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As said in the title pf2e group looking for another PC in the Tupelo area will be playing at the Thunderdome game store Wednesday nights. Playing Abomination Vault


I don’t know if this is the right place to put this but I’m starting a game at the thunder dome game store on Wednesday nights in the Tupelo Ms area and we need another PC or two for the game if you would to join let me know. We will be playing through the Abomination Vault AP.


Hello all I am playing a diviner in a campaign and he has been going well so far but I don't really know where i'm going to go next with him. This campaign has been very low magic so far case in point i do not have a single magic item I was thinking of taking craft wondrous item at 7th and Opposition Research at 9th to regain Necromancy as a full school for me. And in case its needed so far we have been getting a week or two between adventures so far in case we did have creation feats and it seems this pattern will continue. Any advice is welcome please no Third Party thanks everyone. Well I guess i do have an idea. I think I'm asking does anyone have any suggestions they think would be better

Voethal
Elf Diviner(Foresight school) 6th level
Stat Score Modifier
Str 8 -1
Dex 16 +3
Con 12 +1
Int 21 +5
Wis 12 +1
Cha 8 -1
Hp: 29 Damage:
Ac: 13 Flat:10 Touch:13
Initiative: +12 Movement: 30 ft
Cmd:15 Cmb: 2 Concentration: +11/+13
Save Base Abil Misc Total
Fort 2 1 3
Ref 2 3 5
Will 5 1 6

Feats, Traits, Class & Racial abilities Magical lineage: Haste
Reactionary: +2 Initiative
Arcane Focus: +2 concentration loses weapon familiarity
Arcane Bond: Wand
Prescience: 8 times a day
Forewarned: always act in surprise round + 1/2 level to initiative
Scribe Scroll
Improved Initiative
Spell focus: Conjuration
Extend Spell
Augment Summon

Skills Trained
Skills Ranks Ability Class/Race Total
Acrobatics 2 3 0 5
Appraise 3 5 3 11
Climb 1 -1 0
Crafts
Armorer 1 5 3 9
Jewel crafting 1 5 3 9
Fly 2 3 3 8
Linguistics 4 5 3 12
Perception 4 1 2 7
Spell craft 6 5 3/2 14/16 id magic item
Knowledge's
Arcane 6 5 3 14
Dungeoneering 4 5 3 12
Engineering 2 5 3 10
Geography 2 5 3 10
History 3 5 3 11
Nature 2 5 3 10
Planes 3 5 3 11
Religion 2 5 3 10

Spell Book
1st- Identify, True strike, Grease, Color Spray, Burning hands, Enlarge Person, Mage Armor, Hydraulic Push, Protection from Evil, Shield, Expeditious Retreat, Mount, Magic Missile, Floating Disk, Feather Fall, Comprehend Languages

2nd- Create Pit, Locate Object, Scorching Ray, Mirror Image, Knock, Bulls Strength, Darkvision, See Invisibility, Rope Trick, Pyrotechnics, Glitter dust, Summon Monster II

3rd- Clairaudience/Clairvoyance, Haste, Spiked Pit, Summon Monster III, Tongues, Dispel Magic, Fly


Would true strike bonus work on every target in the area of effect of greater thunderstomp?

As such caster uses True strike round one,
Then cast greater thunder stomp does said caster roll caster level plus casting stat plus 20 to all targets in a 60 foot line to determine if they are tripped?


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