Eldran Tesh

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




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".


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.


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?


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?


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.


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.


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?


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?


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!