimidate checks, as well as a +2 profane bonus on saving throws against disease, mind-affecting effects, paralysis, poison, and stun.


Our campaign will not go past lvl 15
Enhancing items and magical items are extremly rare.
Party consists of A tengu Monk Archer, an Orcale with dip 1 in ninja.
Due to this reasons I think a dip with my Warpriest would be beneficial.

Sorcerer Empyreal Wizdom for spells , Mage Armor & Enlarge Person.

Witch for the same spells, gets fewer casts per day but also Familiar and a hex ability. Spell like ability Levitate seems pretty nice.

Bloodrager doesn't get spells at lvl 1, anything elese to get from it?

Cleric Undead Subdomain of Death, was suggsted to get undead features to be able to heal from my Negative Energy.
But as far as I can tell, you do not get the undead trait that allows you to get healed by negative energy.
Domains from Cleric seems nice though.

Rouge/Ninja, not particular interessted in taking it to gain skills or sneak attack, 1d6 doesn't do much later on.

Oracle - Non of the curses really did it for me.

Any other class or archetype i would benefit from ?

Regarding spells, I have a feeling that Mage Armor would be useful on later levels aswell, having that +4 AC ontop of my 20 AC and 19 Touch AC would be sweet.
Along with shield of faith, ki point for ac at lvl 7, owls wizdom, another 2+ ac.

Enlarge person, for a monk, how does it do later on? lvl 7 - 15? Usefull?

Our campaign will be trying to take over a large city underground kultur of bandit groups and guilds.

So I think stacking a wizdom for high DC against Command and charms would be sweet for this :)

Thoughts?


Hi!

I was aiming for a warpriest with nodachi, as nodachi is a monks weapon and I really like it for flavor and it can be used with flurry of blows which i have as a Sacred Fist Warpriest

I thought do take pummeling style to be able to reach target and do flurry with nodachi.

However weapons can't be used with pummeling style.

So its either unarmed combat to use pummeling style or i have to find other means of fighting and reaching target. Any suggestions?

My thought was a blessing of Travel

Dimensional Hop (major): At 10th level, you can teleport up to 20 feet as a move action. You can increase this distance by expending another use of your blessing—each use spent grants an additional 20 feet. This would be beneficial but burn trough my blessings asap.

So what are my choices, Id like to fight with a nodachi.


#HI!

I was hoping you could help me create a village that my players will start in, for there session 0.

If you are unfamiliar with session 0 the idea is to play a session before the main story begins. Where the players create their characters with backgrounds and ties to the information given, in this case detailed information about the Village of Home.

That i hope you can help me create in great detail.

A session 0 is a powerful tool for a DM to have the players care about things. They no longer save the town to get a reward, they save the town because its their home, with friends and people they care about.

So if you would be so kind, share your great imagination and ideas for this little village. weather it be a npc family, how the village works, what's it labor, whats its location etc etc etc

Guidelines for the town

* Only humans
* Populace 300
* No more then 6 magic wielders.
* The Village is fairly weak in combat prowess.
* Characters start at lvl 3.

##Contributed work## From reddit

NPC's

Wampasully
>Jona Stantler, 57 year old local farmer. Slightly racist, level 2 fighter. Is proficient in Pitchfork.
Jim has had to protect his farm from local monsters (goblins, other demi-humans, whatever you as the DM want) for nearly his entire life. Due to almost all of his experience with other species being centered around violence, he mostly just sees them as inconveniences and threats to his crops.
Constantly protecting his farm has somehow earned him enough combat prowess to be pretty handy in a fight, but he doesn't realize or care about this. Kicking hordes of goblin-ass is just another day in The Village of Home for ol' Jona.

Draivan
>Dagnar Human son of raeger and eulyse fairly typical childhood. Got his first job with his father helping local farmers with odd jobs eventually becoming just a general handyman not specializing in anything.Every night after work him his father and co workers would go out drinking. Dagnar eventually started feeling the pull of the drink and inevitably just working for enough coin for a drink

ilpalazzo64
>Timothy Timson, 17 year old lvl 1 Bard. Timothy followed in his parent's footsteps as an entertainer. He regularly weaves intricate tales to enrapture the townsfolk in the local tavern or town square and the Timson family are always called upon to recount the towns history at local festivals.
However Timothy has a wild streak and what sets him apart from his family is the tiny bit of magic he's managed to pick up from travelers. He uses his magical talents to prank the locals and sometimes add a bit of flair to his performances.

Kitten_of_Death
>Hubert Frugmont, A 46 year-old widower who lost his Inn and family and fortune to a fire which destroyed his Tavern in a regional city. The Tavern was called The Salamander's Redoubt.
With what he had left he started a new life in the Village of Home.
He works at the Village of Home's Tavern [Unnamed] as the barkeeper and is granted a small room in the basement as part of the terms of his employment.


Is it alright if i ask for help creating an entire village her in collaboration with this forum?

If not, is there a more suitable place?


1 person marked this as a favorite.

----------------SUGGESTIONS FOR USE OF UNSEEN SERVANT!--------------
Goal: Make party laugh, drive DM Insain
Keep thread clean

- Suicide bomber, carry pellet bombs into a place.
*Ignite pelletbombs

- Poure poisen in drink food etc.

- Pull down someones pants during fight

- Drag heavy load 100 pounds
*Activate traps, runes, books etc

- Frame the drunk by pinching the tavernmaid
*Knock someone's bear, milk etc.

- Pretend to be able to move things with magic.
*Fortune teller
*Come sword of might and magic(unseen servant gives you the sword)

- Stuff: Gather wood, make fire etc.

----------------Come one! Bring your A-game of Super creativity-------------

Link to same post :)
https://www.reddit.com/r/Pathfinder_RPG/comments/4aojnn/unseen_servant/


This rule comes from 3.5 i think.
Is there a rule that states the same for Pathfinder?

Ammunition fired from a projectile weapon with an enhancement bonus of +1 or higher is treated as a magic weapon for the purpose of overcoming damage reduction. Similarly, ammunition fired from a projectile weapon with an alignment gains the alignment of that projectile weapon (in addition to any alignment it may already have).

My question is, if i activate elemental assult (suli ex) while holding my bow and firing and arrow will i deal the extra 1d6 damage from each shot i do?

My dm will argue that I am no longer in contact with the arrow so it looses its enchantment.

Is there any difference between my elemental assult ex ability and a spell that adds a form of elemental damage to a weapon, in this case a bow?


Hey!So I'm trying to find a short quest or quest line that involves halfling.
With all the ppl out there and there Wilde fantasies I ought to think there must be several houndreds of quests out there. But I can't find anyone yet alone someone with halflings in them.
Any one any idea as to where I can find small short quests and adventures. It could be specific to another race also and i could just change it to halflfings :) Thanks!


Hi!

Race: Suli
Class: Bloodrager
Bloodline: Arcane
Point buy: 15
Stats at level 7 with race modif
18
16
12
6
7
14

Skills: Use magic device (skill class becuse of cosmopolitan feat) 12, Acrobatics6, Perception 3.
Feats: Power attack, point blank, rapid,,precise shootm cosmopolitan
planned feats: Improved critical, many shoot.

Gear:
Composite Longbow STR+4 Darkwood
Nodachi +1 Alchemist Silver
Nodachi Cold iron
Medium armore Do-Maru+7

Wands:
Enlarge Person, Expeditious Retreat, Feather fall, Grease, Mirror Image, Mount, Obscuring Mist,True strike, Gravity Bow

Spells:
1: Expeditious Retreat, Long Arm, Magic Missile, Shield, Shocking Grasp.
2:Bulls strength, Mirror Image

Playstyle: Spam arrows from distance with Gravity bow, protection from arrows (arcane bloodline swift action to use) and haste for an extra attack that i gain later. Giving me pretty good ammount of attacks in a full attack round, specially with manyshots I will take on lvl 9.
Using one of my Nodachi's to kill enemies with magical buffs.
Taking critical focus on lvl 8 to get 15-20 crit range! :D
Using lot of wands for Survivability and diversity.

So that's my build.
I have taken the primalist and Im going after the pounce ability by replacing later bloodline powers for the rage tree that gives pounce.

As for equipment, i have a bit of gold left so any tips on equipment would be nice or other wands that would be good to use.
I avoided wand spells that gives saves of any kind or is X number of rounds based on caster lvl since all wands i buy are lvl 1.
As for feats I have specd towards archery but if there is anything else that would greatly improve my playstyle that be great.

I know bloodrager isnt best suited for archery, but i just love the combination. Hitting super hard with comp bow, being good in close combat, atleast at lower levels and having magic as spontanius caster and lots of swift spells from arcane bloodline.

Thanks :D

Did a fast calculation on my bow damage:
Arrows fired: Base attack 2, many shot 3, rapid fire 4 haste 5.
With gravity bow 2d6+4 str.
Max output 85 damage.
I like that number :D


Hi.
Was wondering if someone could list some of there favorite fairly easy monsters to encounter in random encounters. Cr 3-6
What is the best online creature Codex?
Want one with pictures of monster aswell as categorized by cr

And does any one know of a good site to find some inspiration, and short fun premade preplayed Adventures of different sorts?

Thanks and merry Xmas!


So creating my first bloodrager, it would be great if i could get some comments on it. A teaser, with my bow I can at lvl 8 deal: 98 points of damage.

Bloodrager
Archetype: Primalist
Bloodline: Destined
Race: Suli (My third suli character haha, love them)

Stats (total)
Str 20 +2 (race)
Dex 20 +2 lvl 4 and 8
Con 14
Int 12
Wiz 10
Cha 14 +2 (race)

Feats
Power Attack
Point Blank Shoot
Rapid Shot
Many shot
Future Wants:
Improved critical

Bloodline/Primalist power
1st bloodline
4th bloodline
8th, rage power - lesser beast totem, beast totem power
12th, rage power - Greater beast totem power, fourth rager power i do not know yet.
All to gain pounce.
Rest bloodline power

I'm not quite sure if I want to go this way with pounce yet as it cost a lot to take 2 good bloodline powers, and doesn't help my archery which iv used a lot of feats on now.

Equipment at lvl 1:
Nodachi 18-20 Crit 1D10 (will become crit range 6 :D 15-20) with improved critical feat.
Studded Leather
Aiming for mithral light
Bought:
Composite Longbow +5 1d8+5 is being crafted by a weaponsmith as we speak. (Will buy adaptiv when i get gold and opportunity.

That's it for now :)
I think this is a strong fighters to be good in both ranged and close combat.

Composite bow adaptive + enlarge person + bloodrage + bulls strength = 1. 2d6+11 + 2. manyshot 2d6+11+ 3. 2d6+11 4.Rapid shot 2d6+11 + Elemental Assult 1d6 (I haven't found anything saying elemental assault cant imbue bow and arrow)

so in total str dmg 44 + 8x1d6=48+ 1d6=6 that is 98 points of damage at max with a bow xD At lvl 8.

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