BiosTheo's page
Organized Play Member. 103 posts. No reviews. No lists. No wishlists. 1 Organized Play character.
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After the successful release of my previous class, Wind Warrior, the very helpful folks over at Fat Goblin Games and I teamed up to release an all new base class - the Time Assassin - with unique and varied mechanics to bring to your next Pathfinder game.
Check it out here!
A time assassin is a master of altering her personal movement through time. With her knowledge and understanding of its flux, she can pull duplicates of herself through time and space to aid her in her endeavors and see into the near future of herself and her opponents. The time assassin is a grand manipulator time and the perception of others; eventually becoming its master, allowing her to ignore the effects others may place on time.
Role: A time assassin is the master of stealth and quick elimination. With the ability to manifest multiple duplicates of herself she can quickly overwhelm her opponents. Additionally, the time assassin has the ability to move objects through time as well as increase or decrease the efficacy of creatures in select areas through the usage of temporal rifts. However, if the time assassin uses her abilities gratuitously she will quickly run herself out of resources and, thusly, her ability to affect time.
Play a Time Assassin and enjoy abilities and powers that allow you to manipulate time itself!
Paradox - The class feature that gives you control of the possible futures in a battle!
Predictive Knowledge - the powerful class feature that gives you a glimpse into the future!
Time Split - pull other versions of yourself into battle, increasing your odds of success!
Archetypes - The mysterious Time Madness and Focuser archetypes allow you to customize your build even more!
Feel free to share your thoughts and ask questions. I'm more than willing to discuss this class with any inquisitive soul.
I recently had my class, the Wind-warrior, published with Fat Goblin Games. Link here.
While many warriors may hold the line with ease, they do little to stop the never ending dance of the wind-warrior. A wind-warrior is a cascade of ceaseless motion and whirling death; moving effortlessly from opponent to opponent dancing among them like leaves on the wind, leaving not behind but death. With effortless grace they caress their opponents with steel, hewing them in twain, while gliding across fallen foes in a captivating, deadly dance.
A wind-warrior excels at harrying foes, setting up flank opportunities, and moving around the enemies front lines to threaten the more vulnerable support.
So come check it out and write some reviews! I'm open to any and all comments and I am more than happy to discuss my product here on this thread.
So I had a quick question about the wording in proficiency with the Shadow Assassin class (3rd party) but this does crop up elsewhere this is just a pertinent example. So:
Weapon and Armor Proficiency: A shadow assassin is proficient in all simple weapons, all light weapons, as well as bolas, net, repeating crossbow (light only), shuriken, spiked chain, and whip. The shadow assassin is proficient with light armor and small shields, but not heavy shields or tower shields.
So I've bolded the pertinent part for discussion. Does this mean all light weapons (indicating all light martial as well as exotic) or all light martial weapons?

So regarding the Magus' Arcane Pool, the Magus has the ability to enhance his weapon: At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. 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.
At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal.
So, the 'spirit" of the text seems to imply that you can add up to +5 with whatever enhancements already exists (up to a maximum of +10 considering by rules no weapon can exceed that).
However, by the text it says you can only reach a maximum of +5 including the weapon enhancement itself (So if I was wielding a +1 weapon I could only add +4 in enhancements).
So basically if we follow text as written even though you can add vorpal you can never actually add vorpal because a weapon has to have a +1 enhancement on it before all other enhancements and you can only add to a maximum of +5. So which is it?
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So I've been curious for a while now about how to completely optimize a spell's DC. Not talking net total for first lowering an opponents saves, just talking increasing your spell's DC to the highest you can possibly pump it. So, given a casting stat of 42 (so net total of +16 you could get to your spell DC) what is the best you can raise your spell DC to?
I personally found that with a Kitsune Sorcerer using their class feature to add DCs to enchantment spells I could hit a DC 47 with:
Base 10
Spell Level 9
Spell perfection plus
Spell Focus +2
Greater Spell Focus +2
Arcane Bloodine +3
Kitsune +5
Stat +16
DC 47 total on Dominate Monster.
Oh and for fairness sakes lets leave out Mythic and 3rd party.
Quick question: I was wondering what are all the ways to increase the critical multiplier.
I have been theorizing a Shadow Assassin build and looking for ways to maximize the critical multiplier using all and any feats available (including fighter feats).

So I am a bit curious what everyones thoughts are on what the best striker is. Quick explanation on Strikers, for anyone who doesn't know, someone really good at dishing out lots of single target (or in some cases AoE damage) and who is generally squishy or an off tank at best. So some ground rules:
1) at what levels
2) using what build
3) and any known weaknesses
You don't need to go into super amounts of detail unless its a super specific build (i.e. Druid 8/Barbarian 6 for the hungry hungry hippo build, thats a super specific build with very specific feats).
Personally, I believe the "best" striker is the Bladebound Magus. Someone posted a while ago about "Nova" and how Magus don't "Nova," and they made a very apt point which is very similar to why I believe Magus' make the best strikers. Magus don't Nova because Nova implies your burning a lot of resources to spike out someone or a group. No matter how you look at it, a Level 1 spell is not a lot of resources.
Now granted, Magus take a bit to get going (they have to hit level 3) but once they do they turn into a really reliable AC tank (this is assuming you went Dex->Dervish but most people do anyway when they play Magus). They burn little recourses to spike out people, couple that with Spell Recall and (when you can afford it) a Ring of Wizardy I and it gets all kinds of nasty.
Granted, Magus hit their cap at around level 11 and don't have a really large increase past that. They also tend to get screwed when they run into something immune to Electric damage, but thats fairly rare so you don't have to worry about it to much, and if that becomes a consistent problem you can always take a 1 level dip into Admixture Wizard and boom, problem solved permanently.
Also, I can't seem to find the calculations for DPR anywhere (I know it exists but I can't find it) if someone could post that so we could have an accurate DPR that'd be great. Once I have that I'd be more than glad to post the DPR for Magus.

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Alright, so we've all been there where we have a lot of downtime and nothing to do but make lots of money, but how do we go about that?
I have seen multiple threads over a period of time of "How do I make effective use of my time during down time when I want to make money?" Well I thought it'd be really useful to make one thread, this thread, where everyone can contribute their ideas on how to make money effectively. Everything is allowed but lets try to keep 3rd party rulebooks excluded as that is hit or miss for most DMs.
When highlighting your way of making money during downtime please include a few helpful things:
1) Level at which this becomes effective
2) Amount of downtime required for it to be effective
3) Any investment required to make this effective
For example:
At level 5 as a Wizard you can have Craft Wondrous Items Feat. With an investment of a meer 3,000 GP, and given about a week and a half of downtime, You can create 6 Cloak of Resistances (or 6 Boots of the Cat or you can mix-and-match) and sell them at slightly under book price (90%) returning a full 40% profit (about 400 gp). Best part is, generally this will undercut the local merchants meaning people will want to stop by your store first for items.
This works even better if you can get your face to participate. And by the way, the week and a half is most likely the maximum amount of time it will take you to sell those items.
This will require just a few things to be effective: people who want to buy minor magical items and people who have the means. So set up in a city and sell your junk, not some small town.

So I am need of some advice on how to go about creating an engagement (my own term for a series of encounters leading to a BBEG).
If you are in my campaign, and I know only one of you actually peruse these forums, stop now!
Basically the party has decided to hunt a ganglord down from a bounty board. Through a series of events, involving one of the party almost dying in a pit fight to gain information, they gain an ally (a Level 8 Paladin with a grudge against BBEG) and information on where hes staying. The Paladin proposes a raid in three days time. The building is in the Warehouse district.
So, basically I was thinking some kind of engagement outside (where the party can sneak in, talk their way in, or just kill their way in), then on into the interior for one or two encounters (maximum of two because the last will be the BBEG).
I wanted something more from the vanilla: Oh look BBEG kick his ***. Basically, I already set up the Paladin to fight the BBEG (they're both level 8), and for the party to deal with the flunkies (of which their will be many). But I wanted an interesting way to go about this.
Multi-leveled area for archers raining death from above? Traps? Ideas?
Also, build advice on BBEG would be appreciated.

So this coming week, or next, I will be putting together some kind of one shot, at level 3, for about four new beginner players with two experienced players helping out the newbies. Heres what I have in mind:
The party is given the quest (plot hook involving one of the experienced players), and are offered some chance for RP (Tavern scene, drunken brawl, something along those lines).
First encounter involving CR equivalent group of baddies.
Chance for RP afterwards (maybe one of the baddies surrendered and they need information).
Second encounter involving BBEG at CR+2 (this should drain 60% of party recourses meaning they have a 40% comfort barrier to play with).
So, any ideas for plot hooks, plot devices, what to use for the encounters, est. would be appreciated.
What I am thinking for the encounter is some bandits that kidnap someone important and the party has to go rescue them. Its vanilla cheese but whatever it works, but I am more than open to suggestions in changing this.
Also, the reason for level 3 is simple: the players have enough HP to be out of the one-shot zone of levels 1-2 but they don't have to many levels that they become overwhelmed in everything they can do.
Ok so I wanted some advice and clarification on this issue. From what I can see, wild shape druids are just better overall than their caster focused brethren. To me it looks like a Sorcerer/Wizard can do everything a Caster Druid can do just better (with the exception of turning into animals at early levels which can be quite helpful I won't deny).
I am hoping that someone can make a convincing case that they don't suck, but it seems like every time I have played with a caster druid they just... don't work very well.

So I am helping a friend design an encounter that will involve (eventually) a 4v4 between the PC party and the NPC party. The idea is that they'll be able to go blow for blow at level 14 and give the PCs a challenging encounter. I have already designed two of the characters; a druid tank that deals 38d8 a round reliably has 200 hp and has 50 AC as a giant hippo and a lightning blaster sorcerer, you know the good old 15d6 maximized boom stick; and I need two more.
So heres what I am thinking: a cleric and a ninja. I am not set on the cleric I am mostly thinking utility/healer caster. As for the ninja I am more sold on that because it enables the skill monkey/striker that tends to appear in most parties and with the whole 'greater invisibility' speel enables him to be a squishy striker thats not very likely to get nuked.
So everything and anything is welcome: character ideas, races, class, traits, items, est.
Oh and don't worry about MAD. The dice rolling system for both the PCs and NPCs enables ridiculous stats (My druid had two 18s, a 16, two 15s, and a 13).
Another thing: don't worry about min-maxing. As you can tell I already min-maxed to make the other two and if gets to out of hand I can just scale back the characters before handing them over. Considering the PC party is at level 10-11 right now its going to be a little while before this encounter comes to fruition.
Alright so I recently came across this class found here, linky and I was wondering how the heck would I build something like this?
I have two thoughts on this:
First make it some kind of flying archer thing where you emphasize DEX and the ability to ride
your dragon around and do fly bys while hailing arrows down into your enemies.
Or Second make it some kind of Caviler tanky thing where you wield and Lance and do ride by attacks.
Any advice would be appreciated: Race, Dragon, Feats, est.
Alright so I am well aware of the advantages the mix between Ifrit and Elemental Bloodlines allowing your DCs for all Fire spells to literally go through the roof but Fire resistance or flat out immunity becomes really common and really problematic so I was trying to think of a way to optimize an Ice Sorcerer to do the exact same thing as a Ifrit and Elemental Bloodlines mix only for ice instead of fire.
I was just curious what would be the best creature you could bind to your service using the spell Gate? I was thinking Pit Lord considering he can also summon a CR 19 or lower devil in addition to him stepping through the Gate.

I will say if anyone is in Dallas' Campaign read NO FARTHER!!!!
Anyway, due to my inability to regularly attend the upcoming campaign my DM would like to start he has asked to me to build a special character that both helps and screws with the main party. Decidedly, he is going to be the ultimate plot hook.
But on to what really matters, I would like some advice on building this character and wanted to see what you guys could come up with. This class is special Homebrew. It is essentially 20 levels in Monk with all the caster level and spell gain of a Sorcerer. So essentially, a Monk with the ability to cast spells as if he was a sorcerer of equivalent level. The level cap is at 20, he had me roll very special, and very broken, stats, and then game me a paragon bump (+15 all stats). A note, this build will eventually be brought against about a party of 6 players. So base stats:
STR - 33
DEX - 44
CON - 33
INT - 31
WIS - 34
CHA - 35
So yeah... Lets ignore items for simplicities, because my DM told me due to the fact that I've been alive and around for 1k plus years I would have unlimited recourses at this point and I could keep this unlimited supply as long as I didn't go using Wishes or Tomes to increase my stats, sake stick to feats and spell selection accordingly.
I was thinking Human
So the Feats I was thinking:
Bonus:
Combat Reflexes
Deflect Arrows
Dodge
Snatch Arrows
Improved Grapple
Mobility
Quicken Spell
Maximize Spell
Empower Spell
Spell Perfection (Fireball)
Weapon Finesse
Dervish Dancing
Dimensional Agility
Dimensional Assault
Dimensional Dervish
Dispelling Fist
Expanded Arcana
The reason being that using Dimensional Dervish I could literally hop around the fight with the massive Ki pool I'd have causing a lot of disruption.
I haven't decided on Spells and Perfecting Fireball is tentative atm. Please let me know what you think.
Also, dipping is on the table. Something I was considering was this class plus 1 level in magus for spell combat. Additionally, My DM will let me use flurry of blows with a scimitar (Hense Dervish Dancing).

So I had a thought the other day of "What if I could cast Prismatic Wall at someone. That'd be hella broken!" I couldn't find any other posts related to this subject so I thought why the hell not and share this.
For obvious reasons Prismatic Wall is probably the best wall in the game for straight up deterring some nasty big bad from getting to your party because if someone did walk through it they would have seven save or essentially be very, very messed up if not vaporized. However, in the spell description it explicitly says "Cannot be cast directly on someone." Well damn, thats just a conundrum now ain't it? Enter the savior of our hour: Arcane Archer.
The Arcane Archer, as some of you may well know, has an ability to imbue a spell into an arrow. There is no restrictions on the spell. Want to shoot someone with an arrow that then covers them in the spell Grease? Cotier! Want to fire Wale of the Banshee at your enemies so you don't blow the ears off of your allies? Fantastic! Want to fire a Fireball through an arrow? Ok thats not as great and a little more circumstantial but damnit you could do it! With a high enough BAB you can enhance the range of most of your close range spells and even, dare I say, cause a Prismatic Wall to appear ON people!
Now how does this work? Well lets get technical here. Prismatic Wall says, specifically that it CANNOT be cast on someone. It doesn't say anything about be cast on an arrow that is promptly shot into someone. Additionally, in the imbue arrow it says that wherever the arrow lands, and arrows land regardless of whether you miss they don't just disappear into the void, the arrow becomes the center of the spell. Ergo, Prismatic Wall appears on Big Bad, Big Bad must now make 7 saves and if he fails the last one he is definto dead. The other ones are just kinda bad (except for the Flesh to Stone its situationally bad for him but most of the time would kill him).
Now, you may be thinking "What if I can't hit the bastard because his AC is retarded?" Well he may be hard to hit, but the ground he is currently occupying isn't. Dirt doesn't dodge, it doesn't wear armor, and for the most part it doesn't really care if you shoot it full of holes. Essentially, don't role a one when firing your big boom aoe doom spell and your fine.
An example of this build, and I think this works best for optimization in early game carrying throughout would be:
Sorcerer 12
Arcane Archer 4
Dragon Disciple 4
(Taking appropriate bloodlines of course).
Why Dragon Disciple? Because it advances your spell casting class with a good BAB to level ratio, meaning you get a nifty trick that much faster. Basically, you have a higher BAB than normal Sorcerer's and by 20th level you have the spell casting capabilities of a 18th level Sorcerer with an added trick.
The downsides? You are two levels behind normal sorcerers, which puts you three behind normal spell casters. Ouch. Still, it is hella broken at level cap. I know, I know sorcerers and wizards get these "Level 20" capstones, but I really don't care about those when I am playing a sorcerer or Wizard, except when I have the aberrant bloodline because thats really nice.
So, comments, thoughts? Naysayers?
Yeah, I am well aware that a sorcerer specked for dueling is going to pummel this build into the ground (Spell Perfection+ Dispel +Sorcerer=You don't cast spells until I say you do). However, that Sorcerer isn't going to be able to cast Wale of the Banshee at someone in a moments notice.

So I am a player in a Pathfinder game, obviously, and our DM is using the Forgotten Realms as a sandbox type setting. So our entire party came to the conclusion that, what the hell we've never done it before, we're going to take over the world starting with the Sword Coast.
Quick note about our campaign, there is eighth of us in the party (good god its a headache but we manage), theres a Magus, Oracle, Paladin, Wizard, Rogue (Skill monkey), Alchemist, Range->Arcane Archer, and a Bard. We are also running the Paragon sub-template from 3.5 (+15 all attributes ecl +5). Considering the absolute retard-strength levels of the Oracle's and Paladin's Charisma modifiers they both have settled on taking the Leadership Feat, so at least a starting army won't be an issue.
Now here's the issue. I'm not really certain of where to start. Our DM is being unclear about the exact timeline, but Luskan, Yartar, and Neverwinter have all been established. This is also sometime after the fall of Mithril Hall.
My thoughts were to enter Luskan and to use political maneuvering, and the eventual destruction of the Arcane Tower, to gain control of the city in order to gain control of the city and it's military strength. Failing that, we could just siege it and take over.
But here's the thing, would anyone come to Luskan's aid? I personally wouldn't think so considering that Luskan has made a point of starting wars with their neighbors, excepting the Ten Towns but nobody really cares about them.
Also, I would like other opinions on where to start, where to build, what would be the most fortuitous.
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