Red Dragon

Dalamar666's page

84 posts. No reviews. No lists. No wishlists.




2 people marked this as FAQ candidate.

How do you determine the Save DC for Ghoulish Claws Bloodline power?

I ask because unlike other bloodlines this doesn't tell us to use 10 + 1/2 sorcerer lvl + CHA mod. It tells us to use "as the Ghoul ability (Fort Negates)." Which means we find the paralyzed monster ability and get 10 + 1/2 Racial HD + Con mod. We don't get CHA mod like a ghoul because we aren't undead and have a Con score.

Am I correct or does it use the normal bloodline save DC?


Is there any point to taking this option? Am I missing something?

This option is 1/4 level advancement in brawler's Unarmed strike damage, However Brawler's damage increases every 4th level. So to get any benefit you need to take this for 16 Brawler levels to increase you damage 1 category to 20th level damage. The only other benefit is to take it 20 levels and get Level 20 damage to the close combat group.

It looks to me like this option was written as if the damaged increased every 5th level instead of 4th. If this was the case then you would be getting a damage increase every 4th level. ie. 4th = 5th, 8th = 10th, 12th = 15th, 16th = 20th.

Do you agree? Does this need to be house ruled or F.A.Q.ed to every 1/3 level.


Hi, I'm helping a friend optimize his new Magus for Skull and Shackles. the rules are no dump stats, 20 point build. The DM is known for punishing low Charisma, so he wants at least a 12 in it.

Here is what I came up with just tweaking his original.

Dual Talent human alt. racial trait INT & DEX

Str 10
Dex 16 (level 8,12,16,20 stat bump here)
Con 13 (level 4 stat bump here)
Int 18
Wis 10
Cha 12

Traits: Magical lineage (shocking grasp), unhappy childhood +2 Concentration

feats and arcana

1. Weapon finesse (Rapier)
3. Weapon focus
3. Arcane Accuracy
5. Extra Arcane pool
5. Craft Magic Arms and Armor
6. Close range arcana
7. Intensify spell
9. Piranha Strike
9. Ghost Blade
11. Weapon specialization
11. Extra Arcane Pool

So any thoughts or recommendations? what should 12 - 20 look like?

Thanks.


My DM rocks and is letting me combine Dawnflower Dervish and Archaeologist Archtypes. He is doing so, because I wanted to play a Dawnflower Dervish, but the party has no rogue, and he wants someone to be able to handle traps. I have two good Ideas one has more flavor, and needs a little help. The other is easier to implement, more flex less flavor.

The rules:
25pt build
Start Level 3
I get all Archaeologist abilities, but Loose Battle Dance, Meditative Whirl.

Build 1 Flavor:

Race: Kitsune
Class Monk(MotSM, MoMS) 2 / Bard( Dawnflower Dervish, Archaeologist) 18
Traits: Goldfinger, ?

STR 8
DEX 19
CON 14
INT 12
WIS 10
CHA 16

Feats/Abilites
1. Dervish Dance, Lingering Preformance, Luck +1
2. Crane Style, Improved Unarmed Strike
3. Dragon Style, Dodge, Toughness, +1 Nat armor
4. DEX
5. Fox Shape
6. RT(finesse rogue)
7. Weapon Focus, Luck +2
8. DEX, evasion
9. Swift Kitsune Shapechanger
10. RT(combat trick(Arcane strike))
11. Crane Wing
12. DEX
13. Crane Riposte, Luck +3
14. RT(Improved Evasion)
15. Vulpine Pounce
16. DEX
17. Osyluth Guile
18. RT(Feat(Extra Preformance))
19. Power Attack, Luck+4
20. DEX

Any Ideas to Optimize it better?

Build 2 Power:

Race: Aasimar(Azata-Blooded) Truespeaker
Class Unarmed Fighter 1 / Bard( Dawnflower Dervish, Archaeologist) 19
Traits: Goldfinger, ?

STR 10
DEX 19
CON 14
INT 12
WIS 10
CHA 16

Feats/Abilites

1. Dervish Dance, Lingering Preformance, Luck +1
2. Crane Style, Improved Unarmed Strike
3. Dodge
4. DEX
5. Arcane Strike, RT(Weapon training(weapon focus)), Luck +2
6.
7. Crane Wing, evasion
8. DEX
9. Osyluth Guile, RT(trap spotter), Luck +3
10.
11. Crane Riposte
12. DEX
13. Improved Crit, RT(Improved Evasion), Luck +4
14.
15. Power attack
16. DEX
17. Deepsight, RT(Feat(Extra Preformance)), Luck +5
18.
19. Mobility
20. DEX

Any Ideas to Optimize it better? Need some better feats I think or change when I get them.
Does Luck Increase past +4 if you use the Aasimars favored class bonus?

Thanks in advance.


Hi there. So back in January I was getting help making an Dex based Barbarian I had decided on an Urban Invulnerable Barbarian 3 / Dawnflower Dervish Bard 1. Well the game got pushed back and We are finally about to start. I was polishing off my character buying Equipment and such when I realized I hadn't selected my spells yet. I look through the books and saw "Moment of Greatness" 1st level from UC. Here is what my character will look like at 4th level with this spell active 1 min/level.

Str 13
Dex 19 +2 belt +8 Rage = 29
Con 16
Int 10
Wis 10
Cha 12

to hit Scimitar
Bab + battle dance + Enhancement + Dex
3 + 2 + 1 + 9 = 15 -1 power attack
to hit Claw
3 + 2 + 0 + 9 - 5 = 9 -1 PA

Damage without power attack
1d6 + 1 + 9 = 13.5 average
with power attack
1d6 + 1 + 9 + 2 = 15.5 average

is it just me or is this insane? get your wizard to cast this on your Regular barbarian as well .


Just what the Subject says. If I cast a 7th level spell with a +8 ability modifier and I have Spell Focus & GSF do I have to let my opponent save vs. 27 or can I let them save vs. DC 10?


1 person marked this as a favorite.

I am trying to optimize a character concept for an upcoming game. I want to play a Shadowcaster (Illusionist). I will be using 25 point buy, starting at 4th level. We get 2 traits. We get to use Core, AGP, UM, UC, everything Inner Sea, and Freeport.
.
.

The first question is of race. Human or Elf?

Human Elf
STR: 8 8
Dex: 14 16
Con: 14 12
Int: 20 20
Wis: 10 10
Cha: 10 10

2nd Question Traits:

Magical Lineage (Greater Shadow Conjuration?), and ?
3rd Question opposing schools
Enchantment? , Evocation?

4th Question Feats:

1. Spell Focus (illusion), tenebrous spell(if human)
3. Craft wondrous Item
5. Shadow Gambit (tenebrous spell if elf)
7. Shadowcaster(freeport) +5% real on shadow spells/ int bonus
9. Greater spell focus
11. Spell penetration
13. Umbral spell
15. Tenebrous spell
17. Greater spell penetration
19. Spell Perfection

The idea is to lower my save DC’s and let Enemies make their Disbelief saves against Shadow Conjuration and Shadow Evocation like spells and have them take full damage. As well as just being a versatile mage.

Thanks for the help.


I'm building a Magus for a Game I will be joining We can only use Core, AGP, UM, UC. Therefore the Dervish Dex build is out. We were encouraged to be one of the Planar races because the game will take place in the Abyss and Hell, and we will be fighting Demons, Devils and the like.

I will start at level 6 or 7

So I decided on:

Oni-Spawn: Blade-Bound, Hexcrafter

Traits: Magical Lineage, Heirloom weapon(Katana)

Roll: Primary front line combatant

23 pt build

STR: 16 +2 (18)
DEX: 14
CON: 13 +1(14) 4th Level
INT: 14 +2 (16) Infernal Heritage
WIS: 10 +2 (12)
CHA: 10 -2 (8)

Feats/Arcana/Hexes

1. Infernal Heritage
3. Elemental Spell
4. Prehensile Hair
5. Extra Arcana(Arcane Accuracy), Intensify Spell
6. Evil Eye
7. Weapon Focus
9. Cackle, Extra Arcana(Ghost Blade)
11. Weapon Specialization, Power Attack
12. Retribution
13. Extra Arcana(Devoted)
15. Bane, Extra Arcane Pool
17. Extra Arcane Pool, Extra Arcane Pool
18. Major Healing
19. Extra Arcane Pool.

As you can see I ran out of steam and had no idea what to take after 15th. Also I think I might want craft wondrous item early so I can save some cash and make what I want. GM doesn't give out a lot of goodies.

All Ideas welcome!!!


so here is the issue I'm building a Magus for a Game I will be joining We can only use Core pathfinder so the Dervish Dex build is out. We were encouraged to be one of the Planar races. So I decided on:

Oni-Spawn

Blade-Bound, Hexcrafter

23 pt build

STR: 16 +2 (18)
DEX: 14
CON: 13
INT: 14 +2 (16) Infernal Heritage
WIS: 10 +2 (12)
CHA: 10 -2 (8)

1st level feat Infernal Heritage.

I will start at level 6

Here is the Rub I was planning on going the Intensified shocking grasp route the initial description of the game said we would be Adventuring in Hell. No problem, However after talking to the GM he meant that figuratively. We will be in the Abyss fighting Demons where most of them have Immunity to Electricity .

So the Question Is how do I proceed in creating this character?


I need some help to Optimize and finish this build. I need to work in Agile Maneuvers somewhere early, and maybe move up guarded stance.
Gear is listed at the bottom. The character will start at 8th level. Thanks for your help. Oh and I forgot to take Raging Vitality

Half-Elf Invulnerable/Urban Barbarian
Traits: Dangerously Curious, ???
AC:18(19), w/rage 20(21) & Shield 24(25) & Mage Armor 26(27)
(add +1 dodge bonus when adj to 2 or more enemies)
max Attack: 8+3+8=19(20)
Max Damage: 1d10+20 (22 vs. magic users)
CMB:9 + 2 sunder + 8 strength surge
CMD:25(27)

Stats: Build points 23
Start, LvL8, Rage
Str: 13, 13
Dex: 18, 22, 26
Con: 16, 18
Int: 10, 10
Wis: 10, 10
CHA: 10, 10

Abilities & Feats:
1.Exotic WP: Elven Curve Blade
1.Weapon finesse

2.DR1/
2.superstition

3.Power Attack
3.Extreme End. Hot

4.DR2/
4.Strength Surge

5.Imp. Sunder

6.DR3/
6.Fire Res. 1
6.Witch Hunter

7.Greater Sunder

8.Spell Sunder
8.DR4/

9.Improved Critical
9.Fire Res. 2

10.Eater of Magic
10.DR5/

11.Combat Reflexes

12.Come Get Me
12.DR6/
12.Fire Res. 3

13.Raging Brutality

14.Guarded Stance
14.DR7/

15.Dazing Assault.
15.Fire Res. 4

Gear:
+1 Haramaki
Belt +2 Dex/Con
+1 Adamantine, Agile, Furious (Elven Curve Blade)


I'm looking to create a 20 level build for a kensai/bladebound magus. he will be starting at level 6 or 7.

20 pt build
Race Tiefling (over-sized limbs, +2 Int)
Weapon: Large Wakizashi 1d8/18-20/
Starting stats

STR:10
DEX:19(20 at 4th)
CON:12
INT:18
WIS:10
CHA:8

I know I could dump some stats but I like to be well rounded

I will have 23,500 gold to spend.

6000 will go to adding agile to the blade for Dex to damage. to save 1 feat.

feats, Magus Arcana:
1.Weapon Focus (Wakizashi)
1.Fiendish heritage
3.Weapon finesse
3.Alertness
5.Dodge
5.Arcane Strike
6.Arcane Accuracy
7.Weapon Specialization(Wakizashi)

this is where I'm at I need help finishing the Build to 20th as well as spending the rest of my starting cash.

Any suggestions on this or changes welcome

thanks in advance.


Here is my character that I'm going to playing a game starting Sunday. I have all of the basics set, however I still need to equip him and that is where I'm running into issues.

Here are the rules that need to be followed.

Starting Gold:
All characters will start with 3,000gps and 1 or 2 magic items whose total market price does not exceed 12,000gps. Magic items must have an accompanying story!

Spell Point System
I still plan to use the spell point system in pathfinder, some adjustments will be needed for some classes.

------------------------------------------------------------------------
Build:
Level 6 Hex-Staff Magus
Race: Tiefling

Traits: Magical Linage (Magic Missile), Quantum University Graduate

STR 14
DEX 14 +2 (16)
CON 14
INT 16 +2 +1 (19)
WIS 8
CHR 10 -2 (8)

Feats
1. Toppling spell, Quarterstaff Master
3. Weapon Focus (staff)
5. Heighten Spell, Weapon Specialization
7. Power attack
9. Spell Penetration
11. Craft Staff, spell focus ()
13. Greater Spell Focus ()
15. quicken spell
17. Spell Perfection, Spell Perfection
19. Greater spell Penetration

Arcana:
3. Arcane Accuracy
6. Evil Eye
9. Wand Wielder
12. Cackle
15. Retribution Hex
18. (Life Giver, Dire Prophecy, Summon Spirit)

Hex:
Prehensile Hair
-----------------------------------------------------------------------
Equipment:
Here is where I’m stumped. See above creation rules. Only 2 Magic Items hurts. also the 2 magic items cannot exceed 12,000gps total combined.

I was thinking about buying Elven chain because it is the best armor outside of celestial chain and i doesn't take up a magic item, but it does eat into my total for magic items leaving only 9,850 left.

Elven chain -5150 (Not Magic)
Just under 9,850gp left for magic items.

Thanks for the advice.


Ok, I need a little help on a Magus Build Starting at level 6. Here is where I’m at I will have some questions after the build, and I welcome all suggestions.

Rules:

Points:
23 point buy

Starting Gold:
All characters will start with 3,000gps and 1 or 2 magic items whose total market price does not exceed 12,000gps. Magic items must have an accompanying story!

Spell Point System
I still plan to use the spell point system in pathfinder, some adjustments will be needed for some classes.

Starting Character Classes/Races
You can choose any race or class combination from the Pathfinder core ruleset, or with approval one from a 3.5 source. Planetouched-type races are a plus.

Build:
Level 6 Hex-Staff Magus
Race: Tiefling

Traits: Magical Linage (Magic Missile), Quantum University Graduate

STR 14
DEX 14 +2 (16)
CON 14
INT 16 +2 +1 (19)
WIS 8
CHR 10 -2 (8)

Feats
1. Toppling spell, Quarterstaff Master
3. Weapon Focus (staff)
5. Heighten Spell, Weapon Specialization
7. Power attack
9. Spell Penetration
11. Craft Staff, spell focus ()
13. Greater Spell Focus ()
15. quicken spell
17. Spell Perfection, Spell Perfection
19. Greater spell Penetration

Arcana:
3. Arcane Accuracy
6. Evil Eye
9. Wand Wielder
12. Cackle
15. Retribution Hex
18. (Life Giver, Dire Prophecy, Summon Spirit)

Hex:
Prehensile Hair

Equipment:
Here is where I’m stumped. See above creation rules. Only 2 Magic Items hurts.

Elven chain -5125~ (Not Magic)
Just under 10,000gp left for magic items.

Thanks for the advice.