Blackdragondisciple's page
40 posts. Organized Play character for Gary Sarver.
|
Remember this is for PFS.
What would be the best combo for a Dragon Blooded and Elemental Blooded Cross Blood Sorcerer?
I have been looking for 3 days through the Forums and have nothing to show for it. I thought I had read something about the Elemental Arcana changing the spells energy from x to y. So a Air Elemental would cast Fireball as a Lightning ball. Now does the spell descriptor change. Is it still a Fire spell dealing lightning damage? Or is it now a Lightning spell instead of fire. Need to know so that I pick the right combo to change all spells to my Dragon element to get +1 to damage per die rolled.
Also what combo would anyone suggest? I personally would like to go with a Black Dragon/Earth Elemental Blood. Helping my Nephew out and I think he is going Gold or Blue Dragon. So Either Fire or Air for him. Unless the Spell does not change its descriptor type. Somewhere I read that it does not. Anyone?

Could use some help for a Halfling Dragon Disciple build. I am helping my Nephew with this and its for Society play. Looking to build the best possible strength build we can come up with. Trying to figure out what is legal for Cross Blood, and Eldrich Heritage feat. Figure to purchase a Robes of Arcane Heritage asap in the build. Does this bump all of the blood types, or do we pick which one it bumps? Does Dragon Disciple stack with you Dragon Blood or your other Cross Blood type as well?
Thinking of something like this for build up to Dragon Disciple
1. Barbarian (Mounted Fury Archetype)
2. Fighter (Dragoon Archetype)
3. Fighter (Dragoon Archetype)
4. Sorcerer (CrossBlooded Dragon/Abyssal, or another and take Abyssal as Eldritch Heritage feat.)
5. Sorcerer
6. Sorcerer
7. Barbarian (Moment of Clarity)
8. Dragon Disciple
9. Dragon Disciple
10. Dragon Disciple
11. Dragon Disciple
12. Dragon Disciple
13. Dragon Disciple
14. Dragon Disciple
15. Dragon Disciple
16. Dragon Disciple
17. Dragon Disciple
18. ?
19. ?
20. ?
Can you take Eldritch Heritage more than once? Other Options are Shadows for cross blooded. As far as Combat Feats, I am thinking we keep it semi simple with Power Attack and Cleave, with maybe Great Cleave as well. Most likely a Falchion wielder. He is mounted, but will be a riding a Riding Dog. If its legal, will keep a few spares in case one goes down in battle. Abilities something like this.
STR 16
DEX 16
CON 14
INT 7
WIS 7
CHA 13.
Not a big caster, and easier to save against on his spells. Is not required to be a face, as we have multiple faces in party already. IF he assists that would be good enough. Does not need to be much in skills other than what he needs to be effective for himself. Also he will have Outrider racial trait for halfling.
So basically, looking to add the Strength for Dragon Disciple, the Strength eventually for Abyssal, be able to Rage. Pump Up Strength every step of the way. Outfitted with a Belt of Giant Strength. Thoughts?
Also looking at taking Black or Gold Colar Gold
1 person marked this as FAQ candidate.
|
Looking at making a Sorcerer for my Daughter who received a Kitsune cronical this past weekend. Is for Society play. Am wondering if you can combine Cross blooded, with Wild Blooded. Here is what is looking like.
Shadow Wild Blooded Umbral
Rakshasa
Wild Blooded says that you need to use Arcana and Blood line power from it in place of your normal bloodline. But, Cross Blooded allows you to take your pick of the 2 options for Powers. Obviously you have to use the Umbral Power over the shadow power. But in this case, she wants to take Silver Tongue from Rakshas instead of taking the Umbral ability cloak of shadows.
Would this be legal for Pathfinder Society play?
1 person marked this as FAQ candidate.
|
If one had the three feats together, and a Wizard summons a creature next to you. You are fighting with a bow at the time, would you be able to deflect the incoming attack? Would you be able to riposte back a returning attack. A Long bow states that you need 2 hands to use. But when your not firing the bow, you would have 1 hand free in my opinion. thus even an archer could use the crane feats to deflect an incoming melee attack with these feats. On the other hand, you would not have a free hand if you provoke an attack when firing, so you could not deflect that attack. Am I looking at this correctly?

Ok, I have read every thread about guided weapon enhancement. I checked additional resources. And I have not come to a conclusion about this. So could I get a official response on if this is legal and what type of weapon it can be placed on.
Curse of the Crimson Throne Player’s Guide, Equipment: all equipment on pages 12–13 (except hide shirt); Feats: Acadamae
Graduate, Crossbow Mastery
So this is saying that everything is legal except fr the equipment and the feats. Which would mean that guided is a legal enhancement.
Now this is what it says about guided weapon.
Guided Weapon
Aura moderate evocation; CL 7th
Slot weapon quality; Price +1 bonus
Description
A weapon with the guided property allows its wielder to use
his instinct when striking blows with it. Attacks from a guided
weapon generally don’t strike hard, but they strike at precisely
the right moment to maximize damage if in the hands of
a particularly wise wielder. A character who attacks with a
guided weapon modifies his attack rolls and weapon damage
rolls with his Wisdom modifier, not his Strength modifier.
This modifier to damage is not adjusted for two-handed
weapons or off-hand weapons—it always remains equal to
the wielder’s Wisdom modifier. A guided weapon may be
wielded as a normal weapon, using Strength to
modify attack and damage rolls, but this goes
against the weapon’s nature and
imparts a –2 penalty on all attack
rolls made in this manner.
In the book it has a npc using it on a crossbow. So it could be a melee or ranged weapon as far as I can see. Sure would be nice to have an official answer on it to put it to bed so to speak.

Hey everyone. Wanted to touch on the t-shirt situation for factions. I as a Lg fan and player back in the day, and I always tried to support the conventions by buying a t-shirt from each region. So here I am looking to get a t-shirt for myself and the rest of our group, and I can not get what is needed. So I thought I would start here with a shout out to see if we can get enough interest in getting them that Paizo would be willing to make some / reorder some in better sizes. For one, we have a group that is playing Andoran. They only have smalls left. Now that will work great for my Daughter and her cousin. But the adults might be able to wear it around there necks is all. I would think that as more people join the campaign there is enough demand for a reprint of the shirts. So if we start talking it up enough, maybe we can get the ball rolling.
The second one I would like to see is Shadow Lodge. We not only have a whole group of Shadow Lodge, bu I have played with others from that faction as well. Plus I myself have 3 characters that are Shadow Lodge either played or all built and ready for there first adventure. I do not think any Shadow lodge Shirts where ever made. I for one would like to get one for our group, so that would be 6 or 7 right there. Toss in 6 or 7 Andorans, and I would be needing 12-14 shirts of varies sizes for our group.
So if your interested in getting a shirt, please respond politely and maybe this could happen.
Halfling mounted character using a Halfling sling staff. Has a mount, planned on level 4 for mount. So 2 feats. Later on may take more levels in Cavalier. So what feats would anyone suggest for the animal?
Thanks
Would Friend to the Animals (Ex): Add all summon nature's ally spells to your spell list. You must still select these spells using your allotment of spells known. Animals within 30 feet of you receive a bonus on all saving throws equal to your Charisma modifier.
Stack with
Skilled Rider (Ex and Su): At 3rd level, a shining knight does not take any penalty to her Ride skill due to her armor check penalty. In addition, any mount she is riding gains the benefit of her divine grace class feature, adding her Charisma bonus (if any) to its saving throws. This ability replaces divine health.

Blackdragondisciple Yesterday, 09:08 PM | FLAG | LIST
| FAQ | REPLY
+
Ok, looking to build a Magus with 2 archetypes. Looking at a Hexcrafter/Spell Blade. Now I think this will work, but what I really want to know is once I hit 4th level, can I use a feat to select extra hex to gain different hex's that way? So in other words at 5th level, I take extra hex and have Slumber and healing hex? Maybe at higher levels I take a Major hex for healing. I was talking to someone and they and I thought we could do this, but someone else thought that since you have to take it in place of a Magus Arcana, that you could not use a feat for this Of course I guess the easy way out would be to take a level of Witch, and hen be able to load up on hex's through feats. But the why bother taking the Archetype of hexcrafter in the first place.
Blackdragondisciple Yesterday, 09:11 PM | FLAG | LIST
| FAQ | REPLY
+
My other point to this is when you are able to have even 1 rogue talent you can then take feats and load up on them, even if you never went higher than 2nd level rogue. You may not get Higher talents, but still I would think the thought process would be the same here.
Dragnmoon Yesterday, 10:24 PM | FLAG | LIST
| FAQ | REPLY
Paizo Charter Superscriber, Pathfinder Battles Case Subscriber, Pathfinder Comics Deluxe Subscriber
+
Blackdragondisciple wrote:
a Magus with 2 archetypes. Looking at a Hexcrafter/Spell Blade. Now I think this will work, but what I really want to know is once I hit 4th level, can I use a feat to select extra hex to gain different hex's that way?
No, The Prerequisite for Extra Hex is the Hex class feature, the hexcrafter does not get the Hex class feature, he gets Hex Magus that allows him to pick a Hex.
Blackdragondisciple Yesterday, 10:33 PM | FLAG | LIST
| FAQ | REPLY
+
And while I am waiting for anyone to chime in, I would like to ask about Spell Combat ability. You take a minus 2 penalty on all attacks, but you do not need 2 weapon fighting correct? Would 2 weapon fighting help reduce penalties? Would Force athame, also have the same penalty? Or does one need 2 weapon fighting for that?
Blackdragondisciple Yesterday, 10:35 PM | FLAG | LIST
| FAQ | REPLY
+
Ok, I can buy that, so would taking extra Arcana allow me to pick a Magus arcana and then trade it in for a hex? Would equal the same thing in the end?
Ok, looking to build a Magus with 2 archetypes. Looking at a Hexcrafter/Spell Blade. Now I think this will work, but what I really want to know is once I hit 4th level, can I use a feat to select extra hex to gain different hex's that way? So in other words at 5th level, I take extra hex and have Slumber and healing hex? Maybe at higher levels I take a Major hex for healing. I was talking to someone and they and I thought we could do this, but someone else thought that since you have to take it in place of a Magus Arcana, that you could not use a feat for this Of course I guess the easy way out would be to take a level of Witch, and hen be able to load up on hex's through feats. But the why bother taking the Archetype of hexcrafter in the first place.
Is there anyway to use this weapon and continue using it in mid levels and not be giving up your extra range attacks? Seems sill y to me that one can not take a feat with this weapon and have a 2nd attack at 6th level. Is there any other feat out there that would allow one to use all of your attacks with this weapon, or is it just a 1-5 level weapon and you dump it after that? Also if you make it a plus 1, is it a single weapon or do you have to add +1 to both staff and sling?
Full Name |
Quigli ("Slink") |
Race |
Ysoki |
Classes/Levels |
Operative 4 (Ghost) |
Gender |
Male |
Size |
Small |
Alignment |
CG |
Languages |
Common, Ysoki, Aklo, Shirren |
Strength |
8 |
Dexterity |
18 |
Constitution |
12 |
Intelligence |
14 |
Wisdom |
10 |
Charisma |
10 |
About Quigli - Slink
Curious and cautious.
Not exactly wise, but good at sneaking, and not a bad pilot.
Ysoki Operative
Ysoki: +2 Dex. +2 Int, -2 Str
Cheek pouches allow retrievng an item as a swift action or dumping their contents on the ground as a move action
Darkvision 60 feet
Stand from prone as a swift action
When off kilter, not flat footed or penelties to attack
+5 Acrobatics check when tumbling against a larger opponent
+2 racial on Engineering, Stealth and Survival checks
Quigli "Slink"
Skills (8+2i+2g) (2 extra because of Ghosts specialization automatically ranking up Stealth and Acrobatics, +1 to all)
Acrobatics +1r+3c+3sf+4d+1g, Athletics +1r+3d-1s+1g, Computers +1r+3c+2i+1g, Culture +1r+3c+2i+1g, Perception +1r+3c+0w+1g, Piloting +1r+3c+4d+1p+1g, Stealth +1r+3c+4d+2y+3sf+1g, Survival +1r+3c+0w+2y+1g, Engineering +1r+3c+2i+2y+1g, Sense Motive +1r+3c+0w+1g, Sleight of Hand +1r+3c+4d+1g, Survival +1r+3c+0w+2y+1g
Operative
Level 1: Operative's Edge: +1 to initiative and skill checks, increase and 3rd, 7th, etc.
Specialization: Ghost - Associated Skills Acrobatics and Stealth (Skill Focus on each). When making a trick attack using Stealth, gain +4 to the check.
Exploit: Cloaking Field
Trick attack +1d4 - as a full action, move up to your speed, then an attack with a melee weapon with the operative property, or any small arm. Bluff, Intimidate or Stealth check DC = 20 + target's CR. If successful, deal 1d4 damage and the target is flat footed. Can't do this with unwieldy weapons.
Ace Pilot
DC of Culture checks about ships and hotshot pilots is at -5
Piloting is class skill (+1 in Slink's case, since it is already)
+1 Dex
--------
Abilities (Key Dex, Int, Cha)
Base
Str Dex Con Int Wis Cha
10 10 10 10 10 10
Ysoki Str -2, Con +2, Int +2
Pilot Focus: Dex +1
Buy(10) Dex +5, Con +3, Int +2
Final 8 18 13 14 10 10
-------
Quigli "Slink"
Starfinder Character #1849-702
Faction: Wayfinders
CG Ysoki Operative 4
Init +4d+2e
Languages Common, Ysoki, Aklo, Shirren
----
AC 19 EAC, 20 KAC
hp 26 (8 + 6 per level past 1)
Stamina 28 (7 * level)
Resolve 6 (half level + primary mod)
Saves Fort +1+1c, Ref +4+5d, Will +4+0w; evasion
----
BAB +3 (+8 with ranged, -1 with melee but can use Stealth with Trick Attack (requires a hit) - +2 to damage with weapon Specialization with operative melee or smallarm.
Speed 40
Trick attack +1d8 - DC 20 + target's CR. Associated check for Ghost is Stealth or Acrobatics. Target is flat footed if successful and attack with melee weapon or small arm deals extra damage if it hits.
todo: 2 exploits, debilitating trick attack, any ghost level ups, Edge +2 does what?
----
Str 8, Dex 20, Con 13, Int 14, Wis 10, Cha 10
----
Feat Sidestep - take guarded step as a reaction with a foe misses you with a melee attack (requires Dex 15 and Mobility or trick attack)
Feat Mobility - +4 to AC against AoO when moving
SQ Ghost (free Skill Focus on Acrobatics and Stealth, auto rank up each level), Quick Movement, Weapon Specialization, Debilitating Trick
----
Skills (8+2i+2g) (2 extra because of Ghosts specialization automatically ranking up Stealth and Acrobatics, +2 to all (edge))
Acrobatics +4r+3c+3sf+5d+2e, Athletics +4r+3c-1s+2e, Computers +4r+3c+2i+2e, Culture +4r+3c+2i+2e, Perception +4r+3c+0w+2e, Piloting +4r+3c+5d+1p+2e, Stealth +4r+3c+5d+2y+3sf+2e, Survival +4r+3c+0w+2y+2e, Engineering +4r+3c+2i+2y+2e, Sense Motive +4r+3c+0w+2e, Sleight of Hand +4r+3c+5d+2e, Survival +4r+3c+0w+2y+2e
---
Debilitating Trick (Ex) - When hit with a trick attack, can make the enemy flat-footed or off-target until beginning of your next turn.
Exploits-
- Uncanny Mobility - Chosen Target of Trick attack cann perform AoO on you for movement
- Field Treatment - Take 1 minute and spend 1 Resolve to heal 3 * levle hit points.
----
Equipment (1000 credits, max 2nd level) - armor, operative melee, small arm, serum of healing. Anything else?
250 -Second Skin +1 EAC, +2 KAC
150 - 3 serums of healing
90 - tactical baton (operative) 1d4 B
260 - semi-auto pistol - 1d6P, 30ft, 9 rounds
70 -2 frag grenades - 20ft, 1d6 P, 15 ft
40 - 30 rounds of small arm ammo
---
140 credits left
Scenario 1: -50 for album
Skittermander, + 2 aeon throne chronicles = level 4.
(todo: exploits, edge +2, any new ghost abilities at level 2 3 4)
credit:
1486
720
2160
4380
---
8886
purchased:
- D-Suit 1 +5/+6 for -2980
Jump jets for -1000
ghost killer fusion for -120
+125 for selling second skin
+1485 credits
-1400 Dex upgrade.
-5 gp party attire
-2 grenade
|