Cleric of Pharasma

Bryn the Boatswain's page

13 posts. Alias of Brolof.




I am what you call, an idiot. Sorry, this is the discussion thread.


Here you are, the OOC chat for everyone to speak up. Discuss characters, perhaps backstory intersection, work out the final details, maybe change some things so the party fits better together mechanically.


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The Outer Planes tremble. Literally. Random earthquakes that should be impossible have happened in multiple planes. The reason for this is as horrifying as one might imagine. The Abyss is in chaos, hordes of quipploth rising up from the deepest depths. A repeat war of when the Demons first appeared, except this time no one is sure the Demons will win. The tide’s seemingly never-ending, and the quipploth have even been appearing on Golarion in increasing numbers around the Pit of Gorumz. Something must be done, lest the Quipploth potentially win and spill out across the Outer Planes. Or worse, spill onto Golarion en-mass and free the one who must remain bound.

No regular mortal would have even a hope of succeeding. What is needed, are heroes of myth.
=========================================================================== ====
As exactly stated, I want high-powered PCs. Minor demigods, saints, divine scions, heroes of myth, monsters known across a continent. The kind of characters that can they can really trust to be able to handle most of the threats that inhabit the depths of the Abyss.

Your characters start at effective character level 14. You can replace character levels for CR of a monster on a 1-for-1 basis (for example, you could play a CR 5 troll with 9 class levels on top). In the context of the world, this means that your characters are legendary and famous, with great achievements already behind them. In terms of scale, they are likely the best on a continent at their chosen specialty and are famous or infamous in a number of communities. However, many people still surpass them (especially in planar communities) and their fame is hardly universal yet. In planar communities, at CR 17, they are above most rabble - they near the power of an empyrean or a balor.

25 point buy.
2 Traits.
Maximum Hit Points.
Start off with 100,000 Gold Pieces to spend.

Mythic:
Your characters start with six tiers of any path of your choice. As per mythic nerfs below, you will only get three +1s to ability scores from tiers, not three +2s.

Mythic Nerfs:
Rule 0: The GM reserves the right to add to these nerfs as necessary if a mythic ability grows out of hand.

You only get +1 to stat bonuses as part of advancing in mythic tiers, not +2.

You cannot get permanent bonuses to your stats through wishes in this campaign.

The amazing initiative basic mythic ability is replaced with a bonus to initiative checks equal to one-half of your mythic tier. In addition, as a free action when rolling initiative you may expend one use of mythic power to add your surge die to your initiative roll.

The agile monster template, when applied to PC companions and summons, no longer gives the dual initiative ability. Instead, it gives haste.

The following abilities: champion’s strike, guardian’s call, marshal’s order, and trickster attack abilities are no longer usable as swift actions. Instead, they are standard actions when sued at the cost of 1 mythic power, move actions at the cost of 2 mythic power, and swift actions at the cost of 3 mythic power.

You cannot, for any reason, gain additional attacks at their highest attack bonus from more than one source, no matter how many such abilities are in effect. (Example: haste, champion’s strike abilities, etc.)

If you enter the space of a mythic creature with the Titan’s Bane ability, it is considered flat-footed only against the first attack you make against it.

Player characters (and their allies) can use only one ability that requires the expenditure of mythic power per round. This may be a mythic feat, mythic spell, mythic path ability, a power used by a legendary item, or anything else; if it involves expending mythic power, a character can use only one per round.

Characters can use abilities that require spending more than one use of mythic power. Legendary power is considered separate from mythic power.

You are likewise limited to the use of only one ability that requires the expenditure of legendary power per round.

Mythic surges may be spent after a d20 has been rolled, but not after the result of the roll has been revealed.

Mythic power is regained at a rate of 1 use per day. It is refilled to full after completing a mythic trial. This rate of mythic power regeneration cannot be changed in any way through abilities or spells. The GM may allow the heroes to regenerate additional uses of mythic power as a reward for epic feats or good roleplay. At 2nd tier, 6th tier, and 10th tier, the regeneration of mythic power increases by 1.

The foe-biting legendary item ability has been banned. It is replaced with the ability to expend one use of the item’s legendary power after striking an opponent with the weapon to add the bane property against that specific creature (regardless of its type and subtype) for 1 minute. If the item is already a bane weapon against that creature’s type (and subtype, if applicable), using the foe-biting property increases the effect of bane to a +3 enhancement bonus and +3d6 damage, or to +4 and +4d6 if the wielder is a mythic character and expends one use of mythic power as a swift action when expending the item’s legendary power to increase its bane effect.

The Mythic Power Attack feat is now identical to the Mythic Deadly Aim feat, except it applies to melee damage rolls, not ranged.

Mythic Vital Strike is banned.

Instead of granting a flat +20 bonus on the relevant ability check or related skill check, the universal path abilities Display of

Strength/Dexterity/Constitution/Intelligence/Wisdom/Charisma grant a bonus equal to three times your mythic tier.

Using the Recuperation mythic ability costs one-half of each character’s remaining daily uses of mythic power (minimum 2).

You need to spend 2 uses of mythic power to use the unstoppable mythic ability to remove a debuff caused by a mythic effect, not 1.

Any ability that allows you to ignore immunity or resistance allows you to ignore up to 5 points of resistance or immunity, plus 5 points per 2 mythic ranks or tiers you possess.

Any ability that allows you to ignore or bypass damage reduction instead allows you to ignore 5 points of damage reduction, plus 1 point of damage reduction per mythic rank or tier you possess. This applies to mythic abilities like the fleet charge champion path feature as well as non-mythic effects like a paladin’s smite evil.

When a critical hit is confirmed against a mythic creature with damage reduction and the attack does not ignore damage reduction, the creature has a percentage chance equal to twice its damage reduction to negate the critical hit and treat the hit as a normal hit. If the creature also has the fortification universal monster ability or a similar ability to negate critical hits, add these two percentage chances together and make a single roll.

An effect that allows you to ignore spell resistance (when it would normally apply) allows you add your mythic tier on caster level checks to ignore spell resistance. You apply an additional +2 circumstance bonus if the target is a non-mythic creature or if you are casting a mythic spell; these circumstance bonuses stack.

Harmful conditions that occur even on a successful save are halved in duration (minimum 0 rounds) if the mythic rank or tier of an affected creature equals or exceeds that of the creature that created the effect. They are also halved (minimum 0 rounds) for a non-mythic creature whose CR equals or exceeds the caster level (or Hit Dice, for supernatural effects) of the creature that created the effect. This does not apply to effects with an instantaneous or permanent duration.

Wild Arcana, Inspired Spell, Arcane Surge, and Recalled Blessing can only be used on spells with a casting time of 1 standard action or less. Using these abilities requires expending one use of mythic power, plus one additional use for every 2 levels of the spell.

For Arcane Surge and Recalled Blessing, you may expend an additional 2 uses of mythic power to cast a spell as a swift action.

Mythic enemies may expend mythic surges as a swift action to add a bonus to its AC equal to the result of its surge die. If the enemy has DR or hardness, the surge die is also added to DR or hardness. If the enemy has energy resistance, it adds twice the result of its surge die to each type of energy resistance it possesses. This bonus lasts until the beginning of the enemy’s next turn; if it expends two uses of mythic power, it lasts for a number of rounds equal to one- half its mythic rank or tier (minimum 1 round).

When the actions taken by an enemy during its turn would reduce a mythic opponent below 0 hit points, it can expend one or more uses of mythic power to survive with 10% of its current hit points (before that enemy began its turn) for each use of mythic power spent. All damage dealt as part of a full attack action is considered a single effect for this purpose.

Monstrous Characters:

In order to play a “monster” PC, you must give up some of your class levels - you give up a number of class levels equal to the CR of the monster you are, and you gain a number of racial hit dice equal to that same number of levels (even if the monster you are a PC of possesses fewer or more HD than the number of levels you gain, you always have the same number of HD as a character of your level would). You also gain all of the abilities given by that monster type, but you do not have to choose all of the same feats and skill ranks as the “standard” member of that race. Instead, you gain the same number of feat slots as a normal character of your level, and skill ranks/class skills according to the type of creature you are playing for every racial hit dice you possess. Treat it very similarly to multiclassing, except in order to play one of these creatures you must possess a certain minimum number of levels.

When you are a monster, you do not have standard ability score generation. Instead, you take the ability scores of the monster you wish to be. Choose two scores - those scores gain a +4 bonus. Choose two more scores - those gain a +2 bonus. Choose a fifth score - that score takes a -4 penalty. These are your base scores at level 1, and will further be modified by level, tier, and ABP.

Alternate Rules:
From Unchained, we will be using Deadly Poisons and Diseases, Background Skills, and Automatic Bonus Progression. Automatic Bonus Progression has two adjustments. The first is that the enhancement bonus you gain to ability scores can stack with enhancement bonuses to ability scores granted by class features and spells up to a maximum of +8 total. The second is that you do not have to pay twice for special abilities on purchased weapons. Your attunement enhancement bonus automatically stacks with the qualities that you purchase for your weapon. Fighters get Combat Stamina as a bonus feat.

We use some feat tax elimination. Power Attack, Deadly Aim, and Combat Expertise are free options for everybody. The improved maneuver feats have been consolidated into a single feat, Skillful Maneuvers. When you take Skillful Maneuvers, you can choose three combat maneuvers, and you gain the benefits of the Improved maneuver feat for all three. However, the Greater maneuver feats are still separate. Point-Blank Shot is no longer a prerequisite for Precise Shot. Deflect Arrows can be taken by a character who has Shield Focus.


Sea-gulls let out their squawking cries as they glided through the air. Waves lapped against the hull of the boat, a drumbeat marking time for the rowers. The splash of their oars sending a spray of salty seawater arcing through the air. Chaldoth’s Tooth was not an island many traveled to. The island stood independent of both the rule of the Linnorm Kings to the north and the Runelords to the south. Mostly due to the lack of anything of value. It made finding ships going there difficult.

Only one ship’s captain frequently made the trip. Captain Gragas of the Sandscuttle, a smaller longship. Trading vital supplies in exchange for the fish and the island’s one specialty, truffles. The cost of passage was waved for those willing to help the village, the Jarl offering to pay in advance. In the distance, the island rose from the sea. A jagged mountain marking the island’s center, with thickly wooded hills surrounding it. In a small inlet, the village of Svinheim could be seen, built into the hillside.

There was still a bit of time before the ship arrived though.

First post up, sorry for taking so long to get it up. Had an exhausting day yesterday, when I meant to drop it.


Okay, this is up so you all can discuss any last-minute alterations to your characters. In case you all feel like you're covering the same sort of niche and don't want to step on each others toes.


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Life in the Ironbound Archipelago is a hard one. The soil is stony and poor, the seas are rough, and danger lurks around every corner. One must do what one can to survive. The inhabitants of Chaldoth’s Tooth and Svinheim know this well. The small village of around one hundred makes do, fishing and raising swine. Yet with a mysterious string of disappearances and winter closing in, the small village stands on the precipice of disaster. So the word is sent by windrider, to Kalsgard, Bildt, Halgrim, Jol, and Trollheim. A magical reward, for whoever can solve these disappearances.

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Do you ever get the itch? It’s been a while since you did something, and you wanna do it? Yeah, that’s me. It’s been a while since I ran an adventure in Pathfinder, so… Gonna be trying to fix that! Brolof, GM of several years who hasn’t gotten the chance to run anything in a bit. Decided to go to the one place I know for a fact that I can get players and not have to worry about scheduling!

Homebrew adventure set in Golarion because everyone knows Golarion. I’ve got an idea for how to potentially continue it to high levels, but just so I don’t overwhelm myself, this adventure should start at around level 3 and end at around level 6. Three levels of adventure seem reasonable.

I'll leave applications open for about a week. See what we get!

--====--
Character Creation
25 Point Buy with no higher than 18 or lower than 8 after racial bonuses.
Races: All Paizo races below 20 RP, within reason.
Classes: All classes allowed.
Two Traits of your choice, with the option of taking the drawback for a third.
Background skills will be a thing.
Flat starting gold of 3000.

Basically, I allow all Paizo content and a large degree of freedom. As long as you’re using the freedom to build something interesting, and not something is broken, you’re good in my book.

In the same vein, my only real requirement for alignment is that it A) makes sense, and B) doesn’t harm the group overall/hurt anyone else’s enjoyment. Don’t derail things.

Background
I want something. Doesn’t have to be a lot, just something. The only things present are that they’ve gotta come to Chaldoth’s Tooth for either the Grand Hunt or to investigate the strange disappearances. Kinda need a reason for the party to be working together you know?

Homebrew
Feat Tax Doc a friend of mine made ages ago. Helps martials and half-casters not have to jump through as many hoops for interesting builds.


A little build up to this idea. I was looking through the harrow based archetypes when I came across the Cartomancer. Being able to cast ranged touch spells is cool, as well as having a cool new ranged option, but it got me thinking. Could you possibly take one of these two abilities and make something truly glorious out of them?

My thoughts naturally went straight to Mystic Theurge. Since Witch has the same casting as wizard, it wouldn't be too much trouble to get it online. Alongside that, the ability to cast spells through the cards never specifies that it has to be a witch spell. Mixing this with a bad touch cleric, and it seems like it'd work out amazing.

The other way my thoughts went was Eldritch Knight. A level of fighter to help make the cards effective, heading into it to get more feats, a higher bab, and increase your spellcasting. Wind up turning into a weird hyrbid thrown weapon character and spellcaster. If not Eldritch Knight, maybe Evangalist to keep the hex progression.

My main question is this. Does any of this seem worth it? Is going into another class worth giving up the hex progression? I figured since you're probably going to be spending most of your standards chucking cards everywhere, you probably wouldn't need it too much. But I'm not great at the mechanics side, so I'm asking those who probably know better.


So, I decided to take a closer look and build something out of the Sister-in-Arms archetype, partly because I find the Gray Maidens cool. But as I looked at it I realized, I wasn't really sure how one would go about building it. It's kind of odd.

Thanks to the dual order ability, it gets a steady bonus to attack and AC, making it seem like it could function in a similar vein to a paladin in some ways. It gets Bodyguard for free, which leads me to think they'd want you to do something with that, but then you get the mixture of order ability that make it seem very 'martial support/tactician' kind of archetype. So honesty, it leaves me at a loss on how to build it. I know I could do your basic damage dealer build, but that seems almost wasting its potential. Anyone got any ideas for what a good build for it could possibly look like?

Sister in Arms link.


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Along the border of the Five Kings Mountains and Andoran, among the pine trees and settled along the Dragonfly river is a small village of dwarves and humans, known as Daggor. The around four hundred men and women who call Daggor home live simple lives, some herding goats and some chopping down trees, sending the lumber down river.

This small village is buzzing with activity at the moment though, as the local Founding Festival is just four days away. Everyone is preparing for the coming festivities, trying to forget the odd happenings that have sprouted in recent history. Strange fires have been seen coming from the hills nearby, and noises have resounded through the night. That’s all pushed aside for the moment, as it the Axe and Keg has a new bard there playing...

______________________________________________________________________

The inn has a lively atmosphere about it, even past the slightly smoke filled air. It's crowded both with residents and strangers, everyone rubbing elbows and bumping into each other as they take up the tables and bar. Built up along one wall, next to the door leading upstairs, is a small stage, currently home to the bard that has brought everyone into the tavern. He's a dark skinned half-elf, clad in a strange armor constructed out of a vibrant variety of green, yellow, and red leaves. He bangs on two drums seemingly built out of small logs, providing a background noise to his tale of an ancient wizard from a far away land, known as Old-Mage Jatembe.

Behind the counter sits a middle aged dwarven man, one eye covered with a patch and a slight smile covering his features as he goes about getting everyone their drinks. That is Barnorn Oldstone, a retired sailor who set up the Axe and Keg around five years ago. Thanks to a special drink he concocted, the Axeroot Grog, the inn's become a popular spot for the townsfolk to spend the night. Running around serving patron's drinks and meals are his two daughters, Grundi and Hromi, lively lasses who laugh and joke around with customers as they get the chance.

The crowd is mostly townsfolk, here to relax after a long day preparing for the festival. There's Fili Grindhammer and Harvey Stewart, the two resident blacksmiths, arguing away at corner table. Old Matilda, the town's healer, gossiping away at a table with a group of older ladies. There's even the towns sheriff, a quiet man named Derrick Logar, sat at the bar talking quietly to Barnorn when he gets the chance. Along with the usual's, there's a few out of the ordinary beyond the party. An elf, standing taller than the rest of the crowd, leans against a wall clad in chainmail, lightly tapping along with the drums. A woman with copper hair sits at a table, surrounded by younger men, nodding along with them and smiling politely. All in all, a lively night, about to get livelier...

Feel free to have your characters walk in and start roleplaying! If there's any questions, direct them into discussion.


Here's the OOC chat for you all to enjoy at your leisure! Feel free to chat and get a sense of what you all expect of each other, it may take a day or two to get everything sorted and honed in for this particular group!


This idea might have been done before and I simply haven't heard of it, but I decided to make an intimidation focused paladin of Sarenrae. I explained his unorthodox way of going about being a paladin by basically saying he got put through paladin military school. From a young age, he was raised in the temple of Sarenrae in Vigi. He refused to listen to the priests who tried treating him normally, so they let the paladins raise him, who got through to him. It took a more militaristic approach to get through to him, less diplomacy, more intimidation.

The reason I bring this up is that I've had people mention that they think that the character's methods, (I.E. shouting at people to "REPENT NOW, SEEK REDEMPTION FOR YOUR EVIL WAYS, OR BE DRAGGED BELOW INTO HELLFIRE!") would go against the religion's teachings. I personally think they wouldn't, as sometimes simply being nice and talking isn't going to be enough to get someone to realize their errors. But what do you all think? Do you think the church would disagree with using intimidation to start someone's road to redemption, or would they be fine with it?


Along the border of the Five Kings Mountains and Andoran, among the pine trees and settled along the Dragonfly river is a small village of dwarves and humans, known as Daggor. The around four hundred men and women who call Daggor home live simple lives, some herding goats and some chopping down trees, sending the lumber down river.

This small village is buzzing with activity at the moment though, as the local Founding Festival is just four days away. Everyone is preparing for the coming festivities, trying to forget the odd happenings that have sprouted in recent history. Strange fires have been seen coming from the hills nearby, and noises have resounded through the night. That’s all pushed aside for the moment, as it the Axe and Keg has a new bard there playing...

Greetings! I go by Brolof, and that’s a short introduction into a campaign idea I’ve had for a fair amount of time.

I’ve run several different games, the longest of which lasted until eleventh level. Almost all my experience is with online games, mostly using Roll20 in a regular session format, going back around four years. My experience with the Paizo Forums is not very abundant, but I’m currently a player in one campaign on here, and a few off the site, as well as GM two off site campaigns.

As for the campaign, it’s a homebrew story set in Golarion for simplicity's sake. It should last a long time, with the plan of it ending around 20th level hopefully. Starting from 1st level. Ambitious, I know, but I’m flexible, so if I can’t get it lasting that long I can wrap it up sooner.

Character Creation
25 Point Buy with no higher than 18 or lower than 8 after racial bonuses.
Races: All paizo races below 20 RP, within reason.
Classes: All classes allowed.
Two Traits of your choice, with the option of taking the drawback for a third.
Background skills will be a thing.
Flat starting gold of 200.
Basically, I allow all paizo content and a large degree of freedom. As long as you’re using the freedom to build something interesting, and not something broken, you’re good in my book.
In the same vein, my only real requirement for alignment is that it A) makes sense, and B) doesn’t harm the group overall/hurt anyone else’s enjoyment. Don’t derail things..

Background
Give me a background. It doesn’t have to be very long or complicated, but the more I have to work with the better. The only prerequisite is that you have to have a reason for your character being in Daggor. The reason I leave up to you.
A few general plot hooks in the backstory would help me greatly with coming up with some interesting points to weave into the story. (Note: The campaign will mainly take place in, around, and under the Five Kings Mountains.)

Homebrew
The only and main piece of Homebrew that this campaign will be using is this feat tax document, to help interesting martial builds thrive. A friend built it about a year ago for something, and all credit goes to him.
If I decide to add anything else, I’ll let the players know ahead of time.

Rules
There is one rule, that should cover everything. Don’t be a d**k. We’re here for fun, and ruining that fun for everyone is probably the only thing that’ll make thing go poorly.


I'm going to be starting a campaign soon, with the party starting off investigating the disappearances of large amounts of grain and other crops from it's surrounding farms. I already got the main group of issue (a group of hired bandits), and a small side issue (an old mill infested with rats of varying sizes). I want one, maybe two extra side quest type of issues, but I'm having trouble coming up with what these could be. So, I'm looking for suggestions!


It's as the title says. If you had the ability to decide what kind of AP or Module Paizo would put out, what would you choose?

For me personally, I'd choose an AP based around dragons. Perhaps an great wyrm red dragon trying to create an unstoppable army of dragonoid creatures with vile experiments. Ala Nelfarion and Blackwing Lair from World of Warcraft. (I'm not very original.)


As the title says. I'm planning on making a Kineticist/Fighter for a mythic gestalt game. But now that I've thought about it... what paths actually work for Kinetcist? Most seem kind of just... meh, for them. So I'd like some input. (The GM is letting me use Blasts as for my Weapon Training, so there's that.)


It's right in the title. Why are Magi who use Two-Handed Weapons so rare? I can understand why base magus is best done the way it is, with the way it's set up requiring a free hand. But why aren't they used more with the archetypes? Many of them seem to favor this playstyle, and it still makes a good hybrid in a similar vein to Inquisitor or Warpriest, so why is it so rare?


I haven't found any guides for Unchained Summoner, and it has gotten a fair amount of material since it's release... What do you all think of it ATM? I know it isn't as powerful as the original summoner, but I think it's beginning to move towards being more powerful.


So, I was just trolling around the internet when I came across someone mentioning something from the Wrath of the Righteous on how a mythic tier is gained.

Spoiler:
Noticula apparently kills Baphomet?
And it gave me an idea for an awesome way to start off a Mythic Campaign, and it spiraled from there.

So, the start of the campaign is simple. The party is in Absalom, when Dahak makes a dramatic entrance from stage right. He destroys half of Absalom during his flight over and his landing. And then proceeds to fly off to go deal with Apsu, who just emerged to fight him. The trial to get the Mythic Tier, is just surviving the destruction Dahak causes in that half of Absalom. From there, the campaign would revolve around the massive world shaking conflict between Dahak and Apsu, resulting in a climatic final showdown that involves Tiamat, the party, Dahak, and Apsu.

What do you all think of this? What CR/MR would you put Dahak (I'd put him on par with the most powerful Demon Lords, like Noticula and Pazuzu, but that's just me.) Would there be anything particularly interesting you think could be done?


Exactly what it says, I converted a Dragon Ogre Shaggoth to Pathfinder to use as a boss a while ago (Never got to use it sadly T_T). Opinions, Comments, or Concerns?

Stat Block:
CR 11
CN Huge Monstrous Humanoid
Init +0 Senses Darkvision 60ft, Perc +15
Aura Frightening Presence 30ft (DC 16)
Defense
AC 23, Touch 8, FF 23 (Armor +9, Nat Armor +6, Size -2)
HP; 126 (12d10+60)
Fort +12, Ref +4, Will +8
DR 5/- Immune; Electricty, Resist; Fire 10, Acid 10, Weakness; Cold Vulnerability
Offense
Speed; 60ft
Melee; Stormbringer's Axe +24/+19/+14 (3d6+13 plus 1d6 electrical/x3)
Space 15ft Reach 10ft
Special Attacks; Trample (2d6+13 DC 20), Lightning Strike
Statistics
Str 28, Dex 10, Con 18, Int 7, Wis 10, Cha 10
Bab +12, CMB +21, CMD 31
Feats; Toughness, Improved Bullrush, Power Attack, Cleave, Great Cleave, Awesome Blow
Skills; Perc +15, Survival +15, Climb +18, Swim +18
Special Abilities

Lightning Strike: Once per 1d6 rounds, the Dragon Ogre can call down a lightning strike as a full round action, dealing 5d8 electricity damage and blinding them for 1d3 rounds. A successful reflex saves halves the damage and negates the blind. (DC 20) This DC is Con based.

Stormbringer's Axe; This +3 Shocking Burst Greataxe that allows the wielder to use Control Weather once per day, but only for the purpose of summoning a storm or making an existing storm more severe.


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I'm using a Worm That Walks Cleric of Urgathoa for the final boss of a large dungeon, for a party that can range from anywhere from 10 to 12. I'm just concerned it's too weak or too strong, once I add in some enemies to fight along side it. So, what do you people think? I'm thinking maybe 4 or 5 CR 9 or 8 enemies to fight along side this guy, for the final fight.

Worm That Walks Cleric of Urgathoa:
CR 14
Human Worm That Walks Undead Lord (Cleric) of Urgathoa 12
NE Medium Vermin (Augmented)
Init +4; Senses Perception +25
Defense
AC 30, Touch 20, FF 27 (Armor +10, Dex +3, Deflection +2, Natural Armor +2, Insight +5)
HP: 120 (12d8+24)
Fort +14, Ref +12, Will +17
DR 15/-, Fast Healing 14; Immunities Disease, Paralysis, Poison, Sleep
Defensive Abilities: Worm That Walks Traits
Offense
Spd 20ft
Melee: +1 Unholy Scythe +16/+11 (1d10+9/x4), Slam +8 (1d4+2 plus grab)
Special Attacks: Channel Negative Energy 10/day (6d6, DC 22), Discorporate, Squirming Embrace (3d6+6, DC 16
Domain Spell-Like Abilities
8/day--Death's Kiss
Cleric Spell's Prepared (CL 12, Conc +17)
6th--Create Undead*, Harm x2 (DC 23)
5th--Slay the Living (DC 22)*, Wall of Stone x2 (DC 20), Boneshatter (DC 22), Major Curse (DC 22)
4th--Enervation (DC 21)*, Air Walk, Poison (DC 21), Blessing of Fervor, Greater Magic Weapon
3rd--Animate Dead*, Blindness x2 (DC 20), Bestow Curse (DC 20), Contagious Zeal
2nd--Ghoul Touch (DC 19), Grace, Unliving Rage, Desecrate x2
1st--Cause Fear (DC 18)*, Detect Good, Moment of Greatness, Obscuring Mist x2, Protection from Good
0--Detect Magic, Create Water, Mending, Read Magic
Domain: Undead
Statistics
Str 18, Dex 19, Con 14, Int 10, Wis 20, Cha 18
Bab +9, CMB +11 (+15 on grabs), CMD 27
Feats: Command Undead*, Spell Focus (Necromancy), Extra Channel, Improved Channel, Channel Smite, Greater Spell Focus (Necromancy), Heighten Spell, Undead Master*, Extend Spell, Diehard*
Skills: Knowledge (Religion) +15, Perception +25, Sense Motive +28, Stealth +9
Languages; Common, Orisiani
SQ; Death's Embrace, Corpse Companion, Unlife Healer
Combat Gear; Headband of Mental Prowess +2 (Charisma/Wis) + Phylactery of Negative Energy, Belt of Giant Strength +4, +4 Breastplate, Ring of Protection +2, Amulet of Natural Protection +2, Cloak of Resistance +4, +3 Scythe


I've recently made a summoner with an Angel Eidolon that uses a spear, and my question is, do Eidolons start with Simple Weapon Proficiency? I will admit, this is a stupid question, and I think the answer is no, the main reason I ask is because of the main guide I read, only talked about the feat tax to pick up Martial Weapon Proficiency, and never mentioned the Weapon Training Evolution.


Would it threatening a creature count as interacting with it? And, for the answer, could you provide a link to where I can find it?


Like the title says, is it just me or is Smashing Style and Foehammer seemingly made for eachother? The synergy in between the two is amazing. If, it works how I think it does.


As stated above, I want some help for an idea I had for a Beast Rider. I was wondering, would it be viable to make one that used a Lance in one hand and a Pistol of some type in the other? And if so, how? The races I was thinking were either Nagaji or Suli. I've got 25 Point Buy to work with, but no dumping. Starting at lvl 1.


I've got CRB, APG, ARG, ACG, OA, UM, UC, UE PU, and the other UC to work with. I'm still kinda new to Pathfinder, so I'm still not sure about what I like in a PC. So, any ideas for a fun full caster?


Exactly as stated above. Would this build work? Could I make it better?

Half-Orc Bard 1
Str 15
Dex 14
Con 10
Int 11
Wis 10
Cha 14+2
20 point buy

Feat: Weapon Focus (Falchion)

That is all I got. I've got PFS allowed books to work with. Any suggestions?