Have you ever wondered about a class being more powerful than another? Do you agree with the idea of the superiority of magic, or you think that it's just tricks and strange words? You are bored by people saying that X class is better than another?
Stop asking and start giving answers! Either as a spectator or as a player, you'll finally know what mighty power is!
If you want to join, you'll need to prepare a character. There will be 4 kind of fight:
1) Core: Only the material from the core rulebook and the first bestiary is allowed.
2) PRD: Only the material from the prd is allowed.
3) PFS: Only a legal PFS character is allowed.
4) Master: Every book is allowed.
Mythic is disabled in any circumstance.
The battles will be fought at level 4, 8, 12, 16 or 20. If many of the contenders choose a different level, then it will be the fight level.
Rules of combat:
1) Teams are composed by an equal amount of characters.
2) The arena is a cylinder with a radius of 200 foot. It prolongs 200 feet over the sky and 200 feet in the ground. Limits are made of adamantine walls, except for the higher circle, which is just air. There's natural, bright light. You are in the material plane.
3) If you somehow get outside the boundaries, you are considered eliminated until you return into the arena.
4) If the sum of the remaining teammates can't free a character from a crippling condition (such as flesh to stone or death), that character is removed from the arena. Its belonging vanishes and he's considered eliminated.
5) You have no foreknowledge of any of your opponents. You are informed about the beginning of the fight 3 rounds before the fight starts. Your character doesn't know about this arena until he's informed. You are otherwise ready for adventuring (weapons wielded, spells prepared, class features prepared etc.). You can use these 3 rounds to prepare yourself. You can't exploit a planar time trait during this time. You can't ready an action during this preparation.
6) Standard WBL. In PRD and Master, 1 crafting feat increase it by 25%, 2 by 50%, and 3 or more have no other effect.
7) Custom items are allowed. You have to follow the rules of the kind of fight. You may not duplicate a magic item outside of your kind of fight.
8) You can spawn in the arena from 30 feet to 50 feet from the center. You spawn at least 60 feet from every other opponent.
9) The number of free actions is 3 every round.
10) There is a surprise round only if none of your opponents can act in the surprise round. In 1 against 1 there's never a surprise round.
11) A team wins if all of its opponents are eliminated for at least one round.
12) There's not such thing as fair combat. Feel free to push every character to the maximum possible. You are still limited by rules. You may not exploit loopholes or errors in the rules (such as being dead but still able to fight because it doesn't say you can't).
13) Teammates are by default able to recognize other teammates.
Builds must respect this criteria: 15 PB, any race from the bestiaries but Drow Noble. They must still respect the kind of play they belong. That's all. Yes, every other race is fine. Yes, every trait is okay. A kasatha is as good as a venerable, reincarnated samsaran.
When everything is ready, initiative is rolled and the fight starts.
F.A.Q.
What defines a martial in this contest?
A martial in this contest is a class which has his BAB equal to his level. Ninjas, (chained) Monks and Rogues are considered martials.
What defines a caster in this contest?
A caster in this contest is a class which has access to the 9th level spells.
Can I play something else?
No. We are comparing martials and casters. You are in the wrong arena.
You are bad at GMing, that would happen only by mistake.
This is not a question. You are also supposed to be costructive when making arguments.
If roleplaying is more important than rollplaying, why are you doing this?
First, rollplaying and roleplaying are not mutually exclusive, and you should stop assuming this. Second, we are trying to end discussions here. That's why.
I don't like this arena, what should I do?
Either try to improve it or either ignore it.
Are those rules written in stone?
They are free to be discussed and changed if found wrong or terrible.
Scenario: party is lost inside a dungeon, magical escape doesn't work. Aside from other battles, they are chased by a couple of the following monsters, and the party is free to run away once one of them is killed, as the other automatically dies:
Spoiler:
Horrormen CR 15
XP 51,200
Male ghost bogeyman antipaladin 5
CE Medium undead (incorporeal)
Init +11; Senses darkvision 60 ft., low-light vision, Perception +37
Aura aura of cowardice (10 ft.), aura of evil, deepest fear (30 ft., DC 29)
DEFENSE
AC 28, touch 28, flat-footed 21 (+11 deflection, +7 Dex)
hp 364 (22 HD; 17d8+5d10+258); terrible rejuvenation 5
Fort +31, Ref +29, Will +29
Defensive Abilities channel resistance +4, incorporeal; DR 15/cold iron; Immune ability drain, death effects, death from massive damage, disease, energy drain, exhaustion, fatigue, mind-affecting effects, nonlethal damage, paralysis, poison, sleep, stunning; SR 21
SPECIAL ABILITIES
Aura of Cowardice (Su) You radiate a palpably daunting aura that causes all enemies within 10 feet to take a -4 penalty on saving throws against fear effects. Creatures that are normally immune to fear lose that immunity while within 10 feet of you. This ability functions only while you remain conscious, not if you are unconscious or dead.
Aura of Evil (Ex)
Channel Negative Energy (Su) You can unleash a wave of negative energy. You must choose to deal 3d6 points of negative energy damage to living creatures or to heal undead creatures of 3d6 points of damage. Creatures that take damage from channeled energy receive a DC 23 Will save to halve the damage. Using this ability consumes two uses of your touch of corruption ability.
Channel Resistance (Ex) You are less easily affected by clerics or paladins. You add +4 to saves made to resist the effects of channel energy, including effects that rely on the use of channel energy.
Corrupting Gaze (Su) The ghost is disfigured through age or violence, and has a gaze attack with a range of 30 feet that causes 2d10 damage and 1d4 Charisma damage (Fortitude save DC 32 negates Charisma damage but not physical damage).
Corrupting Touch (Su) All ghosts gain this incorporeal touch attack. By passing part of its incorporeal body through a foe's body as a standard action, the ghost inflicts 15d6 damage. This damage is not negative energy--it manifests in the form of physical wounds and aches from supernatural aging. Creatures immune to magical aging are immune to this damage, but otherwise the damage bypasses all forms of damage reduction. A Fortitude save DC 32 halves the damage inflicted.
Cruelty At 3rd level, and every three levels thereafter, an antipaladin can select one cruelty. Each cruelty adds an effect to the antipaladin's touch of corruption ability. Whenever the antipaladin uses touch of corruption to deal damage to one target, the target also receives the additional effect from one of the cruelties possessed by the antipaladin. This choice is made when the touch is used. The target receives a Fortitude save to avoid this cruelty. If the save is successful, the target takes the damage as normal, but not the effects of the cruelty. The DC of this save is 23.
Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Deepest Fear (Su) A bogeyman is cloaked in a 30-foot aura of fear. This aura manifests as a shifting haze of images that reflect the viewer's deepest fears. The first time it ends its turn within the aura, a creature must make a DC 29 Will save or become shaken for as long as it stays within the aura. If the creature succeeds at the saving throw, it cannot be affected again by the aura for another 24 hours. This is a fear effect. The DC is Charisma-based.
Detect Good (Sp) At will, you can use Detect Good, as the spell. You can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is good, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, you do not detect good in any other object or individual within range.
Draining Touch (Su) The ghost died while insane or diseased. It gains a touch attack that drains 1d4 points from any one ability score it selects on a hit. On each such successful attack, the ghost heals 5 points of damage to itself. When a ghost makes a draining touch attack, it cannot use its standard ghostly touch attack.
Enhanced claws (Ex) When attacking with the claws, treat the strength score as it were 10.
Enhance Weapon Your fiendish boon allows you to enhance your weapon as a standard action by calling upon the aid of a fiendish spirit for 5 minutes. When called, the spirit causes the weapon to shed unholy light as a torch. This spirit grants the weapon a +1 enhancement bonus. This bonus can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: flaming, keen, vicious (+1), anarchic, flaming burst, unholy, wounding (+2), speed (+3), and vorpal (+5). Adding these properties consumes an amount of bonus equal to the property's cost. These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The fiendish spirit imparts no bonuses if the weapon is held by anyone other than you but resumes giving bonuses if returned to you. These bonuses apply to only one end of a double weapon. You can use this ability 1 times per day. If a weapon bonded with a fiendish spirit is destroyed, you lose the use of this ability for 30 days, or until you gains a level, whichever comes first. During this 30-day period, you take a -1 penalty on attack and weapon damage rolls.
Incorporeal (Ex) You have no physical body. You can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. You have no physical body. You can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. You are immune to all nonmagical attack forms. Even when hit by spells or magic weapons, you take only half damage from a corporeal source except for channel energy. Although it is not a magical attack, holy water can affect incorporeal undead. Corporeal spells and effects that do not cause damage only have a 50% chance of affecting you. Force spells and effects, such as from a magic missile, affect you normally.
Incorporeal Traits (Ex) Can be harmed only by other incorporeal creatures/+1 or better weapons/magic. 50% chance to ignore any damage from a corporeal source. Can pass through solid objects at will. Attacks pass through armor. Always moves silently.
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.
Malevolence (Su) The ghost's jealousy of the living is particularly potent. Once per round, the ghost can merge its body with a creature on the Material Plane. This ability is similar to a magic jar spell (caster level 10th or the ghost's Hit Dice, whichever is higher), except that it does not require a receptacle. To use this ability, the ghost must be adjacent to the target. The target can resist the attack with a successful Will save DC 32. A creature that successfully saves is immune to that same ghost's malevolence for 24 hours.
Plague Bringer (Ex) The powers of darkness make you a beacon of corruption and disease. You do not take any damage or from diseases. You can still contract diseases and spread them to others, but You are otherwise immune to their effects.
Rejuvenation (Su) In most cases, it's difficult to destroy a ghost through simple combat: the "destroyed" spirit restores itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. The only way to permanently destroy a ghost is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit and may require a good deal of research, and should be created specifically for each different ghost by the GM. In this occasion, once they are defeated, they won't rejuvenate.
Shaken (Su) Whenever you use Touch of Corruption to deal damage to one target, the target is also shaken for 5 rounds.
Smite Good (Su) You can call out to the dark powers to crush the forces of good 2 times per day. As a swift action, you choose one target within sight to smite. If this target is good, you add +11 to your attack rolls and +5 on all damage rolls made against the target of your smite. If the target of Smite Good is an outsider with the good subtype, a good-aligned dragon, or a good creature with levels of cleric or paladin, the bonus to damage on the first successful attack increases to +10. Regardless of the target, Smite Good attacks automatically bypass any DR the creature might possess. In addition, while Smite Good is in effect, you gains a +11 deflection bonus to your AC against attacks made by the target of the smite. If you target a creature that is not good, the smite is wasted with no effect. The Smite Good effect remains until the target of the smite is dead or the next time you rest and regain your uses of this ability.
Spell-Like Abilities (Sp) (CL 10th; concentration +17) Constant-detect thoughts, tongues At will-darkness, gaseous form, ghost sound (DC 17), invisibility, suggestion (DC 20) 3/day-crushing despair (DC 21), hold person (DC 20), quickened phantasmal killer (DC 21) 1/day-nightmare (DC 22)
Striking Fear (Su) If a bogeyman confirms a critical hit or a sneak attack with one of its claws on a target currently suffering a fear effect, that effect automatically becomes one step more severe (shaken creatures become frightened, frightened creatures become panicked, and panicked creatures cower in fear). A DC 29 Will save negates this increase. In addition, a critical hit from the bogeyman's claw forces any target that has successfully saved against the creature's fear aura to make another Will save against its effects, even if 24 hours have not yet passed. This is a fear effect. The DC is Charisma-based.
Telekinesis (Su) The ghost's death involved great physical trauma. The ghost can use telekinesis as a standard action once every 1d4 rounds (caster level 12th or equal to the ghost's HD, whichever is higher). Save DC 32
Terrible Rejuvenation (Su) A bogeyman gains fast healing 5 while any creature within its deepest fear aura is suffering from a fear effect, including any fear effect created by the aura itself.
Touch of Corruption (Su) You surrounds your hand with a fiendish flame, causing terrible wounds to open on those you touch. You can use this ability 13 times per day. As a touch attack, you can cause 2d6 points of damage. Using this ability is a standard action that does not provoke attacks of opportunity. Alternatively, you can use this power to heal undead creatures, restoring 2d6 hit points. This ability is modified by any feat, spell, or effect that specifically works with the lay on hands paladin class feature.
Undead Traits (Ex) Undead are immune to death effects, disease, mind-affecting effects (charms, compulsions, morale effects, phantasms, and patterns), paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects or is harmless). Undead are not subject to ability drain, energy drain, or nonlethal damage. Undead are immune to damage or penalties to their physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects. Undead are not at risk of death from massive damage.
Unholy Resilience (Su) At 2nd level, an antipaladin gains a bonus equal to his Charisma bonus (if any) on all saving throws.
Is this too much?
Party: it is supposed to be buffed, but not specifically against them. There is a barbarian, a gunslinger, a fighter, a mystic theurge(3 wizard/3 cleric/10 both) and a bard, which is 2 level lower because it's a cohort.
Monster tactics: Due to the ridiculous stealth bonus added to stealth synergy, they always successfully ambush the party, striking who has the lowest will save. They always try to flank. With aura of cowardice they remove fear immunity, also pushing the DC of deepest fear to 33. They critfish with Outflank, Seize The Moment and Paired Opportunist (short story, if someone crits, each one gets 2 attacks of opportunity, which means other 4 saves against deepest fear). Every crit or sneak attack, the target must save again against deepest fear. They change target once they drop someone to cowering.
When everybody is cowering, they finish any party member with corrupting touch, targeting constitution. They do not run for their unlives, but otherwise hunts the party if they manage to escape.
Hi everyone, here's the question: I have a 6 Strength sorcerer with a flying squirrel familiar. I pass him to a barbarian with an higher Strenght: how far can the barbarian throw the squirrel, without harming it? How high? That's not pfs, so it doesn't need to be strict rule.
Thank you in advantage.
P.S. A flying squirrel weights something like 1/3 of a pound, I suppose that helps.
Now let's get to the point: Ascendant spell has the highest cost of all the metamagic feats (except for Heighten Spell used to push a spell to 6+ levels?). Probably it grants the greatest benefits over every other feat. Assuming we could use tricks to play an effective caster based on that feat (and I mean every trick: Spell Perfection, Rods (assume very high prices), Metamagic Adept/Wayang Spellhunter, Staff of the Master, Metamagic gems (also pricey), Sacred Geometry, Metamagic Mastery (the only reason a person would play a universalist wizard), etc..), which choices would be worth a look?
1 person marked this as FAQ candidate.
2 people marked this as a favorite.
I noticed that paladins with the Oath against Fiends can cast Plane Shift as a 4th level spell.
Is now this spell capable of being cast from a wand? (Assuming that the paladin crafts himself the wand)
Any repercussion?
Hi to everyone!
Yesterday I discovered that qinggong monks can make ranged flurry of blows due to blood crow strike, starting from level 14.
Blood Crow Strike:
School: evocation [fire]
Level: Cleric: 4; Oracle: 4
Casting Time: 1 round
Components: V, S
Range: medium (100 ft. + 10 ft./level)
Target: one creature
Duration: instantaneous
Saving Throw: none
Spell Resistance: yes
Mythic: Has Mythic version
Source: Ultimate Magic
Summary: Unarmed strikes create crows that deal fire and negative energy damage.
Your unarmed strikes release blasts of energy in the form of bolts of fire or glowing red crows, which fly instantaneously to strike your target. You can make unarmed strike or flurry of blows attacks against the target as if it were in your threatened area; each successful attack deals damage as if you had hit it with your unarmed strike, except half the damage is fire and half is negative energy (this negative energy does not heal undead). For example, if you are a 14th-level monk, you can use a flurry of blows to attack five times, creating one energy crow for each successful attack against the target, and dealing 2d6 points of damage (plus appropriate unarmed strike modifiers) with each crow.
And from level 16 they can quicken this up to a swift action.
Quicken Spell-like Ability:
(Monster)
Source: Bestiary
This creature can use one of its spell-like abilities with next to no effort.
Prerequisites
Spell-like ability at CL 10th or higher.
Benefits
Choose one of the creature's spell-like abilities, subject to the restrictions described in this feat. The creature can use the chosen spell-like ability as a quickened spell-like ability three times per day (or less, if the ability is normally usable only once or twice per day).
Using a quickened spell-like ability is a swift action that does not provoke an attack of opportunity. The creature can perform another action—including the use of another spell-like ability (but not another swift action)—in the same round that it uses a quickened spell-like ability. The creature may use only one quickened spell-like ability per round.
The creature can only select a spell-like ability duplicating a spell with a level less than or equal to 1/2 its caster level (round down) – 4. For a summary, see the table below.
A spell-like ability that duplicates a spell with a casting time greater than 1 full round cannot be quickened.
Normal
The use of a spell-like ability normally requires a standard action (at the very least) and provokes an attack of opportunity.
At the expenditure of 2 points of ki per activation, I can flurry twice per round 3/day.
Let's try to break this with the help of some questions.
1) If I'm hasted do I get more than one attack? (Still 1 extra attack for each flurry)
2) The same questions with Medusa's wrath.
3) The entry of Blood Crow Strike says that for every hit I inflict damage, but I'm allowed to swap any attack with a trip attempt, lets say. Does this means I can combine a "punch" and apply a combat maneuver for each of my attack?
4) If Mr. Wizard casts on me Contingent Action, triggering my "swift flurry" with a free action, can I flurry three times per round?
5) Would a stunning fist affect a ranged attack even if the damage is not physical damage?
6) How can I recharge my 3/day "swift flurry" without resting?
Hi guys, I need your help!
My group needs a reliable (and rechargeable) way to change the form of the body they own.
But we have a problem, since it must happen for everyone and the majority of spell of polymorph are self only, so non-spellcaster have a problem.
Anything Paizo is allowed (but not 3.5), we have no money problem, mythic is ok, but no arcanists (that was our first plan).
We are waiting for your ideas :D!
When I have to roll dices multiple times, but I need to keep the lower, the higher and/or I have to choose between results, which result do I have to keep? Is there a priority for rerolls?
Here's a scenario.
Dude is afflicted by
Misfortune:
The witch can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.
and it must save against a
Persistent:
Whenever a creature targeted by a persistent spell or within its area succeeds on its saving throw against the spell, it must make another saving throw against the effect. If a creature fails this second saving throw, it suffers the full effects of the spell, as if it had failed its first saving throw. A persistent spell uses up a spell slot two levels higher than the spell’s actual level. Spells that do not require a saving throw to resist or lessen the spell’s effect do not benefit from this feat.
fireball. He's under the effect of
Aura of perfection:
At 11th level, whenever an Iroran paladin or ally within 10 feet would reroll a die and take the second result even if it is lower (via the good fortune ability of the Luck domain, for example), he can roll an additional die as part of the reroll and use the higher of the two as the result of the reroll. This ability functions only while the Iroran paladin is conscious, and replaces aura of justice.
and has access to
Improved Lightning Reflexes:
Once per day, you may reroll a Reflex save. You must decide to use this ability before the results are revealed. You must take the second roll, even if it is worse.
and
Lessons of Chaldira:
Your studies of Chaldira Zuzaristan’s exploits have given you a knack for avoiding trouble. Once per day before the result of a saving throw is known, you can reroll that saving throw. You must take the second result even if it is worse.
I was thinking about this build (very approximately);
Monk 2+/Paladin 4+/Champion of Irori 2+
Equipped with a Ring of Ki Mastery (storing 2 ki in it for its effects).
Has Ki Channel as a feat.
Let's assume this guy (I'll call him "Loop") has Xd6 of channel (this should start working at 3d6, and that's the minimum Loop can achieve), any amount of lay on hands, smite evil/chaos, and any ki points (but at least two) left for today.
Loop decides to use 2 Lay on Hands to trigger his Channel (Paladin, level 4), but also decides to swap each Lay on Hands with 2 ki points (Champion of Irori, level 2), spending 2 points of ki in total thanks to his ring (being two different instances). Loop activates his feat, gaining X point of ki instead of Xd6 of hp.
Loop has more ki than before (X-2), at no consumable resource.
Are there mistakes?
If not, what can be exploited with this?
At first, Loop has ∞ Ki, ∞ Smite Evil/Chaos, ∞ Lay on Hands and ∞ Channel Positive Energy.
He can Channel (no hp for himself) + Lay on Hands (hp self only) all the day but sleep time and Antimagic Fields.
Is there anything else?
Hello to everybody, today I'm here to ask you suggestions and advises, the subject being the character below. He's going to be used in a evil campaign. I'll write a few lines to explain him; outside battle, he's only moderately evil, he never start something by thinking on fighting. He uses his charisma to impose himself in advantage with no respect of anybody, for example he likes stealing entire houses pretending to be the real owner and accusing the latter of being a theif, while the original owner sees himself jailed because the character has a realistic contract of property, signed by the local major. If something goes wrong (saying a simple "No" is not enough), he switch with little to no effort to violence, buffing himself with Righteous Might, Divine Power, Deadly Juggernaut, Bull's Strenght and Eagle's Splendor, and other spells. When applicable, after he finishes the fight, he cannibalizes the nearer corpse in a bloody carnage. Then he cast Create Water on himself, since he likes being clean, and hide the clues of his lunch/dinner/whatever.
Build:
TALOS GAXX
Oracle 10
NE Medium humanoid (human)
Init -2; Senses: Perception -1
DEFENSE
AC 16, touch 16, flat-footed 10 (+6 Dex)
hp 103 (10d8+50) (already rolled, GM was looking)
Fort +7, Ref +9, Will +6
OFFENSE
Speed 30 ft.
Melee claw +11/+11 (1d6+4)
Known Oracle Spells (CL 10th, concentration +16):
5th (4/day)— righteous might, inflict light wounds (mass) (DC 21), contact other plane
SQ: bonus oracle spell (10x), claws, extra revelations, focused study, haunted, lore keeper, lore mysteries, misfortune, orisons, second curse, sidestep secret, skilled, think on it
TRAITS
Bad Reputation: Your reputation precedes your arrival. You gain a +2 trait bonus on Intimidate checks, and Intimidate becomes a class skill for you.
Fast-Talker: You had a knack at getting yourself into trouble as a child, and as a result developed a silver tongue at an early age. You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you.
ABILITIES
Bonus Oracle Spell (10x): Add one spell known from the oracle spell list. This spell must be at least one level below the highest spell level the oracle can cast.
Oracle Spell Level 0 (3x)
Oracle Spell Level 1 (2x)
Oracle Spell Level 2 (2x)
Oracle Spell Level 3 (2x)
Oracle Spell Level 4
Claws (Su): You can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. Your claws are considered magic weapons for the purpose of overcoming DR. You can use your claws 9 rounds per day. These rounds do not need to be consecutive.
Extra Revelations: You gain a new revelation at 5th level and 13th level.
Focused Study (Ex): At 1st, 8th, and 16th level, gain skill focus in a skill of your choice. (Replaces bonus feat)
Haunted: Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises).
Lore Keeper (Ex): Instead of encyclopedic knowledge, you learn most of your information through tales, songs, and poems. You may use your Charisma modifier instead of your Intelligence modifier on all Knowledge checks.
Lore Mysteries: You draw upon the divine mystery of Lore to grant your spells and powers.
Misfortune (Ex): As an immediate action, you can force a creature within 30 feet to reroll any one d20 roll that it has just made before the results of the roll are revealed. The creature must take the result of the reroll, even if it's worse than the original roll. Once a creature has suffered from your misfortune, it cannot be the target of this revelation again for 1 day.
Orisons: You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.
Second Curse: You must choose two curses at 1st level. One of these curses (oracle's choice) never changes its abilities as you gain levels; for example, an oracle with clouded vision never gains darkvision 60 feet, blindsense, or blindsight. The other curse comes with its normal benefits.
Sidestep Secret (Su): Your innate understanding of the universe has granted you preternatural reflexes and the uncanny ability to step out of danger at the very last second. Add your Charisma modifier (instead of your Dexterity modifier) to your Armor Class and all Reflex saving throws. Your armor's maximum Dexterity bonus applies to your Charisma instead of your Dexterity.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Think On It (Ex): Once per day, the oracle of lore can reattempt any previously failed Knowledge check. On this attempt, add a +10 competence bonus on the check.
Tongues (Infernal, Abyssal) In times of stress or unease, you speak in tongues.
Skill ranks distribution: 10 on Bluff, 10 on Diplomacy, 10 on Disguise, 10 on Intimidate, 1 rank in every knowledge, 10 on Linguistics
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He will be the face of the party, while contributing to the battle with an earth-breaker (not listed in equipment). He's also good at knowledge, but we'll have a bard.
Enough with the explanation.
Is there something I can improve?
Is the selection of the feats good?
Are the spells working bad?
Roleplaying suggestions?
I'm hear to read to your words.
I don't think this will never happen, but in that case I want to be sure.
There're four dudes, Wiz, Cler, Mag, Sorcer (this last is completely optional)
Wiz is going to blast Mag with a Fireball.
Mag doesn't want that, he needs to counterspell it or he'll dies (by saying he has only 1hp left). He doesn't know Fireball, but Dispel Magic is in his list, so he prepare an action to cast Dispel Magic wherever Wiz start to cast something.
Cler wants Mag blasted, but she hasn't Fireball. So she prepare Dispel Magic, and she'll cast it wherever Mag casts "whatever".
Now, finished the introduction, Wiz decides to put an end on Mag life.
Casts his fireball... but wait, Mag tries to dispel Wiz's fireball... but Cler tries to dispel Mag's Dispel Magic. What happen now?
Mag's dispel is automatically dispelled? Cler needs a dispel check, and if it fails, Mag needs a dispel check against Fireball? The fireball stops in midair, and politely waits the two Dispel Magic to fight each other? Sorcer quicken teleport in the battle, and says "Wail of the Banshee!"? DM gets bored and says:" Mmmhhh, your magical fight has summoned, let's sayyyy..., three Tarrasque. Roll initiative. Oh, and they are appeared with their mouth around every of you."?
Hello to everybody, I'm new here and I hope that my english won't be a pain to read.
As obvious, I'm playing a monk and I wish to have some advice for him.
I'll start by describing him just like the character sheet does, together with some explanation.
Mechanics:
Ability scores: Standard Method
Rolled abilities:
Strenght 9 (It will have a sense, and somebody has already figured it)
Dexterity 18
Constitution 10
Intelligence 14
Wisdom 15
Charisma 11
Race: Human (Dual Talent)
Ability bonus choices: Dex +2, Wis +2 (they aren't added yet to the scores above)
Traits
Heavy Hitter, Heavy Hitter 2 (for a total of +2 bonus damage with unarmed strikes)
Feats: Improved unarmed strike, Mythic Improved unarmed strike, Stunning Fist, Weapon Finesse, Mythic Weapon Finesse (now that 9 at strenght is explained), Combat Reflexes, Dodge, Agile Maneuvers
Skill: Acrobatics +12, Escape Artist +12, Knowledge (History and Religion) +9, Perception +11, Sense Motive +9, Stealth +12
Special Qualities: Fast movement +10 ft, Ki pool (6 points, magic), Maneuver training, Scorching ray (2 ki points, removes slow fall)
Gear: Ring of Protection +1, Bracers of Armor +1, Brooch of Shielding (still new), 2 potions of cat's grace, 2 potions of shield of faith, 2 potions of cure light wounds, clothes (Just because he's not naked)
A standard Druid with a Dragonne animal companion, who buffs, makes potions, contribute to battle with that enormous thing and heals
A Bladebound Magus, who strikes huge damage in the first 4/5 rounds, then finishes spells and arcana pool, resulting in a good but not so much good fighter
A standard Barbarian, he battles with a speed longsword (level 4/1, how is this possible? DM gave him a far too good loot, for his level), a light mace, and his teeth, thanks to its rage
A standard Paladin, striking bad guys and things with a lance, or, depending on the situation, with shield and trident, while supporting the druid while he's healing
A Trapsmith Rogue, who prevents ours feet blowing up when we enter in dangerous rooms, gains information in cities, finds fool people when we have to sell the loot, support us in combat with a crossbow and get drunk whenever he can
My self, who receives laughs (How is he supposed to beat me, he seems such weak physically!), then cause surprising damage with flurry of blows behind backs, only few seconds before making many attacks of opportunity, since people is very often running away from the dragonne
I want to level up him while boosting dex with mythic tiers and increasing wis with standard levels. He's good at defense and every time I boost dex I increase my damage too. He's striking harder than the barbarian, and he has magic weapons. The druid founds him as the greatest beneficiary of his spell, granting him a +6 AC and a +3 bonus on hit and damage.
He wants Titan Strike feat, an impact + something Amulet of Mighty Fists, and a permanent greater magic fang together with a permanent reduce person (since size and strenght won't be a problem). He's preparing himself for the snake style (up to the max) and he will also have a great time while tripping, synergizing with stunning fist, medusa's wrath, improved and greater trip, fury's fall and vicious stomp.
His problem? Health. I placed the 14 at Intelligence and not at Constitution. I play him like a sage person, who appear to do dumb moves but (almost) always have a counter move against people who thinks he's not smart, such ruining an enemy ambush because I scream in the night (suspecting something), then the guards comes to make me shut up and instead find those people hiding.
If he multiclass, he's going to have a few level of sorcerer with the Empyreal wildbloodline, just for buffing himself, or maybe an archetype of the fighter.
What I miss is the levelling in the mythic tiers, since I've found nothing perfect in Guardian (we couldn't choose our mythic path, but still we are allowed to take the Dual path feat), and some other advices too.
We are allowed to retrain all but mythic tiers.
Our DM told us that the campaign will finish at level 20, but he also said that if we wanted to continue, he has some other levels ready for us.
So, someone has some advices for me and my monk?
I'll appreciate both negative and positive advices.
I again apologize my self for my english, if someone finds it difficult.
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