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Mysterious Stranger's page
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I think one of the reasons so many people favor the 1 level dip is fear of missing out. They see the fighter wearing heavy armor and using better weapons and want the same thing. They ignore the fact that the fighter is often useless in many situations their characters can contribute to and focus on what they do not have. They also focusing on instant gratification and ignore the fact that by gaining a slight advantage now they pay a greater price for it at higher level.
If you want your cleric to have a good weapon and use heavy armor the best way is to pick a deity and or races to provide the weapon and spend your 1st level proficiency on heavy armor. For a full caster using a feat is much better than losing a caster level.
With few exceptions multiclassing in Pathfinder 1E is usually a mistake. Taking 2 levels of paladin for an oracle is one I can see being worth it. Adding CHA to all saves for a CHA based character with only one good save is a huge benefit. Being able to add CHA to hit and AC and bypass all DR is also useful at any level. Lay on hand is great at early levels but becomes minor once you reach higher levels. The one benefit the oracle does have is due to their high CHA they get more lay on hand than normal. Add in proficiency with all martial weapons and heavy armor is minor but still useful.
The other multiclass combination that works surprisingly well is fighter/rouge. Neither class have many level dependent class features and the synergy between the classes is quite good. If you use the unchained rouge, it is even better. You end up with a character with 2 good save, 5 skill points per level, 5/6 BAB, weapon finesse and DEX to damage, and a lot of other class feature that work well together. Armor training and weapon training also are very useful. Your sneak attack is weaker than a pure rogue, but you have a better chance of actually hitting.

Clerics already get proficiency in medium armor, shields and their deities favored weapon. Many races also gain proficiency in some decent weapons. Dwarves, elves and half orcs all have proficiency in some good weapons. Half elves can gain proficiency in any martial or exotic weapon by trading away adaptability. Gaining proficiency in all martial weapons is not that important for a cleric. Druids do not gain their deities favored weapon but are proficient in scimitars and spears. That leaves only shaman and oracles of a race without racial weapons. Oracles of battle can gain proficiency with heavy armor and all martial weapons from a revelation.
At 1st level no one can afford heavy armor. Even after you gain a level or two the only heavy armor you can afford is not much better than a breast plate. Until you reach at least 4th level heavy armor is going to take up the majority of your wealth by level leaving you no room for anything else. By the time the divine caster can afford heavy armor their medium BAB is starting to reduce their ability to participate in melee combat. But at that point their spells are becoming more important.
So, while a single level dip in a martial class looks good on paper, in reality it is not as beneficial as it seems.
To be able to cast greater shadow conjuration a sorcerer has to be at least 14th level. The material component is only 10 GP. At that level the cost is not even worth mentioning. Since it is not a matter of cost this is obviously an attempt by the GM to weaken the spell.
If Diego Rossi does not like the spell, he should simply ban the spells, instead trying to twist the rules to nerf the spell.

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Shadow conjuration can mimic a lot of spells, but the result is weaker than the spells it is mimicking. In addition to allowing a save to reduce the effect shadow conjuration also has overcome any spell resistance the target has even if the spell being mimicked does not. The fact that the targets of the spell in this encounter have a difficult time making the spell is irrelevant.
Limited Wish specifies it is duplicating a spell. Shadow Conjuration specifies it is mimicking the spell. That is a subtle difference but is still different. With limited wish you are actually casting the other spell, with shadow conjuration you are casting an illusion that works similar to the other spell.
Using limited wish to cast acid spray does not in fact require you to provide the material component. Limited wish only requires you to provide that cost more than 1,000 gp. Since the material component of acid spray is below that cost, you do not have to provide the material component.
The fact that other spells that can duplicate or mimic other spells specifically call out that material components need to be provided seems to make that the exception not the rule.
All of this seems to indicate that shadow conjuration does not require you to provide any material component.

Cowardly Paladin wrote: Mysterious Stranger wrote: Don’t forget about their spells. If they are aware the party is coming and have a chance to buff themselves, they get a lot tougher. Spells like protection from good and eagle’s splendor will increase their already substantial defenses. Animate Dead will allow each of them to have a 48 HD of minions. Nondetection can block divination including see invisible or even true seeing. Litany of weakness only takes a swift action and fatigues the target with no save. Corruption resistance will allow them to take less damage from attacks that affect evil creatures including smite evil from the paladin. Vestments of the Champion allows them to grant their armor a +3-enchantment bonus.
Their CR rating is only 13 but they are much tougher than that. Fully buffed and attacking from surprise they may be too much for the party to handle. Most of them when fully buffed will have AC approaching or exceeding 40, saves at or above +20, and nearing 200 HP. Their Individual damage when using smite good may be able to kill a character in a single round.
There spell lists aren't in the description, or do anti paladins just get access to the whole spells? As prepared divine casters paladins get access to their whole spell list but must choose which and how many of each to memorize.

Don’t forget about their spells. If they are aware the party is coming and have a chance to buff themselves, they get a lot tougher. Spells like protection from good and eagle’s splendor will increase their already substantial defenses. Animate Dead will allow each of them to have a 48 HD of minions. Nondetection can block divination including see invisible or even true seeing. Litany of weakness only takes a swift action and fatigues the target with no save. Corruption resistance will allow them to take less damage from attacks that affect evil creatures including smite evil from the paladin. Vestments of the Champion allows them to grant their armor a +3-enchantment bonus.
Their CR rating is only 13 but they are much tougher than that. Fully buffed and attacking from surprise they may be too much for the party to handle. Most of them when fully buffed will have AC approaching or exceeding 40, saves at or above +20, and nearing 200 HP. Their Individual damage when using smite good may be able to kill a character in a single round.

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Paladin of Ragathiel
Demon-spawn tiefling vampire antipaladin 12 (Pathfinder Player Companion: Blood of Fiends 20, Pathfinder RPG Advanced Player's Guide 118, Pathfinder RPG Bestiary 264, 270)
CE Medium undead (augmented outsider, native)
Init +6; Senses darkvision 60 ft.; Perception +13
Aura cowardice (10 ft.), despair (10 ft.), vengeance (10 ft.)
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Defense
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AC 28, touch 13, flat-footed 25 (+9 armor, +2 Dex, +1 dodge, +6 natural)
hp 172 (12d10+96); fast healing 5
Fort +20, Ref +14, Will +15
Defensive Abilities channel resistance +4; DR 10/magic, 10/silver; Immune undead traits; Resist cold 10, electricity 10, fire 5
Weaknesses vampire weaknesses
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee mwk bastard sword +17/+12/+7 (1d10+24/19-20) or
slam +11 (1d4+8 plus energy drain)
Special Attacks blood drain, channel negative energy 6/day (DC 22, 6d6), children of the night, create spawn, dominate (DC 22), energy drain (2 levels, DC 22), smite good 4/day (+6 attack and AC, +12 damage)
Spell-Like Abilities (CL 12th; concentration +18)
1/day—shatter (DC 18)
Antipaladin Spell-Like Abilities (CL 12th; concentration +18)
At will—detect good
Antipaladin Spells Prepared (CL 9th; concentration +15)
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Statistics
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Str 27, Dex 14, Con —, Int 10, Wis 12, Cha 22
Base Atk +12; CMB +16; CMD 33
Feats Alertness, Cleave, Combat Reflexes, Dodge, Furious Focus[APG], Improved Initiative, Improved Vital Strike, Lightning Reflexes, Power Attack, Toughness, Vital Strike, Weapon Trick (two-handed Weapons)
Skills Acrobatics -1 (-5 to jump), Bluff +20, Disguise +12, Handle Animal +10, Intimidate +13, Knowledge (religion) +6, Perception +13, Ride +3, Sense Motive +17, Spellcraft +6, Stealth +13; Racial Modifiers +8 Bluff, +10 Perception, +8 Sense Motive, +8 Stealth
Languages Abyssal, Common
SQ change shape (dire bat or wolf, beast shape II), cruelties (cursed, diseased, paralyzed, shaken), fiendish boon (weapon +3, 2/day), gaseous form, shadowless, spider climb, touch of corruption 12/day (6d6)
Other Gear mithral full plate, mwk bastard sword, 97,165 gp
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Special Abilities
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Antipaladin Channel Negative Energy 6d6 (6/day, DC 22) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Aura of Cowardice -4 (10 ft.) (Su) Enemies in aura are not Immune to fear and take -4 to saves vs. fear effects.
Aura of Despair -2 (10 ft.) (Su) Enemies in aura take a -2 to all saves.
Aura of Vengeance (10 ft.) (Su) As a standard action use 2 smite good, allies in area gain smite at your bonus for 1 min.
Blood Drain (1d4 Con, gain 5 Hp) (Ex) When establish/maintain pin, blood drain deals con dam and grants self Hp.
Change Shape (dire bat or wolf, beast shape II) (Su) You can change your form.
Channel Resistance +4 +4 bonus to save vs. Channel Energy.
Children of the Night (1/day) (Su) Call forth rats, bats or wolves as a standard action.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Create Spawn (Ex) Opponents killed by Energy Drain rise 1d4 days after burial.
Cruelty (Cursed, DC 22) (Su) Touch of corruption can curse target, as per bestow curse (Fort neg).
Cruelty (Diseased, DC 22) (Su) Touch of corruption can afflict target with disease, as per contagion (Fort neg).
Cruelty (Paralyzed, DC 22) (1 round) (Su) Touch of corruption can paralyze target for 1 round (Fort neg).
Cruelty (Shaken, DC 22) (12 rounds) (Su) Touch of corrupution can make target shaken for 12 rounds (Fort neg).
Damage Reduction (10/magic) You have Damage Reduction against all except Magic attacks.
Damage Reduction (10/silver) You have Damage Reduction against all except Silver attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Detect Good (At will) (Sp) You can use detect good at will (as the spell).
Dominate (DC 22) (Su) As a standard action, can use dominate person on foe in 30 ft.
Energy Drain (2 levels, DC 22) (Su) Foes hit by the listed attack take neg levels, gain 5 temp hp for each drained.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (10) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Fast Healing 5 (Ex) Heal damage every round unless you are killed.
Fiendish Boon (Weapon +3, 12 mins, 2/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Gaseous Form (At will) (Su) Can assume gaseous form, except with 20 ft speed and perfect maneuverability.
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleed You are immune to bleed.
Immunity to Death Effects You are immune to death effects.
Immunity to Disease You are immune to diseases.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Nonlethal Damage You are immune to Nonlethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Physical Ability Damage Immune to ability damage to your physical abilities.
Immunity to Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Shadowless (Ex) A vampire casts no shadows and shows no reflection in a mirror.
Smite Good (4/day) (Su) +6 to hit, +12 to damage, +6 deflection bonus to AC when used.
Spider Climb (Ex) A vampire can climb sheer surfaces as though under the effects of a spider climb spell.
Touch of Corruption (6d6 hit points, 12/day) (Su) As a standard action, touch channels negative energy and applies cruelties.
Undead Traits Undead have many immunities.
Vampire Weaknesses (Ex) Certain items or actions can ward off a vampire, while others destroy it.
Vital Strike Standard action: x2 weapon damage dice.
Weapon Trick (Two-Handed Weapons) You may perform weapon tricks with the chosen weapon type.

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Paladin of Erastil
Halfling vampire antipaladin 12 (Pathfinder RPG Advanced Player's Guide 118, Pathfinder RPG Bestiary 270)
CE Small undead (augmented humanoid, halfling)
Init +11; Senses darkvision 60 ft.; Perception +19
Aura cowardice (10 ft.), despair (10 ft.), vengeance (10 ft.)
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Defense
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AC 28, touch 19, flat-footed 20 (+3 armor, +7 Dex, +1 dodge, +6 natural, +1 size)
hp 160 (12d10+84); fast healing 5
Fort +19, Ref +19, Will +15; +2 vs. fear
Defensive Abilities channel resistance +4; DR 10/magic, 10/silver; Immune undead traits; Resist cold 10, electricity 10
Weaknesses vampire weaknesses
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Offense
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Speed 20 ft.
Melee slam +12 (1d3+2 plus energy drain)
Ranged mwk composite longbow +15/+15/+10/+5 (1d6+12/×3)
Special Attacks blood drain, channel negative energy 5/day (DC 21, 6d6), children of the night, create spawn, dominate (DC 21), energy drain (2 levels, DC 21), smite good 4/day (+5 attack and AC, +12 damage)
Antipaladin Spell-Like Abilities (CL 12th; concentration +17)
At will—detect good
Antipaladin Spells Prepared (CL 9th; concentration +14)
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Statistics
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Str 18, Dex 25, Con —, Int 12, Wis 12, Cha 20
Base Atk +12; CMB +15; CMD 33
Feats Alertness, Combat Reflexes, Deadly Aim, Dodge, Improved Initiative, Improved Precise Shot, Lightning Reflexes, Manyshot, Point-Blank Shot, Precise Shot, Rapid Shot, Toughness
Skills Acrobatics +10 (+6 to jump), Bluff +19, Climb +6, Disguise +11, Handle Animal +9, Intimidate +14, Knowledge (religion) +7, Perception +19, Ride +11, Sense Motive +17, Stealth +31; Racial Modifiers +2 Acrobatics, +8 Bluff, +2 Climb, +10 Perception, +8 Sense Motive, +8 Stealth
Languages Common, Goblin, Halfling
SQ change shape (dire bat or wolf, beast shape II), cruelties (diseased, exhausted, fatigued, stunned), fiendish boon (weapon +3, 2/day), gaseous form, shadowless, spider climb, touch of corruption 11/day (6d6)
Other Gear darkleaf cloth studded leather, mwk composite longbow (+4 Str), 106,425 gp
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Special Abilities
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Antipaladin Channel Negative Energy 6d6 (5/day, DC 21) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Aura of Cowardice -4 (10 ft.) (Su) Enemies in aura are not Immune to fear and take -4 to saves vs. fear effects.
Aura of Despair -2 (10 ft.) (Su) Enemies in aura take a -2 to all saves.
Aura of Vengeance (10 ft.) (Su) As a standard action use 2 smite good, allies in area gain smite at your bonus for 1 min.
Blood Drain (1d4 Con, gain 5 Hp) (Ex) When establish/maintain pin, blood drain deals con dam and grants self Hp.
Change Shape (dire bat or wolf, beast shape II) (Su) You can change your form.
Channel Resistance +4 +4 bonus to save vs. Channel Energy.
Children of the Night (1/day) (Su) Call forth rats, bats or wolves as a standard action.
Combat Reflexes (8 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Create Spawn (Ex) Opponents killed by Energy Drain rise 1d4 days after burial.
Cruelty (Diseased, DC 21) (Su) Touch of corruption can afflict target with disease, as per contagion (Fort neg).
Cruelty (Exhausted, DC 21) (Su) Touch of corruption can exhaust target (Fort neg).
Cruelty (Fatigued, DC 21) (Su) Touch of corruption can fatigue target (Fort neg).
Cruelty (Stunned, DC 21) (3 rounds) (Su) Touch of corrupution can stun target for 3 rounds (Fort neg).
Damage Reduction (10/magic) You have Damage Reduction against all except Magic attacks.
Damage Reduction (10/silver) You have Damage Reduction against all except Silver attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -4/+8 Trade a penalty to ranged attacks for a bonus to ranged damage.
Detect Good (At will) (Sp) You can use detect good at will (as the spell).
Dominate (DC 21) (Su) As a standard action, can use dominate person on foe in 30 ft.
Energy Drain (2 levels, DC 21) (Su) Foes hit by the listed attack take neg levels, gain 5 temp hp for each drained.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (10) You have the specified Energy Resistance against Electricity attacks.
Fast Healing 5 (Ex) Heal damage every round unless you are killed.
Fearless +2 bonus to save vs. fear (stacks with halfling luck).
Fiendish Boon (Weapon +3, 12 mins, 2/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
Gaseous Form (At will) (Su) Can assume gaseous form, except with 20 ft speed and perfect maneuverability.
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleed You are immune to bleed.
Immunity to Death Effects You are immune to death effects.
Immunity to Disease You are immune to diseases.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Nonlethal Damage You are immune to Nonlethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Physical Ability Damage Immune to ability damage to your physical abilities.
Immunity to Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Improved Precise Shot Ignore AC bonuses and miss chance from anything less than total cover/concealment.
Manyshot You can shoot two arrows as the first attack of a full attack action.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Shadowless (Ex) A vampire casts no shadows and shows no reflection in a mirror.
Smite Good (4/day) (Su) +5 to hit, +12 to damage, +5 deflection bonus to AC when used.
Spider Climb (Ex) A vampire can climb sheer surfaces as though under the effects of a spider climb spell.
Touch of Corruption (6d6 hit points, 11/day) (Su) As a standard action, touch channels negative energy and applies cruelties.
Undead Traits Undead have many immunities.
Vampire Weaknesses (Ex) Certain items or actions can ward off a vampire, while others destroy it.

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Paladin of Iomedae
Half-elf (drow-descended) vampire antipaladin 12 (Pathfinder RPG Advanced Player's Guide 118, Pathfinder RPG Bestiary 270)
CE Medium undead (augmented humanoid, elf, human)
Init +7; Senses darkvision 60 ft.; Perception +13
Aura cowardice (10 ft.), despair (10 ft.), vengeance (10 ft.)
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Defense
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AC 32, touch 14, flat-footed 28 (+9 armor, +3 Dex, +1 dodge, +6 natural, +3 shield)
hp 160 (12d10+84); fast healing 5
Fort +18, Ref +14, Will +14; +2 vs. enchantments
Defensive Abilities channel resistance +4; DR 10/magic, 10/silver; Immune sleep, undead traits; Resist cold 10, electricity 10
Weaknesses light blindness, vampire weaknesses
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee mwk longsword +17/+12/+7 (1d8+16/19-20) or
slam +11 (1d4+8 plus energy drain)
Special Attacks blood drain, channel negative energy 5/day (DC 21, 6d6), children of the night, create spawn, dominate (DC 21), energy drain (2 levels, DC 21), smite good 4/day (+5 attack and AC, +12 damage)
Spell-Like Abilities (CL 12th; concentration +17)
1/day—dancing lights, darkness, faerie fire
Antipaladin Spell-Like Abilities (CL 12th; concentration +17)
At will—detect good
Antipaladin Spells Prepared (CL 9th; concentration +14)
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Statistics
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Str 26, Dex 17, Con —, Int 12, Wis 12, Cha 20
Base Atk +12; CMB +16; CMD 34
Feats Alertness, Combat Reflexes, Dodge, Improved Initiative, Improved Shield Bash, Improved Two-weapon Fighting, Lightning Reflexes, Power Attack, Shield Focus, Shield Snag, Toughness, Two-weapon Fighting
Skills Acrobatics -2 (-6 to jump), Bluff +28, Climb +3 (+7 to catch yourself on wall or slope when falling if you have a shield equipped), Disguise +14, Handle Animal +9, Intimidate +11, Linguistics +5, Perception +13, Ride +2, Sense Motive +17, Spellcraft +7, Stealth +12; Racial Modifiers +8 Bluff, +10 Perception, +8 Sense Motive, +8 Stealth
Languages Celestial, Common, Elven
SQ change shape (dire bat or wolf, beast shape II), cruelties (diseased, frightened, poisoned, shaken), elf blood, fiendish boon (weapon +3, 2/day), gaseous form, shadowless, spider climb, touch of corruption 11/day (6d6)
Other Gear mithral full plate, mwk steel snarlshield, mwk longsword, 96,985 gp
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Special Abilities
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Antipaladin Channel Negative Energy 6d6 (5/day, DC 21) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Aura of Cowardice -4 (10 ft.) (Su) Enemies in aura are not Immune to fear and take -4 to saves vs. fear effects.
Aura of Despair -2 (10 ft.) (Su) Enemies in aura take a -2 to all saves.
Aura of Vengeance (10 ft.) (Su) As a standard action use 2 smite good, allies in area gain smite at your bonus for 1 min.
Blood Drain (1d4 Con, gain 5 Hp) (Ex) When establish/maintain pin, blood drain deals con dam and grants self Hp.
Change Shape (dire bat or wolf, beast shape II) (Su) You can change your form.
Channel Resistance +4 +4 bonus to save vs. Channel Energy.
Children of the Night (1/day) (Su) Call forth rats, bats or wolves as a standard action.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Create Spawn (Ex) Opponents killed by Energy Drain rise 1d4 days after burial.
Cruelty (Diseased, DC 21) (Su) Touch of corruption can afflict target with disease, as per contagion (Fort neg).
Cruelty (Frightened, DC 21) (6 rounds) (Su) Touch of corrupution can frighten target for 6 rounds (Fort neg).
Cruelty (Poisoned, DC 21) (Su) When you use your touch of corruption ability to damage a target, you may affect it with poison, using your antipaladin level as your caster level, unless it makes a successful Fortitude saving throw. The DC of this save is equal to 10 + 1/2 t
Cruelty (Shaken, DC 21) (12 rounds) (Su) Touch of corrupution can make target shaken for 12 rounds (Fort neg).
Damage Reduction (10/magic) You have Damage Reduction against all except Magic attacks.
Damage Reduction (10/silver) You have Damage Reduction against all except Silver attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Detect Good (At will) (Sp) You can use detect good at will (as the spell).
Dominate (DC 21) (Su) As a standard action, can use dominate person on foe in 30 ft.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Energy Drain (2 levels, DC 21) (Su) Foes hit by the listed attack take neg levels, gain 5 temp hp for each drained.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (10) You have the specified Energy Resistance against Electricity attacks.
Fast Healing 5 (Ex) Heal damage every round unless you are killed.
Fiendish Boon (Weapon +3, 12 mins, 2/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
Gaseous Form (At will) (Su) Can assume gaseous form, except with 20 ft speed and perfect maneuverability.
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleed You are immune to bleed.
Immunity to Death Effects You are immune to death effects.
Immunity to Disease You are immune to diseases.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Nonlethal Damage You are immune to Nonlethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Physical Ability Damage Immune to ability damage to your physical abilities.
Immunity to Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Improved Shield Bash You still get your shield bonus while using Shield Bash.
Light Blindness (Ex) Bright light blinds for 1 rd, then dazzled as long as remain in it.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Shadowless (Ex) A vampire casts no shadows and shows no reflection in a mirror.
Shield Snag Shield Bash: Use atk roll as free disarm attempt.
Smite Good (4/day) (Su) +5 to hit, +12 to damage, +5 deflection bonus to AC when used.
Spider Climb (Ex) A vampire can climb sheer surfaces as though under the effects of a spider climb spell.
Touch of Corruption (6d6 hit points, 11/day) (Su) As a standard action, touch channels negative energy and applies cruelties.
Undead Traits Undead have many immunities.
Vampire Weaknesses (Ex) Certain items or actions can ward off a vampire, while others destroy it.

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Paladin of Sarenrae
Human vampire antipaladin 12 (Pathfinder RPG Advanced Player's Guide 118, Pathfinder RPG Bestiary 270)
CE Medium undead (augmented humanoid, human)
Init +11; Senses darkvision 60 ft.; Perception +16
Aura cowardice (10 ft.), despair (10 ft.), vengeance (10 ft.)
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Defense
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AC 27, touch 18, flat-footed 19 (+3 armor, +7 Dex, +1 dodge, +6 natural)
hp 160 (12d10+84); fast healing 5
Fort +18, Ref +18, Will +14
Defensive Abilities channel resistance +4; DR 10/magic, 10/silver; Immune undead traits; Resist cold 10, electricity 10
Weaknesses vampire weaknesses
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Offense
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Speed 30 ft.
Melee mwk scimitar +16/+11/+6 (1d6+15/18-20) or
slam +10 (1d4+6 plus energy drain)
Special Attacks blood drain, channel negative energy 5/day (DC 21, 6d6), children of the night, create spawn, dominate (DC 21), energy drain (2 levels, DC 21), smite good 4/day (+5 attack and AC, +12 damage)
Antipaladin Spell-Like Abilities (CL 12th; concentration +17)
At will—detect good
Antipaladin Spells Prepared (CL 9th; concentration +14)
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Statistics
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Str 18, Dex 24, Con —, Int 13, Wis 12, Cha 20
Base Atk +12; CMB +12; CMD 34
Feats Alertness, Combat Expertise, Combat Reflexes, Dervish Dance[ISWG], Dodge, Improved Initiative, Lightning Reflexes, Mobility, Power Attack, Spring Attack, Toughness, Weapon Finesse, Whirlwind Attack
Skills Acrobatics +10, Bluff +22, Diplomacy +5 (+7 vs. people from chosen country), Disguise +11, Handle Animal +9, Intimidate +14 (+16 vs. people from chosen country), Knowledge (religion) +7, Perception +16, Perform (dance) +7, Ride +11, Sense Motive +17, Spellcraft +7, Stealth +30; Racial Modifiers +8 Bluff, +8 Perception, +8 Sense Motive, +8 Stealth
Languages Celestial, Common
SQ change shape (dire bat or wolf, beast shape II), cruelties (blinded, diseased, nauseated, sickened), fiendish boon (weapon +3, 2/day), gaseous form, shadowless, spider climb, touch of corruption 11/day (6d6)
Other Gear mithral parade armor[UE], mwk scimitar, 106,660 gp
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Special Abilities
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Antipaladin Channel Negative Energy 6d6 (5/day, DC 21) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Aura of Cowardice -4 (10 ft.) (Su) Enemies in aura are not Immune to fear and take -4 to saves vs. fear effects.
Aura of Despair -2 (10 ft.) (Su) Enemies in aura take a -2 to all saves.
Aura of Vengeance (10 ft.) (Su) As a standard action use 2 smite good, allies in area gain smite at your bonus for 1 min.
Blood Drain (1d4 Con, gain 5 Hp) (Ex) When establish/maintain pin, blood drain deals con dam and grants self Hp.
Change Shape (dire bat or wolf, beast shape II) (Su) You can change your form.
Channel Resistance +4 +4 bonus to save vs. Channel Energy.
Children of the Night (1/day) (Su) Call forth rats, bats or wolves as a standard action.
Combat Expertise +/-4 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (8 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Create Spawn (Ex) Opponents killed by Energy Drain rise 1d4 days after burial.
Cruelty (Blinded, DC 21) (12 rounds) (Su) Touch of corrupution can blind target for 12 rounds (Fort neg).
Cruelty (Diseased, DC 21) (Su) Touch of corruption can afflict target with disease, as per contagion (Fort neg).
Cruelty (Nauseated, DC 21) (4 rounds) (Su) Touch of corrupution can nauseate target for 4 rounds (Fort neg).
Cruelty (Sickened, DC 21) (12 rounds) (Su) Touch of corrupution can sicken target for 12 rounds (Fort neg).
Damage Reduction (10/magic) You have Damage Reduction against all except Magic attacks.
Damage Reduction (10/silver) You have Damage Reduction against all except Silver attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Dervish Dance Use Dex modifier instead of Str modifier with scimitar
Detect Good (At will) (Sp) You can use detect good at will (as the spell).
Dominate (DC 21) (Su) As a standard action, can use dominate person on foe in 30 ft.
Energy Drain (2 levels, DC 21) (Su) Foes hit by the listed attack take neg levels, gain 5 temp hp for each drained.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (10) You have the specified Energy Resistance against Electricity attacks.
Fast Healing 5 (Ex) Heal damage every round unless you are killed.
Fiendish Boon (Weapon +3, 12 mins, 2/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
Gaseous Form (At will) (Su) Can assume gaseous form, except with 20 ft speed and perfect maneuverability.
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleed You are immune to bleed.
Immunity to Death Effects You are immune to death effects.
Immunity to Disease You are immune to diseases.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Nonlethal Damage You are immune to Nonlethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Physical Ability Damage Immune to ability damage to your physical abilities.
Immunity to Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Shadowless (Ex) A vampire casts no shadows and shows no reflection in a mirror.
Smite Good (4/day) (Su) +5 to hit, +12 to damage, +5 deflection bonus to AC when used.
Spider Climb (Ex) A vampire can climb sheer surfaces as though under the effects of a spider climb spell.
Spring Attack You can move - attack - move when attacking with a melee weapon.
Touch of Corruption (6d6 hit points, 11/day) (Su) As a standard action, touch channels negative energy and applies cruelties.
Undead Traits Undead have many immunities.
Vampire Weaknesses (Ex) Certain items or actions can ward off a vampire, while others destroy it.
Whirlwind Attack Instead of making a full attack, you attack all foes in reach.

I created a party of 4 fallen antipaladins, each with a different fighting style. I based their fighting styles on their original deity but did use the free feats and stats the vampire gets.
The first is a Human DEX based dervish dancer of Sarenrae. I went for human because this build is pretty feat intense and the extra feat allowed him to pick up whirlwind attack. I wanted to include improved critical but decided whirlwind attack fit the concept better. If you want to swap out whirlwind attack for improved critical, he becomes a lot deadlier. He also maxed out stealth so has obscene stealth bonus.
The next is a half drow sword and board style fallen paladin of Iomedae. She has shield snag and fights with a snarl shield. The snarl shield has the disarm property, so she usually disarms her opponents before using her shield for damage. Skill wise she focuses on bluff and disguise. The antipaladin spell list includes disguise self and peerless integrity, so she often poses as her former self to trap the unwary.
The third one is a halfling archery focus fallen paladin of Erastil. He uses the typical feats of an archer and tries to get as many shots off as possible. Smite good not only boost his damage for each shot it also overcomes the DR problem most archers have. Due to high DEX and small size, he also has an obscene stealth bonus. In combat he will often use weapon bond to make his bow unholy to further boost the damage.
The last one is a demon spawn tiefling of ragathiel using a bastard sword. His combat style is based on getting two very powerful attacks. Cleaving bash allows him to use vital strike with cleave. He really does not specialize in any one skill, but his stats still give some decent bonus.
All four characters get up to third level spells. While that may not seem all that impressive the antipaladin spell list is incredibly useful for these characters. I have already mentioned disguise self and peerless integrity. Invisibility is also on the spell list and all the characters using heavy armor are using mithral plate, so they all have decent stealth bonuses. The lowest bonus in the group is +12 before the +20 bonus for being invisible. Since vampires can use gaseous form at will they can easily maneuver into position and surprise the party.
Weapon bond allows their weapons to make their weapons magic up to a +3 bonus or add enchantments to it. If they are striking from ambush, there is no reason they cannot use both weapon bond and smite good at the same time. More than likely all of the character will make their weapon a +1 Unholy weapon.
I have the full stat blocks for this party I can post if you are interested.
Have the character use a quickdraw shield. Quickdraw shields can be readied/put away as a swift action combined with a regular move. If you have the quick draw feat it becomes a free action.
The existence of and rules for a quickdraw shield prove the player is in error.
How about a party of 4 Anitpaladsin, that were paladins that fell from grace when they became vampires after failing to kill Strahd? A vampire antipaladin is incredibly powerful because the boost the two most important stats for the class. Have each anitpaladin be a former paladin of a different deity. They came together and were so sure that with 4 of them they could easily kill Strahd, but were defeated and became what they hated the most.
1 is a DEX based dervish of Sarenrae, 1 is a sword and board paladin of Iomedae, 1 is an archer of Erastil, the last one is a two-handed specialist of some god with a greatsword or similar favored weapon.
You did not mention point buy so it is hard to come up with actual write ups.
AI is a tool nothing more. It can be a useful tool for those that know how to use it, but it is still a tool. Part of knowing how to use it is understanding is limitations. Its main benefit is its ability to search for information using natural language instead of computer terminology. With it you can find the information on the web you want without having to write a computer program or sort through 3,000 websites. The second main benefit is being able to use it as a sounding board and have it double check your ideas for flaws or blind spots. You often need to verify its sources because there is a lot of false information on the internet.
I have used it to help build and run campaigns based on a specific era or culture. It has been very useful for research and keeping track of what I have done.
The archetype does not say you cannot gain levels in wizard, it says you cannot progress further as a wizard. Gaining spells per day is progressing further as a wizard even if you are not gaining levels of wizard.
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Not telling a player about a game mechanic is in my opinion is something that only a poor GM would do. You don’t have give them all the details, but they should be aware of the option.
The characters are part of the world and as such be aware of the way it works, even if the players themselves do not. It is the GM responsibility to let the players known things about the world (or campaign) their players would know.
I had a player in a campaign I ran that played a half orc paladin with the fey foundling feat and ferocious resolve. He also took the warrior of holy light archetype, so got extra lay on hands. The character was more unstoppable than unkillable. The only way to take him down was to actually kill him. Between his self healing, saves and other defenses he was also the character that was the hardest to kill.
The warpriest would be similar but lack some of the defenses the paladin has. Taking the protection and restoration blessings would further boost your defenses and improve your healing.

As I GM I would be hesitant to nerf a good tactic for my players. From the sound of things it looks like the players have invested some resources into being able to counter spell casters. Purposely invalidating those investments is not fair to the players. The question I have is this tactic making it less fun for the players, or is the GM simply upset because the story is not following his predefined script? If my players manage to come up with a tactic that completely shuts down my plot and they are having a good time I consider that to be a successful game.
That being said there are plenty of options for a caster to negate these or any other tactics. A mirror image would have a good chance of completely negating this tactic as would anything that gives a miss chance. Hiding the fact the caster is casting a spell would also work. Having a minion spell caster disguised as the boss at the beginning of the encounter can allow the boss the freedom to do what he wants. Preventing the melee character form moving into position can also be achieved in multiple ways. A flying caster will usually shut down this tactic. Casting a spell that takes a swift action will trigger the readied action but allow the caster to cast the spell he really wants.
Darting Duplicate will completely negate most melee character’s ability to disrupt a spell. It not only triggers the readied action; it also causes the melee character to waste his AoO on the illusion. It does offer a will save, but that is usually most melee characters weak save. It is also only a first level spell, so a high-level caster is not likely to need the slot or spell known.
The dwarf FCB specifies it increases the amount of progress he makes in an 8-hour period. That means no matter how many times you take the FCB, the minimum time does not change. You still need to take at least 8 hours.
When traveling you can work for 4 hours but it only counts as 2 hours. So, 4 days working for 4 hours while traveling equals 8 hours.
The rules do not allow working on more than 1 item at a time. Which means no matter how much progress you make, you can still only make 1 item per day. There may be feats and abilities that change that but by default only 1.

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Gaining an extra spell per spell level for a spontaneous caster is a huge advantage. Being able to change those spells on a daily basis make it even better. The fact that many of these spells are not on the oracle spell list makes the ability incredibly powerful. You can always take extra feat Extra revelations to regain your lost revelations. But no feats will give you the ability to swap out 17 different spells known of each spell level you can cast.
A 16th level spirit guide oracle of the heavens with the blackened curse will have 29 spells known of up to 8th level just from his mystery, curse and sprit, including all cure spells. That still leave the player the full allotment of spells known to choose. After taking extra revelation 3 times you still have 6 feats left. If you take the restoration (or life spirit) you get most of the condition removal spells and breadth of life can restore a dead character. You will also have channel energy to heal and can take enhanced cures to boost your cure spells, especially the lower-level cures. Play a race that gets extra spells known to give you even more spells known. At this point the limited number of spells of a spontaneous caster is not really that much of a limit. You know more spells than the cleric can memorize and can cast more spells.

If you want a bad touch build that is very easy with an oracle. Take the option of spontaneously casting inflict instead of cure. That will get you some decent damage spells without having to expend any resources. Take spell focus and greater spell focus in necromancy. The Oracle spell list has lots of decent necromancy spells that are usually touch spells or better yet ranged touch spells. You should have no difficulty finding at least one good offensive necromancy spell per spell level. That should give you decent offensive capability without needing to expend all your resources.
For race go with human and have at least a 12 or better yet 13 INT. This gives you decent skill points and a boost on INT based skills. You can also pick up the Mental Acuity revelation at 7th level to boost it higher. If you start with a 13 INT you will gain extra skill points and increase the bonus to INT based skills at 7th level or 8th level. Human also gives you extra spells known which is the most powerful FCB in the game.
If you really want to knowledge/skill monkey go for a VCM bard. This gets your bardic knowledge at 3rd level, two performances at 7th level. At 11th level you gain versatile performance and the ability to retrain all the skill points you spent on those skills for free. This does use up half your feats so may or may not be worth it. With this and the revelations lore keeper and at least an 18 CHA 1 point in each knowledge skill will give you a +14 bonus at 12th level. At that point focused trance means that you can make any knowledge skill roll of 35 or less even if you roll a 1. Skill rolls do not fail on a natural 1, so that is guaranteed success. If you also have think on it you can use that if you do fail with a guaranteed roll of at least 45.
The extra spells form human FCB can be used to pick up 1 necromancy spell, and summon monster, without using any of your normal spells known. The haunted curse gives you a couple of spells that have good utility so that really fits the concept.
If you do go for the full build, you will not have many feats left. Between VMC bard, spell focus and greater spell focus you will have 2 spare feats at 12th level. But by 12th level you will have at least 84 skill points, 1 versatile performance, and a bonus on all KS equal to your 6 + Your CHA modifier.
In combat you will always have 3 options, 1 use an inflict spells for direct damage, 2 use a necromancy spells to debuff your target, or 3 summon a monster or monsters to fight for you. You will also have the full number of oracle spells known for utility or whatever you want. Your combat spells will almost always target touch AC and with your medium BAB you should not have trouble hitting without a high STR. You have proficiency in medium armor and shields so are not helpless if you are forced into melee.
The real question is what do you want out of the character? It looks like you chose a lore oracle for a reason. Without knowing what those reasons are it is hard to give any real advice. Knowing what you value out of the class and mystery will help in figuring out what you are willing to give up to improve the character.

What I posted is mostly fact not opinion or even advice. The parts about the wizard’s 1st level spells quickly becoming obsolete is about the only opinion in my post, even that is pretty difficult to argue against. I am merely pointing out some of the draw backs of multiclassing, that may be overlooked.
Why bother with mage armor and shield when the oracle is a divine caster that does not have to deal with arcane spell failure and has proficiency with medium armor and shields? I can get the same AC bonus from wearing a breast plate and medium shield. Without the level of wizard there is no reason for the oracle not to use armor and shield. The spells do work vs incorporeal attacks but do not have unlimited durations. Having a +8 to AC all the time is better than having +8 for three minutes and +4 for an extra 2 hours and 57 minutes.
Magical knack can only be taken once, so can only be applied to one class. If he is multiclassing it would be better to take it on oracle to gain full caster level for all his oracle spells instead of having caster level 3 for 3 1st level spells one of which has to be a divinations spell and 3 cantrips.
Most people on the forums advise against multiclassing a full caster, especially a spontaneous caster. If my advice is poor than so is the majority of the people posting on the forums. If what I posted is not accurate or I made any factual mistakes, please point them out.

The Diviner will restore knowledge skills as class skills and a few other benefits. But the oracle is already a level behind in gaining access to higher level spells. This will put you full spell level lower than a cleric. You will gain access to 2nd level spells when the cleric is getting 3rd level spell. This is in addition to all the other negatives of lower caster level, including but not limited to less damage and having a harder time penetrating spell resistance.
Not only will you be gaining access to higher level spells later, but you will also get fewer of them due to limited spells known. The FCB of extra spells known are one lower than the highest level you can cast. That means you will be getting less of your two highest spell levels. At 5th level the straight human oracle can have 9 cantrips, 6 1st level spells, and 2 second level spells. At the same level the multiclassed oracle get 9 cantrips, 4 first level spells, and a single second level spell. This is not including cure/inflict, mystery or spells from their curse. This pattern will continue as the character levels up.
There are more than two spell lists in the game, so having access to the wizard’s spell list does not render UMD useless. Being able to access spells from the Bard, Druid, Inquisitor, Shaman and Witch spell list can be a useful ability.
At early level the wizard spells will boost your combat ability considerably, but after about 3rd to 4th level they will be almost useless. You will also take a minor on fortitude and reflex saves, but a slight boost on will saves.
One option to increase the offensive capability of an oracle is to choose to know all inflict spells instead of all cure spells. Unlike the cleric the oracles choice of cure/inflict is not tied to alignment. There is no reason a good cleric could not know inflict spells instead of cure spells. But that does mean you cannot cast cure spells with your normal spell slots without taking them as a spell known. Since Oracles share the same spell list as clerics, they can easily do a bad touch build.

What two curses did you plan to take? The way the oracles curse works is that you get all the negative aspects at 1st level gain benefits as you level up. Being one of the curses does not gain abilities as you level up means you get double the negatives without gaining anymore abilities. Depending on the curse that could be a steep price to pay.
The Archetype changes your mystery spells, but two of the spells (Oracles Burden and Bestow Curse) are on the oracle spell list, so can be chosen using your normal spells known. Ill Omen is the only thing you are really gaining that cannot be easily added. If your race grants you extra spells known that makes the alternate spells less valuable.
The extra revelations are nice, but the lore mystery has only two offensive revelations. If you really want those extra revelations, you can always spend a feat on Extra Revelations.
The lore mystery has several revelations that boost knowledge skills. But unless you are trained in the knowledge skill you cannot even attempt a roll unless the DC higher than 10. So, in order to take advantage of the revelations you need to put at least a point into any knowledge skills you think you might use. In all honesty you will want at least a point into each knowledge skill eventually. If you plan to take lore keeper that means that point will probably be giving you at least a +8 bonus before any bonus from other sources assuming it is a class skill.
Focused Trance allows you to gain a +20-circumstance bonus to a single INT based skill (any knowledge skill) a number of times per day equal to you CHA modifier. Assuming you are trained in the knowledge skill that is way better than gaining ranks equal to you character level and treating the knowledge skill as a class skill once per day.
Combining Lore Master and Focused trance you should easily be able to make any knowledge skill you are trained in. If it is a class skill that gives you an additional +3.
I would not bother with the archetype for an oracle of lore. You are giving up too much for too little return. Gaining a single non-oracle spell is not worth losing the class skill bonus on 7 skills.

At 15th level a fireball or lightning bolt is not designed to be used against the boss, it is for taking out numerous minions. The saving throws for the minions should be substantially lower than the boss. That means a boost of +2 to the DC of the save should be fairly useful. As I mentioned before the staff also means the DC of the save uses the characters stat bonus and feats. Compare that to a wand of fireballs and the fireball from the staff will do much more damage and be harder to resist.
The staff also gives a +2 luck bonus on AC and saving throw. Luck bonuses are probably the rarest bonus in the game, so the bonus from the staff will usually always benefit the character. It is also a +2 quarterstaff. The value of those abilities is worth at least 22,600 gp without factoring in the fact the AC and Save are luck bonuses.
By having a bunch of commonly used spells available in the staff also allows the character to expand their options considerably. If the character is a wizard, it allows the wizard to use his own spell slots for other spells, while still having access to some basic damaging spells. For a sorcerer it gives them access to spells they normally would not have that take advantage of the characters stats, feats and level.
Raising the DC by 2 is more useful than you think. That is the equivalent to having both spell focus and greater spell focus. Heightened spell also stacks with those. Staves also allow the character to use their own ability score, feats and levels on the spells from the staff. Adding heightened spell to that can result in some very high DC's
Both fireball and lightning bolt are area of effect spells. That makes raising the DC even more useful. With a single target spell raising the DC means one target is more likely to fail and take full damage. On an area of effect spell more creatures are affected so the effect multiplies.
In the case of ray of enfeeblement, the DC as you pointed out is raised by 4. That is a substantial increase in the chance of the target taking full effect.
Bloodrager could make an interesting character. It gives you full BAB, increased HP and rage. The Aquatic bloodline seems to synergize with the crocodile domain, and would make you terror in the water. The Shadow bloodline is also a good fit it you want to go focus on darkness and shadow. Fey bloodline could also work well with the fey aspect of your character.
Raging with full BAB character while in wild shape is hard to beat.
If the spells are already on the witch’s spell list simply purchase a scroll and have your familiar learn the spell. Witches do not get extra slots for patron spells, so as long as your familiar has the spell you can still memorize it.
The cleric on the other hand is just plain out of luck. Their domain spells do get extra slots, and they cannot use their normal slots to memorize domain spells unless the spell is already on the cleric spell list. Domain powers are also something you sacrifice with the prestige class.
Heightened spell raises the spell level to what is chosen when the spell is prepared or inscribed, up to the maximum spell level you can cast. The spell is then treated as that spell level for all purposes. Preparing or inscribing a heightened spell at its actual level does nothing. Improved Scroll Casting raises the caster level, but does not affect the spell level.
So, in your case the spell will still be a 1st level spell, but its caster level will be whatever your caster level is. If you inscribed the scroll as a 4th level spell with a caster level of 7 (The minimum you can for a 4th level spells). And then cast it from the scroll it would be a 4th level spell using your current caster level.
I think you have the wrong forum. As far as I know there is no such thing in Pathfinder 1E. There is a scroll savant in the computer game, but nothing in Pathfinder that I know of.
In Race Builder the Android subtype just add the Android subtype to the character, it does not give any other abilities. They also have the half construct subtype which is what gives them most of the construct related abilities. Half Construct is another 7 points.
Threatened Squares: You threaten all squares into which you can make a melee attack, even when it is not your turn. Generally, that means everything in all squares adjacent to your space (including diagonally). An enemy that takes certain actions while in a threatened square provokes an attack of opportunity from you. If you're unarmed, you don't normally threaten any squares and thus can't make attacks of opportunity.
In order to make an AoO you need to threaten a square. Since Laughing touch prevents you from making anything but a move action you are not threatening a square while under Laughing Touch. So, no you cannot make an AoO while under a laughing touch.
This has nothing to do with the original topic and even if it did that was 13 years ago. In the future it would be better to start a new thread instead of posting in a old thread that has nothing to do with your question.
Hero labs is a fully licensed product that is authorized by Paizo and the primary data packages contain official game material. That is why it includes the full text of 1st party material.
It looks like Hero Labs has a bug in it that if you choose faith magic with a normal feat it limits you to the first level spell. If you choose it from the bonus feat on the wizard tab it works properly. What is probably happening is that if the feat is from the wizard tab it can check to see what level spell you can cast, but off the feat tab it cannot.
The bonus to your tier is a set numeric value, but your tier is not. Mythic Holy word is adding your tier to your caster level. Spell perfection is also not a mythic ability, feat or spells. Mythic Paragon specifies it applies to mythic abilities, feats and spells, so it does not interact with mythic paragon at all.
Spell perfection also specifies it doubles the set bonus that applies to the spell. Mythic paragon does not directly apply the bonus to the spell, instead it applies it to your tier. So, even if for some reason spell perfections was considered a mythic feat it would not be doubled.
A set bonus is a straight numeric bonus. Both your caster level and mythic tier are variables as both change depending on the level and tier of the character. Anything represented in an algebraic equation as a variable is not a set bonus, it is a variable. So, spell perfection would not interact with mythic paragon.
Sin Monk explicitly states it alters high jump but does not say what changed. The fact that the Sin Monk no longer has any Ki Points to spend makes it obvious that the ability to spend Ki points to gain a bonus to jump is what has changed. That means the high jump the Sin Monk gains was altered to lose the ability to spend Ki points, so even if the character gains a Ki pool from another source, he does not have the ability to spend Ki points to increase his jump, because the version of high jump he has does not gain that ability.
If the archetype had not explicitly stated it alters high jump it would allow the sin monk that gains a ki pool from another source to use Ki points to boost his jump.
That is RAW, but your GM can of course alter that if they wish.

The problem with the Melee cleric is they are a medium BAB class that does not have proficiency in either heavy armor or martial weapons. The lack of martial weapon proficiency can be reduced by a good deities favored weapon, but it still means they do not have all the options. A character with martial weapon proficiency gets proficiency with some decent ranged weapons, that can be useful when melee is not an option. They also have no built-in way quickly and easily boost their combat ability. This puts them at a real disadvantage for combat especially at higher levels.
Taking power attack on a cleric reduces their chance to hit even more. A cleric with power attack is effectively a ½ BAB class when using power attack. A warpreist can get away with it because they have things that can boost them up to or past a full BAB class. Taking weapon focus, and latter greater weapon focus while casting divine favor as a swift action more than makes up for their lower BAB. Your build does take those feats, but it is using up a lot of your feats. That means you cannot take any caster boosting feats.
Having 9th level spells is great but with such a low WIS the DC of your saves are going to be lower than normal. The lower WIS also means you will get less spells per level because you do not get the extra bonus spells a higher WIS grants.
Melee focused cleric is more of a low-level option. As they level up their spell casting becomes more efficient than melee, but that means you need to be spending your resources to boost your casting, or you will not be able to perform as expected.
You only gain a single Ki pool no matter how many sources.
The feat is very specific that if you have a Ki Pool for another source, you gain no Ki from the feat. That means the only time you gain Ki from the feat is if you do not have a KI pool from any other source. That means a monk (with a Ki pool), or a rouge with the talent Ki Pool gains no Ki from the feat.
The rouge talent does specify you gain half your WIS bonus as extra Ki, but it would not work with the feat. It also specifies that if you have a ki pool or latter gain on you gain half your wis bonus to that ki pool instead of gaining another ki pool.
The way I see it is that there is a difference between having a choice to give up a class feature and removing part of a class feature. In the case of high jump, the class feature is modified because part of it no longer works. The Sin Monk does not have any Ki points to spend therefore cannot use that option. In the case of the abilities the sin monk can trade they either retain the entire class feature or lose it completely.
To me a class feature is the ability your character gains, not the choice of which ability it gains. Once you choose the ability that chosen ability becomes the class feature. A good example would be a rouge talent. At 2nd level the rouge gains the ability to choose a rouge talent. Whatever talent the player chooses becomes the class feature. The ability to choose is a one-time (excluding retraining) option of the player, not a class feature.
High Jump has an option to spend 1 Ki point to gain a bonus of +20 to your acrobatics roll for 1 round. Since a Sin Monk does not have any Ki to spend, they lose that option but can still gain the other benefits of High Jump. That is an alteration to High Jump, so you cannot retain both archetypes.
Tattoos may be inscribed on the following slots: belt, body, chest, feet, hands, head, neck, shoulder, ring (up to two), or wrist. They cannot be inscribed on armor, eye, headband, or shield slots.
That means the limit is 11. The limit is in the description of the inscribe magic tattoo feat.
You confer on the subject the ability to see all things as they actually are. The subject sees through normal and magical darkness, notices secret doors hidden by magic, sees the exact locations of creatures or objects under blur or displacement effects, sees invisible creatures or objects normally, sees through illusions, and sees the true form of polymorphed, changed, or transmuted things. Further, the subject can focus its vision to see into the Ethereal Plane (but not into extradimensional spaces). The range of true seeing conferred is 120 feet.
True Seeing completely negates the spell with no need for a saving throw.
The target of the spell is you.
Usually a harmful spell allows a target to make a saving throw to avoid some or all of the effect. The saving throw entry in a spell description defines which type of saving throw the spell allows and describes how saving throws against the spell work.
The first paragraph of the rules for saving throws state that saves are made by the target. Furthermore, the harmless descriptor specifies the save is usually beneficial, but the target can make a save if they choose. Losing immunity to fear is not a beneficial effect or harmless.
Aura of distraction does not list you as the target and specifies will negate, so that comparison is not valid.
RAW the spell allows the caster of the spell to make the choice as to whether he will attempt a will save to avoid the effect of the spell. The creatures in the area of the spell on the other hand do not get a save to avoid losing immunity to fear.
According to the AoN the Wildblooded replaces the bloodline, not the 1st level bloodline power. Hero Labs allows it both the Wildblood and the Tattooed Sorcerer to be taken. The sage bloodline is a variant of the arcane that has different bloodline powers. Some GMs might not agree, but from the looks of it RAW there is no reason you cannot take both the wildblood and tattooed sorcerer archetype.
The headband might help a bit, but the character is still not going to max out INT. Basing a character of access to a late game magic item is not a good idea, especially if the character is not starting out at high levels. Nor is taking feats that the magic item fulfills the prerequisite.
This character would work better as a human instead of a fetchling. Humans get an extra skill point so they can better afford to max out the craft skill. Their FCB for sorcerer is extra spells known, which will give them more spells they can use to meet the requirements. And finally, they can take focused study instead of the extra feat and put that into their craft and later use the others to boost other skills. If they take prodigy by 10th level, they can get a +10 to the craft skill which would more than enough to handle the -5 penalty. If you go with the sage bloodline for a human that would be ideal.
If you have enough spells that are worth making into tattoos, and you do not mind only being able to make a few tattoos the archetype could still work without taking the feat.

The big problem with a crafting sorcerer is their limited number of spells, and that CHA is their casting stat. The wizard (or other INT based caster) does not have much problem taking a -5 to the spellcraft (or other skill) to ignore a requirement, but for a CHA based caster with few skill points it is a lot more difficult. Inscribe magical tattoo also used a craft skill instead of spell craft. If you were using spellcraft to create the items, you would at least be able to get some benefit from those points besides creating items.
The sorcerer gets very few skill points so maxing out a craft skill will take half the base skill points of the class. Fetchlings do not get a bonus to INT or extra skill points, so you only option to increase skill points is FCB. But even that is going to leave you with very few skill points. Unless you are using a very high point buy you will probably want to focus on CHA, DEX and CON. Since your crafting skill is INT based dumping INT is not an option. Dumping WIS on a race that already has a WIS penalty is a verry bad idea. You can probably afford to sacrifice some STR to get a bit of INT, but this might cause issues with encumbrance.
The archetype is not the problem, because it does not use the craft skill. But creating any more than a few tattoos at a time will require the feat and using the craft skill. As far as I know Pathfinder has no way to use CHA for a craft skill.
RAW your opponent does not get a sense motive check.
But I must agree with your GM that your target should get a sense motive check. A trait should not be powerful enough to totally negate a character that spent a lot of resources to boost his sense motive. The way I would handle it would be to have the opponent make the sense motive and if that check is higher than the DC set by the trait to use the result of the check as the DC. If they fail the check the DC of the trait is used. Otherwise, I would not allow the trait.
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