Haley Starshine

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Goblin Squad Member. Organized Play Member. 318 posts. No reviews. 1 list. No wishlists. 6 Organized Play characters.



Scarab Sages

I did a search for this question but did not find anything so I am posting here

I have a cleric with the Deception subdomain (pg89 of APG) which allows for instant 10' teleport (immediate action) after a missed melee attack within reach of the attacker who missed.

some background -
we as a group roll for initiative for each player (animal companions go on the players turn no separate initiative) & once for each type of monster eg. if we faced all zombies they get one roll or if we faced a mix of zombies & skeletons then zombies get a roll & skellies get a roll & everyone goes in their initiative order
if players roll the same initiative then the one with higher Dex goes first

setup -
we were in a garden & my character was flanked by two enemies of the same type & I was getting low on hps - When I was out of the room for a minute the two monsters flanking me attacked - one missed & the other hit - when I came back I was told what happened

I stated that since one missed I used my ability to teleport to the otherside of the attacker that missed taking me out of flanking & forcing the other attacker to move to attack me or lose the attack

The DM ruled that they both attacked simultaneously so my ability could not be used or would only work after they both attacked meaning the attack hit - the damage then rendering me unconcious - I argued that they take their turns like players do although all same type monsters go before next monster type or player goes - usually it does not matter. The DM overruled me & we kept playing

was I right & I should have been allowed to use my ability or was the DM right - an official ruling would be nice but concensus would also be helpful to present to the DM especially as this is PFS play but the rule is necessary for normal campaigns as well

if this is not clear enough or anyone has questions please ask & I will try to explain better

thanks all
Cee

Scarab Sages

I am posting this here as I think the Samurai is the most likely to have different armour compared to the other 2 classes

is there going to be new armour types in the UC?
such as

Ashigaru - light armour used be rank & file foot soldiers usually
Lamellar - medium armour used by hvy foot soldiers
O-Yoroi (Great armour) - Heavy armour that you see Samurai regularly wearing

Scarab Sages

very dissapointed to see the Ninja as it currently stands not getting the Ninjato & Kusari-Gama

My opinion is they should get both of these

Ninjato - 12gp 1D6 19-20/x2 crit P
Ninjato is a short sword with the hilt of the sword able to hold small equipment, eg. small bombs, poisons, blowgun needles or even a dagger. the scabbard of the sword has a hole in the bottom end to be used as a blowgun (as per normal rules) & can also be used as a snorkel for going under water
obviously the ninjato is more expensive than than a normal sword sword so I made it 12gp (price of blowgun & short sword combined)

Kusari-Gama - 10gp 1D6/1D4 x2 crit B/S
A kusari-gama is a length of chain with a kama at one end. It can be used either as a double weapon or as a reach weapon. You can fight with it as if fighting with two weapons, incurring all the normal attack penalties as if using a one-handed weapon and a light weapon. In this case, you can only strike at an adjacent opponent.
If you use the kusari-gama as a reach weapon, you can strike opponents 10 feet away with it. In addition, unlike other weapons with reach, you can use it against an adjacent foe. In this case, you can only use one end of the kusari-gama effectively; you cannot use it as a double weapon. You can choose which end of the kusari-gama to use. The kama end deals 1d6 points of damage and is a slashing weapon; the chain end deals 1d4 points of damage and is a bludgeoning weapon.
You can make trip attacks with a kusari-gama. If you are tripped during your own trip attempt, you can drop the kusarigama to avoid being tripped.
When using a kusari-gama, you get a +2 bonus when attempting to disarm an opponent.
You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a kusari-gama

Scarab Sages

I know the rulebook says a Amulet of mighty fists can be built without the normal +1 but I cant figure out how to cost the item without it - I am obviously missing something - can someone point out to me how I work it out

regards

Cee

Scarab Sages

is there a reason why some areas of the forum in particular gamer talk is at the bottom of the page & not higher up

surely it is more important that aplha & beta playtest threads since they are old news & gamer talk (as well as others) is still current

Scarab Sages

noone has comments?

Scarab Sages

2 people marked this as FAQ candidate.

a question came up on weekend which had 2 of us interpreting it differently so hoping someone on here can help - BTW I used search function but could find what I was after

the rules say you use targets CMD to tumble past using acrobatics if using half speed & add 10 for moving full speed

I had always assumed this to mean a 30' speed character can only move 15' for normal CMD or 30' for the +10 to CMD - this also meant that the character moving could not move any faster than this eg. double move especially for double moves or more

The DM interpreted the rule as the squares you moved through to be at half speed (essentially costing double the move 10' movement for 5' square like in difficult terrain) but could move normally once out of the square allowing double moves etc - he agreed that he could see how I could interpret the rule my way but for sake of playing we agreed to play it his way since he was DM (I am ok with this)

I wanted to know if I am reading rule wrong or right since I just seemed silly to me that character a character would be able to move at double speed after using acrobatics (basically rolling on ground, somersaults & jumping) to dodge an opponent with having a penalty

hope this makes sense

Scarab Sages

it seemed to me the summoner in the playtest was one of the debated character classes with some saying to powerful others saying not powerful enough - especially after the revised class came out

so what changes have been made and what do you think of the changes

I know a couple like if the summoner is unconcious or goes to sleep the eidolon goes back to home plane - what the? so no other class with a pet has this problem so is this just another nerf to a potentially good class?

summoners also lost the ability to use summon monster as a SLA unless the eidolon is not summoned - so another good ability wasted - I cant see my character ever using this ability unless emergency so another nerf?

what other changes are there & what are you opinions

Scarab Sages

according to rules shurikens are treated as ammo in that they are destroyed when they hit & a 50% recovery if they miss
if I am wrong please correct me here

my main question is - if you make a magical version which has the returning ability (which is allowed since it is a thrown weapon) would the shuriken still be destroyed if it hits ?

I know this would be expensive but this would allow a monk to keep a small supply & be able to attack at range regularly without having to replace them - especially since they are 2x more expensive than x-bow bolts & 4x more expensive than arrows

I would also think since they are composed of metal entirely they shouldnt be destroyed as easily or at all unlike bolts or arrows which have a wooden shaft which can be easily broken

Scarab Sages

hoping this is ok to post here -
I am using Ripley as my summoner & you can guess the form that I have created for my Eidolon. My question is I am looking for a miniature for my Eidolon but cant seem to find any suppliers that are making one either official or unofficial
using the combined brain power I am hoping this lovely community will know where I can get one from - looking for a supplier not ebay etc

thanks all

Scarab Sages

there is mention of new foci for Oracle being released later - is there any idea as yet as to what they may be ?
I assume community can suggest their own for consideration
I personally would like to see a trickery/gambling one similar to the trickery domain ability
and I would like to see a healing type one as I think this class will sorely lack healing ability as a divine caster
once my exams are over I will try to create my own ones based on the above but if Paizo already has ideas in the works that would be good to know as well

Scarab Sages

I have just read the rules & checked with the latest errata to see if anything has changed since I got my book

the item for arcane bond is masterwork & a few posts I have read say about taking a composite longbow - this would be my choice as well but the way I read it the strength bonus is an option for the bow not standard

So can the arcane bond item which is free at 1st level be given strength bonuses for free also & if so up to what point ?
as another post said you could just say strength bonus of +50 then sell the item go through the procedure to get a new bonded item & pocket the remainder of the money

maybe if it is allowed to be free there should be a cap - like strength bonus up to the characters current strength bonus (or +1 above their str bonus)

was hoping for an official answer that maybe can be included in the errata ?

Scarab Sages

I always perceived the Paladin as a Cleric/Fighter hybrid & the Ranger as a Druid/Fighter hybrid but I always wanted a Monk/Druid hybrid hence my new class suggestion - the Animalmaster
this is my first attempt at writing a full class so any suggestions or questions as to why I have done what I have please ask
I dont know how to make the last table look right so if anyone can help me with that I would appreciate

Animalmaster

Alignment: Any non evil

Hit Die: D8

Class Skills
The Animalmaster’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis), and Swim (Str).

Skill Ranks per Level: 4 + Int modifier.

Class Features
All of the following are class features of the Animalmaster.
Weapon and Armour Proficiency: Animalmaster’s are proficient with the following weapons: club, crossbow (any), dagger, handaxe, javelin, kama, longsword, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, and spear.
Animalmaster’s are proficient with light armour, medium armour, and shields (except tower shields).

Spells: An Animalmaster casts divine spells which are drawn from the Animalmaster spell list. An Animalmaster must choose and prepare her spells in advance.
To prepare or cast a spell, the Animalmaster must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an Animalmaster’s spell is 10 + the spell level + the Animalmaster’s Wisdom modifier.
Like other spellcasters, an Animalmaster can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given below. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table 1–3).
An Animalmaster must spend 1 hour per day in quiet meditation to regain his daily allotment of spells. An Animalmaster may prepare and cast any spell on the Animalmaster spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Orisons: Animalmasters can prepare a number of orisons, or 0-level spells, each day, as noted on Table 3–7 under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.

Bonus Languages: An Animalmaster’s bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race.

Animal Bond (Ex): At 1st level, an Animalmaster forms a close bond with an animal companion. An Animalmaster may begin play with any of the animals listed in the Animal Companions section beginning on page 51. This animal is a loyal companion that accompanies the Animalmaster on her adventures. Unlike normal animals of its kind, an animal companion’s Hit Dice, abilities, skills, and feats advance as the Animalmaster advances in level. If a character receives an animal companion from more than one source, her effective Animalmaster levels stack for the purposes of determining the statistics and abilities of the companion. Most animal companions increase in size when their Animalmaster reaches 4th or 7th level, depending on the companion. If an Animalmaster releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. This ceremony can also replace an animal companion that has perished.

Flurry of Blows (Ex): Starting at 1st level, an Animalmaster can make a flurry of blows as a full-attack action. When doing so he may make one additional attack using any combination of unarmed strikes or attacks with a Animalmaster special weapon (kama, nunchaku, quarterstaff, sai, shuriken, and siangham) as if using the Two-Weapon Fighting feat (even if the Animalmaster does not meet the prerequisites for the feat). For the purpose of these attacks, the Animalmaster’s base attack bonus is equal to his Animalmaster level - 1. For all other purposes, such as qualifying for a feat or a prestige class, the Animalmaster uses his normal base attack bonus. An Animalmaster applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. An Animalmaster may substitute disarm, sunder, and trip combat manoeuvres for unarmed attacks as part of a flurry of blows. An Animalmaster cannot use any weapon other than an unarmed strike or a special Animalmaster weapon as part of a flurry of blows. An Animalmaster with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.

Unarmed Strike: At 1st level, an Animalmaster gains Improved Unarmed Strike as a bonus feat. An Animalmaster’s attacks may be with fist, elbows, knees, and feet. This means that an Animalmaster may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a Animalmaster striking unarmed. An Animalmaster may thus apply his full Strength bonus on damage rolls for all his unarmed strikes. Usually an Animalmaster’s unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling. An Animalmaster’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. A Animalmaster also deals more damage with his unarmed strikes than a normal person would, as shown above on Table 3–10. The unarmed damage values listed on Table 3–10 is for Medium Animalmasters. A Small Animalmaster deals less damage than the amount given there with his unarmed attacks, while a Large Animalmaster deals more damage; see Small or Large Animalmaster Unarmed Damage on the table given below.

Small or Large Animalmaster Unarmed Damage
Damage Damage
Level (Small Animalmaster) (Large Animalmaster)
1st–3rd 1d4 1d8
4th–7th 1d6 2d6
8th–11th 1d8 2d8
12th–15th 1d10 3d6
16th–19th 2d6 3d8
20th 2d8 4d8

Evasion (Ex): At 2nd level or higher, an Animalmaster can avoid damage from many area-effect attacks. If an Animalmaster makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if an Animalmaster is wearing light armour or no armour. A helpless Animalmaster does not gain the benefit of evasion.

Nature Sense (Ex): At 2nd level an Animalmaster gains a +2 bonus on Knowledge (nature) and Survival checks.

Bonus Feat: At 4th level and every 4 levels thereafter, an Animalmaster may select a bonus feat. These feats must be taken from the following list: Acrobatic, Athletic, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple and Improved Initiative. At 8th level, the following feats are added to the list: Blind fight, Combat Casting, Combat Reflexes, Improved Feint, Improved Trip, and Mobility. At 12th level, the following feats are added to the list: Acrobatic Steps, Improved Critical, Improved Lightning Reflexes, Improved Vital Strike and Spring Attack. An Animalmaster need not have any of the prerequisites normally required for these feats to select them.

Wild Empathy (Ex): A Animalmaster can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person (see Chapter 4). The Animalmaster rolls 1d20 and adds her Animalmaster level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the Animalmaster and the animal must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. An Animalmaster can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.

Improved Evasion (Ex): At 10th level, an Animalmaster’s evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless Animalmaster does not gain the benefit of improved evasion

Cat’s Jump (Ex): At 14th level, a Animalmaster adds his level to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps. In addition, he always counts as having a running start when making jump checks using Acrobatics.

Venom Immunity (Ex): At 18th level, an Animalmaster gains immunity to all poisons.

Animal Whirlwind (Ex): Upon reaching 20th level the Animalmaster and her animal companion become a terrifying force having fought together for so long. When both the Animalmaster and the animal companion start in the same square in combat they both may make one attack using the highest BAB of either of them & engage every target within reach while still using any bonuses granted by abilities, feats and spells. This attack may be used a number of rounds per day equal to 4 + Wisdom modifier and these rounds need not be consecutive.

ANIMALMASTER SPELLS
0-Level Animalmaster Spells (Orisons)
Create Water: Creates 2 gallons/level of pure water.
Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or object.
Flare: Dazzles one creature (–1 penalty on attack rolls).
Guidance: +1 on one attack roll, saving throw, or skill check.
Know Direction: You discern north.
Light: Object shines like a torch.
Mending: Makes minor repairs on an object.
Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 bonus on saving throws.
Stabilize: Cause a dying creature to stabilize.
Virtue: Subject gains 1 temporary hp.
1st-Level Animalmaster Spells
Alarm: Wards an area for 2 hours/level.
Calm Animals: Calms 2d4 + level HD of animals.
Charm Animal: Makes one animal your friend.
Cure Light Wounds: Cures 1d8 damage + 1/level (max +5).
Detect Animals or Plants: Detects kinds of animals only.
Detect Snares and Pits: Reveals natural or primitive traps.
Endure Elements: Exist comfortably in hot or cold regions.
Faerie Fire: Outlines subjects with light, cancelling blur, concealment, and the like.
Goodberry: 2d4 berries each cure 1 hp (max 8 hp/24 hours).
Hide from Animals: Animals can’t perceive one subject/level.
Jump: Subject gets bonus on Acrobatics checks.
Longstrider: Your speed increases by 10 ft.
Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls.
Magic Stone: Three stones gain +1 on attack rolls, deal 1d6+1 damage.
Magic Weapon: Weapon gains +1 bonus.
Produce Flame: 1d6 damage + 1/level, touch or thrown.
Speak with Animals: You can communicate with animals.
Summon Nature’s Ally I: Summons creature to fight.
2nd-Level Animalmaster Spells
Animal Messenger: Sends a Tiny animal to a specific place.
Animal Trance: Fascinates 2d6 HD of animals.
Barkskin: Grants +2 (or higher) enhancement to natural armour.
Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
Bull’s Strength: Subject gains +4 to Str for 1 min./level.
Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
Chill Metal: Cold metal damages those who touch it.
Delay Poison: Stops poison from harming subject for 1 hour/level.
Fire Trap: Opened object deals 1d4 + 1/level damage.
Flame Blade: Touch attack deals 1d8 + 1/two levels damage.
Flaming Sphere: Rolling ball of fire deals 3d6 fire damage.
Gust of Wind: Blows away or knocks down smaller creatures.
Heat Metal: Makes metal so hot it damages those who touch it.
Hold Animal: Paralyses one animal for 1 round/level.
Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
Reduce Animal: Shrinks one willing animal.
Resist Energy: Ignores 10 or more points of damage per attack from specified energy type.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
Shield Others: You take half of subject’s damage.
Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.
Spider Climb: Grants ability to walk on walls and ceilings.
Summon Nature’s Ally II: Summons creature to fight.
Summon Swarm: Summons swarm of bats, rats, or spiders.
3rd-Level Animalmaster Spells
Call Lightning: Calls down lightning bolts (3d6 per bolt) from sky.
Continual Flame: Makes a permanent, heatless light.
Cure Moderate Wounds: Cures 2d8 damage + 1/level (max +10).
Darkvision: See 60 ft. in total darkness.
Daylight: 60-ft. radius of bright light.
Dominate Animal: One animal obeys your silent mental commands and orders.
Magic Fang, Greater: One natural weapon gets + 1/four levels (max +5).
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Poison: Touch deals 1d3 Con damage 1/round for 6 rounds.
Protection from Energy: Absorbs 12 points/level of damage from one kind of energy.
Quench: Extinguishes fires.
Remove Blindness/Deafness: Cures normal or magical blindness or deafness.
Remove Disease: Cures all diseases affecting subject.
Remove Paralysis: Frees creatures from paralysis or slow effect.
Sleet Storm: Hampers vision and movement.
Snare: Creates a magic booby trap.
Spike Growth: Creatures in area take 1d4 damage, may be slowed.
Summon Nature’s Ally III: Summons creature to fight.
Water Breathing: Subjects can breathe underwater.
Wind Wall: Deflects arrows, smaller creatures, and gases.
4th-Level Animalmaster Spells
Air Walk: Subject treads on air as if solid (climb or descend at 45-degree angle).
Control Water: Raises or lowers bodies of water.
Cure Serious Wounds: Cures 3d8 damage + 1/level (max +15).
Dispel Magic: Cancels one magical spell or effect.
Flame Strike: Smites foes with divine fire (1d6/level damage).
Freedom of Movement: Subject moves normally despite impediments to movement.
Giant Vermin: Turns centipedes, scorpions, or spiders into giant vermin.
Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
Imbue with Spell Ability: Transfer spells to subject.
Invisibility Purge: Dispels invisibility within 5 ft./level.
Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
Restoration: Restores level and ability score drains.
Rusting Grasp: Your touch corrodes iron and alloys.
Spike Stones: Creatures in area take 1d8 damage, may also be slowed.
Summon Nature’s Ally IV: Summons creature to fight.
5th-Level Animalmaster Spells
Animal Growth: One animal doubles in size.
Awaken: Animals only gain human intellect.
Baleful Polymorph: Transforms subject into harmless animal.
Call Lightning Storm: As call lightning, but 5d6 damage per bolt.
Commune with Nature: Learn about terrain for 1 mile/level.
Control Winds: Changes wind direction and speed.
Cure Critical Wounds: Cures 4d8 damage + 1/level (max +20).
Insect Plague: Wasp swarms attack creatures.
Magic Weapon, Greater: Weapon gains +1 bonus/four levels (max +5).
Stone skin: Grants DR 10/adamantine.
Summon Nature’s Ally V: Summons creature to fight.
Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.
Wall of Thorns: Thorns damage anyone who tries to pass.
6th-Level Animalmaster Spells
Blade Barrier: Wall of blades deals 1d6/level damage.
Bear’s Endurance, Mass: As bear’s endurance, affects 1 subject/level.
Bull’s Strength, Mass: As bull’s strength, affects 1 subject/level.
Cat’s Grace, Mass: As cat’s grace, affects one subject/level.
Cure Light Wounds, Mass: Cures 1d8 damage + 1/level, affects 1 subject/level.
Dispel Magic, Greater: As dispel magic, but with multiple targets.
Find the Path: Shows most direct way to a location.
Fire Seeds: Acorns and berries become grenades and bombs.
Owl’s Wisdom, Mass: As owl’s wisdom, affects 1 subject/level.
Summon Nature’s Ally VI: Summons creature to fight.
Wall of Stone: Creates a stone wall that can be shaped.
7th-Level Animalmaster Spells
Control Weather: Changes weather in local area.
Creeping Doom: Swarms of centipedes attack at your command.
Cure Moderate Wounds, Mass: Cures 2d8 damage + 1/level, affects 1 subject/level.
Fire Storm: Deals 1d6/level fire damage.
Heal: Cures 10 points/level damage, all diseases and mental conditions.
Restoration, Greater: As restoration, plus restores all levels and ability scores.
Summon Nature’s Ally VII: Summons creature to fight.
Sunbeam: Beam blinds and deals 4d6 damage.
True Seeing: Lets you see all things as they really are.
Wind Walk: You and your allies turn vaporous and travel fast.
8th-Level Animalmaster Spells
Animal Shapes: One ally/level polymorphs into chosen animal.
Cure Serious Wounds, Mass: Cures 3d8 damage + 1/level, affects 1 subject/level.
Earthquake: Intense tremor shakes 80-ft.-radius.
Finger of Death: Deals 10 damage/level to one subject.
Fire Storm: Deals 1d6/level fire damage.
Summon Nature’s Ally VIII: Summons creature to fight.
Sunburst: Blinds all within 10 ft., deals 6d6 damage.
Whirlwind: Cyclone deals damage and can pick up creatures.
Word of Recall: Teleports you back to designated place.
9th-Level Animalmaster Spells
Antipathy: Object or location affected by spell repels certain creatures.
Cure Critical Wounds, Mass: Cures 4d8 damage + 1/level for many creatures.
Elemental Swarm: Summons multiple elementals.
Foresight: “Sixth sense” warns of impending danger.
Heal, Mass: As heal, but affects 1 subject/level.
Implosion: Inflict 10 damage/level to one creature/round.
Regenerate: Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35).
Storm of Vengeance: Storm rains acid, lightning, and hail.
Summon Nature’s Ally IX: Summons creature to fight.
Sympathy: Object or location attracts certain creatures.

Saves Flurry Of Blows BAB Unarmed damage for Med size Spells per Day
Level BAB Fort Ref Will Special 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +2 +0 +2 Animal Bond, flurry of blows ,orisons, unarmed strike, -2/-2 1D6 3 1 --- --- --- --- --- --- --- ---
2nd +1 +3 +0 +3 Evasion, Nature sense -1/-1 1D6 4 2 --- --- --- --- --- --- --- ---
3rd +2 +3 +1 +3 +0/+0 1D6 4 2 1 --- --- --- --- --- --- ---
4th +3 +4 +1 +4 Bonus Feat +1/+1 1D8 4 3 2 --- --- --- --- --- --- ---
5th +3 +4 +1 +4 +2/+2 1D8 4 3 2 1 --- --- --- --- --- ---
6th +4 +5 +2 +5 wild empathy +3/+3/-2 1D8 4 3 3 2 --- --- --- --- --- ---
7th +5 +5 +2 +5 +4/+4/-1 1D8 4 4 3 2 1 --- --- --- --- ---
8th +6/+1 +6 +2 +6 Bonus Feat +5/+5/+0 1D10 4 4 3 3 2 --- --- --- --- ---
9th +6/+1 +6 +3 +6 +6/+6/+1 1D10 4 4 4 3 2 1 --- --- --- ---
10th +7/+2 +7 +3 +7 Improved Evasion +7/+7/+2 1D10 4 4 4 3 3 2 --- --- --- ---
11th +8/+3 +7 +3 +7 +8/+8/+3/-2 1D10 4 4 4 4 3 2 1 --- --- ---
12th +9/+4 +8 +4 +8 Bonus Feat +9/+9/+4/-1 2D6 4 4 4 4 3 3 2 --- --- ---
13th +9/+4 +8 +4 +8 +10/+10/+5/+0 2D6 4 4 4 4 4 3 2 1 --- ---
14th +10/+5 +9 +4 +9 Cat’s Jump +11/+11/+6/+1 2D6 4 4 4 4 4 3 3 2 --- ---
15th +11/+6/+1 +9 +5 +9 +12/+12/+7/+2 2D6 4 4 4 4 4 4 3 2 1 ---
16th +12/+7/+2 +10 +5 +10 Bonus Feat +13/+13/+8/+3 2D8 4 4 4 4 4 4 3 3 2 ---
17th +12/+7/+2 +10 +5 +10 +14/+14/+9/+4 2D8 4 4 4 4 4 4 4 3 2 1
18th +13/+8/+3 +11 +6 +11 Venom Immunity +15/+15/+10/+5 2D8 4 4 4 4 4 4 4 3 3 2
19th +14/+9/+4 +11 +6 +11 +16/+16/+11/+6 2D8 4 4 4 4 4 4 4 4 3 3
20th +15/+10/+5 +12 +6 +12 Bonus Feat, Animal Whirlwind +17/+17/+12/+7 2D10 4 4 4 4 4 4 4 4 4 4

Scarab Sages

one of the characters I loved from PHBII was the Dragon Shaman & was dissapointed it was not included in new Pathfinder core rules - will it be coming out anytime soon ? or at all ?

Scarab Sages

I am looking for help with something I have never done before which is to multiclass rogue with cleric - party needs a rogue for traps etc plus I like the idea of sneak attack to make up for some of the limited damage I can do as rogue & I think the party could use a backup healer

I am starting as a 5th level char - only rules from new pathfinder core rulebook only - maybe character traits also - I also get 10k to spend on equipment

I am looking at being a flanker to the meatshields in the party

I have reasonable stats & was thinking of allocating scores in priority as follows but any suggestions gratefully accepted
Str low
Dex high
Con mod
Int mod
Wis high
Cha mod

I am open to any race & other ideas

any help appreciated


Wishlists and Lists

Wishlists allow you to track products you'd like to buy, or—if you make a wishlist public—to have others buy for you.

Lists allow you to track products, product categories, blog entries, messageboard forums, threads, and posts, and even other lists! For example, see Lisa Stevens' items used in her Burnt Offerings game sessions.

For more details about wishlists and lists, see this thread.


My Wishlist

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This wishlist has no unpurchased items.