Eldran Tesh

DarkDisciple's page

Organized Play Member. 27 posts. No reviews. No lists. No wishlists. 7 Organized Play characters. 1 alias.


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Had missed the part about it only adding to the spell list rather than the known spells. Seems a lot less overpowered now haha.


I will be playing a Samsarans Oracle in an upcoming game, and want to ask my DM about taking the Mystic Past Life alternate trait. It seems extremely broken though and ridiculous to ask for in its normal state. There is nothing to keep me from taking Tsunami, Polar Midnight, Storm of Vengeance, and Shapechange from the druid list and an extra 4 (17 starting charisma / house-rule) level 9 spells is crazy.

Has anyone used / had someone use this ability in their game? How was it balanced? The extra total spells are handy and the flavor of the ability is really cool, but how would you suggest tempering it so I don't feel like "that guy".


soupturtle wrote:
If you put a point into dex at level 4 it would have been much more efficient to start with one less strength. You're now spending 18 points on starting with 20 strength and 11 dex, then increasing to 20/12. You could also spend 15 points to start with 19/12, increasing to 20/12 at 4. Or start with 19/14 for the same 18 points and go to 20/14.

I think I will do just that and start at 19/12 with some points to spare.


Thanks for pointing that out for the animal companion feats soupturtle! I will drop the two fleet feats and shift the rest down a bit.

The Empyreal Knight archetype that gives the mount wings at lvl 12 removes lay on hands. Radiant charge does sound cool otherwise. Would definitely take if I was staying on the ground.

Even mithral heavy armor has a fairly low max-dex (+4). Assuming I'll have a +6 dex item someday, more than 12 seems high. Was planning to put a 12th point into dex at lvl 4, and the rest into str.


Hey everyone. I am making a charge-based paladin for an upcoming game and am looking any advice.

The character will be taking the Shining Knight (better charging) and Empyreal Knight (eventual flying mount) archetypes. The plan is to swoop around the battlefield charging in and getting away without anything (melee) being able to hit me. Aside from readied attacks that is.

Not sure what level the campaign will start at.

Human Paladin:

Stats:
str - 20
dex - 11
con - 14
int - 10
wis - 8
cha - 16

Skills: ride, handle animal

Feat Progression:
Level 1: Mounted Combat, Ride-By Attack
Level 3: Spirited Charge
Level 5: Power Attack
Level 7: Furious Focus
Level 9: Wheeling Charge
Level 11: Mounted Blade
Level 13: Death From Above
Level 15: Vital Strike
Level 17: Improved Vital Strike
Level 19: Greater Vital Strike

Heavy Horse:

Skills: fly

Feat Progression:
Level 1: Iron Will
Level 3: Great Fortitude
Level 5: Toughness
Level 7: Improved Iron Will
Level 9: Wingover
Level 11: Hover
Level 13: Improved Great Fortitude
Level 15: Valiant Steed
Level 17: Fleet
Level 19: Fleet

Any advice / change ideas you want to throw at me are much appreciated.


Also:

Improved Balance from the two-weapon archetype will let me use a Rhoka in my offhand as though it were light. I'm perfectly fine with -2/-2 (rather than the -1/-1 with this ability if I actually had a light weapon offhand).


I didn't take improved critical because I figured I have keen weapons.

I hadn't seen the two weapon fighter archetype but it looks great.

Stats without items are:

Str - 22
Dex - 17
Con - 12
Int - 13
Wis - 10
Cha - 8

One point of dex is from a tome (to meet requirement for improved two-weapon).


Campaign is starting out at lvl 12 but we will likely go up fairly quickly. Half-orc dual-wielding rhokas.

Going for lots of criticals and disarm for some utility.

Weapons for weapon training will be heavy blades and natural. Primary stat will be strength followed by dex and then con.

Level 1: exotic weap prof (rhoka), razortusk
Level 2: weapon focus (rhoka)
Level 3: two-weapon fighting
Level 4: weapon spec (rhoka)
Level 5: double slice
Level 6: combat expertise
Level 7: improved disarm
Level 8: greater weapon focus (rhoka)
Level 9: improved two-weapon fighting
Level 10: critical focus
Level 11: greater disarm
Level 12: bleeding critical
Level 13: iron will
Level 14: critical mastery
Level 15: blinding critical (swap for stunning at 17)
Level 16: greater weapon spec (rhoka)
Level 17: two-weapon rend
Level 18: greater two-weapon fighting
Level 19: improved iron will
Level 20: break guard

Please let me know what you think is missing and what you would change the order on. Thank you!


So lets say I chose to take all the cure spells (as opposed to inflict) as an Oracle, and then I take the path of Life. At lvl 17, I get mass cure critical from the mystery, but I already got it for free at lvl 16 being that it is a cure spell.

It seems very unlikely that someone who chose the inflict route of free spells, would then chose the life mystery. So why does life give a cure spell as one of its freebies?


When using smite evil with a 2 handed weapon, does the extra damage based on level receive the +50% bonus that power attack, and the strength mod to damage do?


Coming to the thread a little late. The new four are alchemist, summoner, cavallier?, and what?


My money is on Polymorph rule changes.


MerrikCale wrote:
I am always curious about the configuration of other gaming parties. List you characters and put as much backround detail as you like

Just started a new campaign at lvl 1. Using beta rules and switching to final once some of us get the book. Will be interesting as we have no real healer. Makeup is:

Paladin
Barbarian x 2
Duskblade
Warlock
Wizard
Rogue


KaeYoss wrote:
I don't like the new favoured class rule. It adds no flavour. All it does is power to single-classed characters.

I happen to think this is a good thing.

What do you actually get for staying in your favored class now? Is it just that you don't get an exp penalty? I saw somewhere I think that the extra skill point thing was removed.


yoda8myhead wrote:
Jason S wrote:

Also, I think I read that all races now get to add +2 to whatever stat they want instead of the set +2 / -2 they had before. I hope this information is incorrect. I don't like it when games become to generic, these changes seem subtle but change the flavor of the game, for me at least.

I believe only humans, half-elves and half-orcs have this selectable +2 bonus to any stat.

I am pretty sure half-orcs do not get to, however all of the races were reworked to have a net +2 to stats. For example; instead of dwarves having +2 con, and -2 chr, in PFRPG they now have +2 con, +2 wis, and -2 cha.


Yeah, divine might would certainly be out the window if it is two, but I think I would still have to take divine shield. Divine shield combined with shield ward is just too much of a lifesaver versus touch attacks not to take.


Feats like divine might and divine shield use up one turning attempt per use. Many other feats have the same mechanic. How will these function for paladins in pfrpg?

Will they cost two lay hands uses per or maybe just one? Will you be required to take the turn undead feat to use them?


SuperSheep wrote:

Looking at the Helm of Vast Intellect, it states that it gives you ranks in a skill equal to your hit die. Which was all and good until I also saw this in the Ability Bonus section in the back:

Modify all skills and statistics related to that ability. This might cause you to gain skill points, hit points, and other bonuses. These bonuses should be noted separately in case they are removed.

Does this mean you get skill points for a raised Intelligence in addition to the skill points the Helm gives you explicitly?

I would say yes. But keep in mind you don't get any extra skill points per level for having the headband on (unless this has changed) so the extra int will only raise your int-based skills, while the skill boosts could be applied to anything.


So I had my heart set on playing a paladin when we start a new PFRPG game soon. Unfortunately for me, at least two of the other people in our group want to play evils. What do you all think of this setup for changing the paladin to being evil, without really changing much? Mostly want to make sure it doesn't end up a lot more powerful, in fact I think it'll be a tiny bit weaker overall. Stuff with more than just a name change has a *. Also this is based off the beta, I'm not exactly sure how Mercy works, or how turning was changed.

I didn't use "unholy" for anything, as the class would still be a divine servant. Would sin and death and oppression in the name of a LE god be unholy? I'm generally used to thinking of unholy as ungodly, but this isn't earth.

1: aura of evil, detect good, smite good 1/day
2: dark blessing*, abhorrent touch*
3: aura of cowardice*, divine health
4: channel negative energy, smite good 2/day
5: divine bond*
6: contagion
7: smite good 3/day
8: aura of indecision*
9: bestow curse
10: smite good 4/day
11: aura of malice*
12: poison
13: smite good 5/day
14: aura of despair*
15: command
16: smite good 6/day
17: aura of zeal*
18: harm
19: smite good 7/day
20: tyrannical champion

Auras: The same as the normal aura at that level, only except increasing the saves of the party, they lower the corresponding saves of nearby enemies.

Abhorrent Touch: Damage instead of healing, use charges to do poison, bestow curse, contagion instead of cure them. Command, greater, is the same cleric spell level as break enchantment, is an enchantment spell, and makes sense for the class. Harm = Heal.

Dark Blessing: Blackguard name for divine grace.

Divine Bond (weapon): Axiomatic, mighty cleaving, defending, wounding, frost, icy burst, keen, vorpal, speed.

I'm not completely sure what to do about the paladin spell list, since it's so full of goodie-goodie stuff. Should I just change evil to good in all the spell descriptions as with abilities above? Id probably keep the heals as heals, the class already has melee + abhorrent to kill things.

Thoughts very much appreciated.


By the way, why isn't it available till a month later on ama?


With this sub level, you give up one per-week use of remove disease, and in exchange your mount gets the celestial template.

What is a good way to adapt this to PFRPG with the changes to remove disease? I was thinking perhaps make remove disease cost 3 lay on hands instead of 2? Or maybe make it cost 4 the first time it is used in each day?

Thanks for your opinions.


jreyst wrote:
DarkDisciple wrote:
If an intelligent construct has been touched, (or someone gets a piece of it), can it be protected by a mind blank spell?

Mindblank is an abjuration and I see no reason why a construct, intelligent or otherwise, would not be affected by the spell. Mindless constructs would gain no real benefit from it, but they could still be targeted by it.

DarkDisciple wrote:
Same question above, but for an intelligent item, such as an item familiar.

Same answer.

DarkDisciple wrote:
Is there any way to protect a non-intelligent construct/item which has been touched from being located?
The first thing that comes to mind is you could put it inside a Mage's Private Sanctum area.

Discern location was changed for PFRPG, as was mind blank, I suggest checking them out:

Mind Blank

Discern Location

Good to know I can toss mind blank on my effigy and item familiar though.


First off, does a construct count an an object, or as a creature for the purposes of discern location? Does it having an int score change which it is considered?

If an intelligent construct has been touched, (or someone gets a piece of it), can it be protected by a mind blank spell?

Same question above, but for an intelligent item, such as an item familiar.

Is there any way to protect a non-intelligent construct/item which has been touched from being located?


My real issue with sword and board, is that you really only need so much AC. A fighter with some good dex, and some good magic armor is going to have a ton, but his touch AC is still going to be pretty bad.

I've always thought it would be cool to have shield AC apply to ranged touch attacks (or all touch attacks even) so long as you are not flat footed.


Aside from fixing the saves and up the hit die to d6, what all would need to be done to update the effigy master to PFRPG, if anything?

I haven't seen the new, if any, construct rules, but has their BAB been increased to match their d10 hit die, or have they been reduced to a d8 hit die to match their BAB?

Also, what exactly would I need to do to fix the saves, would I just do the same pluses to each save as a wizard gets for its first 5 levels?


Bhode wrote:
vagrant-poet wrote:
Pretty much exactly the same, I like to use a grid and models, but this is still basically 3.5, its not a new edition, more an update.
Good to know. Thanks for the quick responses! :)

Any chance of PRPG being hex-based? If there's already a good discussion of this please point me there.


So we are converting our epic campaign over to pathfinder from 3.5 pretty soon here. Figured I would make a new character. Aside from skill tricks and 1-2 feats there's not any 3.5 book stuff. If mentioning the names of those things her isn't allowed, say so in a reply and I will gladly edit. I've never made a rogue nearly this high level, only casters. Advice is much appreciated.

22 human rogue/duelist - common, undercommon, draconic, abyssal

flaws -: shaky, vulnerable

rogue 1: sa +1d6, trapfinding, weapon finesse, quick draw
two-weapon fighting, combat expertise, clever improviser(st)

rogue 2: evasion, fast stealth(rt)

rogue 3: sa +2d6, trap sense +1, improved feint, quick escape(st)

rogue 4: uncanny dodge, minor magic(detect magic)(rt), +1 dex

rogue 5: sa +3d6, flick of the wrist, opening tap(st)

rogue 6: resiliency(rt), trap sense +2

rogue 7: sa +4d6, agile maneuvers, second impression(st)

rogue 8: improved uncanny dodge, major magic(truestrike)(rt), +1 dex

rogue 9: sa +5d6, trap sense +3, improved two-weapon fighting,
assume quirk(st)

rogue 10: crippling strike(rt)

rogue 11: sa +6d6, improved critical(rapier), listen to this(st)

rogue 12: improved evasion(rt), trap sense +4, +1 dex

rogue 13: sa +7d6, savvy rogue, acrobatic backstab(st)

rogue 14: skill mastery(disable device, escape artist, stealth,
slight of hand, perception, appraise)(rt)

rogue 15: sa +8d6, trap sense + 5, dodge, sudden draw(st)

rogue 16: dispelling attack(rt), +1 dex

rogue 17: sa +9d6, mobility, nimble charge(st)

rogue 18: slippery mind(rt), trap sense +6

rogue 19: sa +10d6, defensive combat training, never outnumbered(st)

rogue 20: master strike, opportunist(rt), +1 dex

duelist 1: canny defense, precise strike, dextrous will, walk the walls(st)

duelist 2: improved reaction +2, parry

rt = rogue talent
st = skill trick

skills: 1 each in swim, use magic divice, and dungeoneering. The rest are pretty evenly divided in all the class skills. Works out to ~20 each.

Stats are based on an 18 / 16 / 14 / 12 / 10 / 8 (sub 1 from any 1) array our DM has us use for making chars.

---> base ---> human --> levels --> tomes --> scores --> temp

str 8 (-1) -------------------------------------------> 8 (-1) -> 8 (-1)
dex 18 (4) --> 20 (5) -> 25 (7) -> 30 (10) -> 30 (10) -> 36 (13)
con 12 (1) -------------------------------------------> 12 (1) -> 18 (4)
int 16 (3) -------------------------------------------> 16 (3) -> 16 (3)
wis 10 (0) -------------------------------------------> 10 (0) -> 16 (3)
cha 13 (1) ---------------------------> 18 (4) ---> 18 (4) ---> 24 (7)

Thanks for pointers!