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Derron42's page
119 posts. No reviews. No lists. 1 wishlist.
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James - I wanted to respectfully check in on the item below. It's now getting into late spring/early summer and wanted to see if some "stats for fun" could be posted. I appreciate that you're juggling the launch of second edition and a post of other balls in the air. Thanks kindly and have a nice week.
"There are no plans to publish the full power Xanderghul ever.
Those stats exist, and I'm debating on whether or not to put them online as a blog post or not, but kinda trepidatious about doing so this soon, because I want the Adventure Path to stand on its own as presented, with Xanderghul as NOT the most powerful foe. Maybe later in the late spring or early summer I'll put his stats up for folks to see, but for now I'm not comfortable making them public.
If you want Xanderghul at full power to play a significant role in your game, this is a GREAT homebrew opportunity for a GM, but it's not the intent of the Adventure Path and so I don't want to confuse folks by having someone post "official" stats for him until the Return of the Runelords Adventure Path has had at least a few months to exist whole in the world.
If you're just curious to see how I built his stats, I'll ask you to be patient and understanding, and hopefully you'll still be curious later in the year."
Can a Dervish Dancer utilize the inspire courage battle dance & rain of blows simultaneously?!
Thanks for any clarification!

Tremendous stat block for the redeemed Runelord of Lust [now Love?]. She has ten mythic tiers but I only see EIGHT path abilities in her stat block. Where are the missing two?
I see:
1. mythic presence
2. enduring armor [which she gets from path dabbling ... these two entires count as only one mythic path ability. The path dabbling ALLOWS her to take enduring armor from archmage path. Path dabbling does NOT require you to waste two path abilities to get one]
3. menacing whisper
4. mythic spellcasting
5. perfect mimic
6. subtle magic
7. thwart detection
8. vanishing move
From the top of her stat block:
aura of despair is a basic enchanter ability
contingency is from spell use
hard to kill, mythic saving throws, and unstoppable are base mythic abilities
amazing initiative is a base mythic ability
arcane bond is a base wizard ability
enchanting smile is a basic enchanter ability
Everdawn infusion and exceptional statistics are simply saucy extra abilities
fleet charge is Sorshen's base Trickster attack
inherent bonuses are from the use of wish spells
legendary hero is a base mythic ability
permanent spells are from the use of spell permanency
recuperation is a base mythic ability
supreme trickster is a base path ability for making tier 10
What am I missing? What are her final two mythic path abilities?
Thanks all!
Can one create a persistent/constant ring of divine power? It's a 4th level spell. Freedom of Movement is also a 4th level spell and a ring exists for that ... same for 5th level telekinesis.
According to the item creation rules one could create a CL 20th Ring of Divine Power for:
Spell level 4 x CL 20 x 2000 = 160,000
Then there is a footnote stating an effect measured in rounds has the cost multiples by 4 ... thus this might cost a whopping 640,000 gp.
Curious if anyone concurs or has used this item and if it is allowed ... thanks.
Can you use inspired strike more than once per round?
A high level Inspired blade with a 20 Int,20 CHA, and the Extra Panache feat would have 12 panache points ... if said swashbuckler hit 5 times in one round utilizing haste or a speed weapon, could they burn 10 panache to make all five hits criticals?!
Hypothetical query here ...
I'll use Magnimar as an example. Let's say there's a party of characters who have just finished the Shattered Star adventure path ... placing them at 17th or 18th level. They want to "continue the campaign" and as part of that journey, decide to clean up the slums of Underbridge in Magnimar.
How long would it take characters of that power level, with a fierceness of will, to wipe out slum lords [example - Haugen - the vile scum who uses and abuses orphan children]? How easy would it be for them to really affect quick and decisive change in a city region like that? Most slum lords and petty criminals would get dusted by characters with that much might and clout.
I'm not sure Ultimate Campaign covers this, but if a party like that puts their mind towards a legit "clean up", crime lords and gangs beware.
Curious as to what you guys think ...
Guys -
Under the description belts & handbands read as follows:
"The headband grants the wearer an enhancement bonus to Intelligence of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the headband is worn."
So is the bonus permanent after the first 24 hours?? What if a player wears the belt or headband for, say, 48 hours straight and then takes off the item or loses it or it's stolen. Since the player wore it for 24+ hours, do they still have the bonus +2/+4/+6?
Many thanks.

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I wanted to re-build a handful of iconic, classic World of Greyhawk characters into Pathfinder ...
Would love some constructive build advice from folks familiar with characters from The Company of Seven. All would also have mythic paths/tiers.
Keoghtom - tough one here as he's VERY much a polymath ... bard/alchemist/ranger/sorcerer ... this is the one character who's stumping me
Kelanen - pretty much one of the greatest swordsmen ever ... carried a longsword and broadsword in 1st edition [2 relic blades called Swiftdoom & Sureguard]. Would love to see what people come up with for a near perfect sword master.
Murlynd - a paladin with the holy gun archetype
Heward - bard ... pretty easy concept/build
Nolzur - illusionist/alchemist ... straight wizard with alchemy skills or multi-class specialist wizard/alchemist?
Quaal - ranger with an interest in useful spells & magic
Zagig - master wizard
Thanks for any wisdom from people who remember these characters!
I wanted to re-build a handful of iconic, classic World of Greyhawk characters into Pathfinder ...
Would love some constructive build advice from folks familiar with characters from The Company of Seven. All would also have mythic paths/tiers.
Keoghtom - tough one here as he's VERY much a polymath ... bard/alchemist/ranger/sorcerer ... this is the one character who's stumping me
Kelanen - pretty much one of the greatest swordsmen ever ... carried a longsword and broadsword in 1st edition [2 relic blades called Swiftdoom & Sureguard]. Would love to see what people come up with for a near perfect sword master.
Murlynd - a paladin with the holy gun archetype
Heward - bard ... pretty easy concept/build
Nolzur - illusionist/alchemist ... straight wizard with alchemy skills or multi-class specialist wizard/alchemist?
Quaal - ranger with an interest in useful spells & magic
Zagig - master wizard
Thanks for any wisdom from people who remember these characters!
Does the feat require an opponent to make say 4 saving throws in a round if you attack 4 times? or is it merely one save for all attacks in a given round, whether that's 1 or 4??
Thanks.
Can anyone explain why Solars are CR 23 and Empyreans only CR 20? The Empyreans have higher overall stats, same spells and spell casting ability, more HP, higher BAB ... wondering what is going into the 3 CR difference??
Thanks in advance for any input and explanation. Much appreciated.

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... because Sirian Aldori has been gone for ages. So clearly he's not "bringing it to the house". I love Pathfinder and am still thrilled that Golarion swung me from Faerun.
The sword, in all it's incarnations, has captured the imagination of hero builders and storytellers for centuries. Luke Skywalker, Sir Lancelot, Li Mu Bai, Elric, Drizzt, Inigo Montoya. Yet Golarion gives us ... a single long dead dude who built a sorta-maybe cool style. Um, wow. That's a barrage of coolness. Please allow a moment to pull my tongue from the figurative cheek.
Savith and Arnisant ... also gone for millennia and minimal details about them beyond "lopped off Ydersius' head" and "was brave and had a saucy shield to fend off Tar Baphon".
I'm stunned that we haven't been given a living, breathing sword master in anything. Pathfinder Tales. Player's Companion. Adventure Path. One shot modules. Nothing. Nada. Niente. Zilch. Zero.
James Jacobs and crew? Why? With all the historic love and significance of the "role", why?? Bueller? Bueller?

Leverage. The critically important item that can drive so much success. With the upcoming release of "Strange Aeons", it got me to thinking. How can a party role play social scenarios with followers and power brokers of the dark tapestry/Cthulhu/etc. ? What leverage can they ever gain with such alien and dissonant personages?
In Wrath of the Righteous, characters can parlay and negotiate with CE demons. In Hell's Rebels, the party garners aid from and further's the cause of a LE contract devil. In each case [as well as many others] the players can utilize some leverage - small or great - during interactions with demons, devils, vampires [Carrion Crown], etc.
What options are there for doing anything other than beating dark tapestry folks & followers in combat or foiling their plans in a very black and white manner? I'm generally curious. When the opponent simply wants worldwide extinction, the matters and motivations as presented thus far seem relatively black and white.
Again ... we get it: dark tapestry folks seem to want insanity followed by extinction. Only response to that is: fight for sanity and beat back inscrutable extinction seekers. No parlay. No deals. No leverage. Nothing to hold over the opponent besides "I'm going to beat you in combat if you haven't succeeded in driving the party insane". "Seems" like little to no social role playing when engaging opponents like this.
That said, "Strange Aeons" sounds unique, cool, and very creative.
I understand this thread is of a more philosophical bent ...

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I love what Chris Bennett & Jeremy Smith did in converting the cool, cinematic rules from Tome of Battle into Pathfinder.
I know that many players seem to love or really struggle with the content ... which frankly has always surprised me.
This is not meant to be another "casters rule and combat oriented characters get the shaft" thread ... merely a quasi psychological question posed to other players. It's completely within the bounds of fair play and "good rules" to have spell casters that can bend, warp, and shape reality. A reality wherein the sky's literally and figuratively the limit.
Why do the players and folks who decry "combat initiators" from the aforementioned books need their fighters to be stuck in the middle ages? Why is the limit Arthurian Legends & samurai from feudal Japan?
I'd wager the same players who critique the above content LOVE the lightsaber scenes from Star Wars & the fight sequences from Crouching Tiger, Hidden Dragon.
Again ... not a casters vs. combatants argument. Not trying to convince people to play something with which they're uncomfortable. Varied opinions and views can make the world a more rich place. Just so intriguing that reality bending abilities are OK for some characters and not others. It's as if Wizards, Sorcerers, Clerics, Druids, etc. are allowed to evolve into "Tesla/Ferrari territory" and many players need "sword swingers" to be stuck in the Model T era.
In closing ... awesome work Jeremy & Chris. Can't wait for the next installment.
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Are we ever going to get more? Basically 4 parts so far: hard cover book, adventure path, 2 supplements.
I love Mythic Adventures and I KNOW some do and some don't ... it's not a universal love. But was Paizo happy with the products' reception and "ratings"? James Jacobs or Jason Bulmahn or someone of that ilk at Paizo ... can you please speak to this?
Thanks all & Happy New Year!
P.S. Very excited for the "spiritual" child of Against the Giants coming along with the next adventure path!!

1. "Battle Dance"
Source: Dragon #297
You are so graceful and nimble in combat that you gain bonuses to Reflex saving throws, attack rolls, and Armor Class.
Prerequisite: Dex 21+, Cha 21+, Perform 30+ ranks
Benefit: Whenever you are in melee combat, you gain an insight bonus to your Armor Class, attack rolls, and Reflex saving throws equal to your Charisma bonus.
I tweaked this feat and switched wisdom for charisma requirement and acrobatics for perform. Also required additional feats for qualification: whirlwind attack, spring attack, mobility, dodge, combat expertise. And will drop either the AC or save bonus. Attack bonus stays. What would y'all do? By the way, the above feat was created by one other than JAMES JACOBS!! ;)
2. "Echoes of the Edge" (from an Epic Insights-Epic Swordfighters 3.0 D&D article online): ... character gains the ability to strike at a creature an additional time as a free action, as long as she successfully damages the target on the initial strike. This additional attack is resolved at the character's highest base attack bonus and must be directed at the same creature the character's previous attack struck; the strike lands on precisely the same location as the cut before, but slices yet deeper. If this strike hits, it deals an amount of damage equal to the previous strike. If the previous strike was a critical hit, this free strike is a critical hit as well and it inflicts the same damage as the prior strike. The character may use this ability once per round.
Should Echoes of the Edge be a feat? A class ability somewhere? A mythic path ability? What say you?
3. "Diamond Nightmare Blade" (Strike)
Level: Swordsage 8, warblade 8
Prerequisite: Three Diamond Mind maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
You spot a single fatal flaw in your opponent’s defenses. With a single attack, you put all the force of your supreme focus into a single, crippling blow. You must make a Concentration check as part of this maneuver. The DC of this check is the target creature’s AC. You then make a single melee attack against your target, also as part of the maneuver. If your Concentration check succeeds, this attack deals four times your normal melee damage. If your check fails, your attack is made with a –2 penalty and doesn’t deal any additional damage. If your strike is a critical hit, you stack the multipliers as normal.
Should one make Diamond Nightmare Blade a feat? Mythic path? Or as a class ability for a Tome of Battle conversion to Pathfinder? And NO, our group is not looking to drop this ability for Greater Vital Strike.
THANKS A TON for any constructive advice and help. Happy Holidays!
Guys -
I'll be building a Mythic Champion ... class will be Magus [Kensai] or a Pathfinder version of a Tome of Battle class. In feat planning, does one go with Quick Draw [which provides some flavor and utility] or Combat Reflexes ... ASSUMING the choice must be between the two. Assume all other feat slots are "booked".
On the surface, Combat Reflexes is a superior feat, but flavor wise ... would feel weird to have an "uber swordsman" who couldn't "draw" fast. Additionally, if the character takes Quick Draw and then uses a mythic path slot on Ever Ready, he'd have access to additional attacks of opportunity. I mean, how many times will one get more than a few AoO per round anyway?
Thanks for the feedback and help.

After many years of D&D + Pathfinder, I've come to a conclusion I should have far earlier ... and I'm sure others have ... that there should be a DM controlled sliding scale with character wealth. This is the case with mythic or non-mythic games.
If a DM tells a wizard/cleric/druid/sorcerer/etc. that their magic item cap is halved or drastically reduced, said character could shrug their shoulders and focus on the basic necessities without breaking a sweat ... ie. Bracers or Armor, Ring of Protection, Cloak of Resistance. Combat types, as they grow in level, desperately need the best arms & armor possible PLUS the highest cloaks of resistance [Will saves] PLUS items that help with movement.
Especially with higher level games! A spell caster could be denied staves of power or magi & rods of lordly might and not worry. Martials at those higher levels HAVE to have 150-200k armor and multiple weapons [dual wielding or 1 melee + 1 ranged] whose total approaches 300-400k.
I understand that I'm probably stating a fact made obvious years ago, but my primary point is that DMs should probably allow the martial characters more "financial freedom" and leeway with big ticket items ... hence the SLIDING SCALE. [which is sorta what Harvard does with admissions ... those that have less, pay less, etc.]
Guys -
What were your party's/character's most effective strategies in achieving victory in these brutal combats?
Copious details appreciated!

Love Mythic Adventures ... a favorite all time [from the original Unearthed Arcana to Tome of Battle]!
On page 123 in "the world's reaction" section, the book states that characters are looked upon with awe, fear, respect, etc. and are no longer treated normally ... they're famous, supremely gifted, etc.
Yet Golarion lacks 24-hour cable news, the internet, etc. Let's say you have a character from Andoran or Magnimar that has adventured in Avistan and Garund until level 15/7th tier. Would NPCs in Jalmeray, Vudra, or Sarusan even know who the heck they are? What if tales of their accomplishments traveled across Avistan & Garund but they'd never been to say ... Kalsgard or Katapesh ... people might have heard of their names, but there aren't really newspapers, tv, etc. Couldn't they still move about somewhat anonymously? And let's say said characters adventure to the other side of the world in Sarusan ... for nearly a decade ... and then return. Wouldn't folks struggle to recognize them right away?
How might this work? Constructive thoughts?
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This is one of the best adventure paths ... EVER. And I'm including Age of Worms & Savage Tide. As a fan who just turned 40, I know that sentiment runs deep for players of my generation in relation to Tomb of Horrors, Against the Giants, & Lost Caverns of Tsojcanth, etc.
But Paizo ... with ALL of their adventure paths ... have raised the bar to Michael Phelps-esque levels. Well done folks ... be proud.
Upon completing an incredibly difficult foray into the Abyss and squaring off against a host of NASTY opponents, one of the options for a reward is ... drum roll ... 40,000 GP worth of a magic item(s).
What?! How will 40k make a REAL difference for an 18th level/9th tier character? Potions and wands?! I mean ... what kind of a difference is that going to make at that point in the Adventure Path? I almost think one of the characters should steal a line from Caddyshack and yell at Iomedae "Thanks for nothing Danny Noonan!!"
I'm sure I'm missing something, but what?!
The same campaign traits on pages 54-55 of "The Worldwound Incursion" are completely different on pages 5-7 in the Wrath of the Righteous Player's Guide.
Huh?! Paizo folks? Bueller? Bueller?
Will the Mummy's Mask adventure path incorporate rules from Mythic Adventures? Or will Wrath of the Righteous be the only adventure path to do so?
I'd like to humbly suggest a few Champion path abilities. Will keep descriptions simple.
1. Two Weapon Fighting Master: ignore -2 penalties for TWF and allow use of medium weight weapon in off-hand.
2. Ability that allows character to make critical hits against creatures immune to such ... undead, plants, constructs, etc.
Both seem balanced in comparison to many high tier abilities (6th tier & up).
Curious what fellow fans & Bulmahn/Reynolds/Jacobs/etc. think ...
Ok NPC Codex designers ... Your company is in Seattle area. Seems like the Xavier Durant character is named after basketball stars and former Seattle Supersonics Xavier McDaniel and Kevin Durant!
Is this the case? Or just a coincidence noticed by a Paizo/Sports fan?!
I've noticed that the big bad guys in high level adventure paths have some powerful spells with VERY high DCs ... 28-30+. 14-16th level PCs have general bonus to saving throws, stat bonuses (if they're high enough), item of resistance and then a buff spell. Even with all of that odds are still stacked against them. Heavily. Not all parties have Bards to buff them ... Besides the occasional divine buff spell or owl's wisdom type deal from an arcane source, odds still seem grim. Curious to hear what everyone does to give their characters saucy odds. Especially with final bosses whipping out greater dispel magics like tic tacs.
I understand one wouldn't want DCs too easy, but if characters HAVE to roll 15-18 every time, it's over faster than Usain Bolt.

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I remember reading Runelord Karzoug's stat block from the first adventure path ... if memory serves me correctly, his preparations included flying to a height of FORTY feet while waiting for the PCs. This is just an example to set up my points ...
So let's take a 20th level character with 10 mythic tiers [Remember - the champion Path is NOT intended solely for monks, thus aerial assault MUST be viable for non-monks]. Max ranks in acrobatics = 20 + 3 [class skill] + 10 [pretty damn high] ability modifier = 33. Throw in some buffing spells and we'll pump that up to 40. Circumstance bonus = 100. Total bonus = 140.
Now according to the Acrobatics skill description, a character can high jump 4 feet at a DC of 16 and an additional foot per +4 on the DC. So to reach the above character at 40 feet, the DC = 16 + 36x4 = 16 + 144 = 160. So the above character [non-monk] with maxed out ranks, a stat of 30, and buff spells can only reach 40 feet on a natural roll of 20.
And again ... this is a 20th level/10th mythic tier character. It's EASY AS PIE for flying characters to ascend to 36+ feet. So essentially, what becomes the point of the ability below? A character will rarely be able to "hit" an opponent with aerial assault ... at any level.
And the solution should NOT involve a feat. Very FEW, if any, abilities should ever REQUIRE a feat to prove successful.
Thanks for any feedback!
____________________
Aerial Assault (Su): When making a charge attack
you may expend one use of mythic power. If you do,
include a single Acrobatics check made to jump with a
circumstance bonus equal to your champion tier × 10. You
take no falling damage for height gained as part of this
leap. In addition, you may substitute your melee attack
for a single grapple check as part of this aerial charge.
Any creature you successfully grapple is brought to the
ground with you at the end of your jump. This creature
takes falling damage for half the height gained in your
jump. Alternatively, you may use this leap to empower
your charge. Calculate the falling damage appropriate for
your descent and add this to the damage caused by your
charge attack, if successful.
This seems like a fairly saucy combo ... essentially the Champion character can use fleet warrior to move up to their speed, make a full attack ... THEN use a swift action & mythic power with fleet charge to move up to speed AGAIN with an extra attack. Wow. That's not too shabby.
Or am I misunderstanding something? if not, that's like spring attack on steroids. Nice.
I've noticed that hit point totals for a great many characters in the Rivals Guide & various Adventure Paths seem "off" ...
For example, here is the HP stat block for Captain Ozrin Casault from the Rivals Guide.
hp 211 (18d10+108) ... he possesses the toughness feat and a 16 CON.
Shouldn't that be 18d10 + 54 [CON bonuses] + 18 [toughness feat] = 18d10 + 72 ?? Where do the other 36 hit points come from? I've noticed this with characters ALL OVER the Rivals Guide and with NPCs like Luvick Siervage [from the Carrion Crown Adventure Path].
What am I missing? Any insight would be appreciated.

Here is the definition of chaotic neutral - "A chaotic neutral character follows his whims. He is an individualist first and last. He values his own liberty but doesn't strive to protect others' freedom. He avoids authority, resents restrictions, and challenges traditions. A chaotic neutral character does not intentionally disrupt organizations as part of a campaign of anarchy. To do so, he would have to be motivated either by good (and a desire to liberate others) or evil (and a desire to make those others suffer). a chaotic neutral character may be unpredictable, but his behavior is not totally random. He is not as likely to jump off a bridge as he is to cross it."
Odd to me that the plane, Maelstrom, which is connected to that alignment seems like a plane with a locale and populace that would NOT actually be favorable to chaotic neutral characters. For example, I can imagine a paladin connecting normally & well with angels, etc. I just don't see much kinship between the chaotic neutral barbarian or pirate and proteans or chaos beasts.
Probably just me ... but the connection between characters of other alignments & the planes represented by those alignments feels more in sync.
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If one was fighting an undead, evil outsider ...
Would a weapon with both the evil outsider & undedad bane properties stack? So if one was using a +3 evil outsider & undead bane longsword, would it become a +7 weapon with +4d6 damage?
Thanks guys.

Very cool product and one I was looking forward to purchasing. The two prestige classes that intrigued me most were the Aldori Swordlord and the Arclord of Nex ...
Yet each earns, from my present perspective, weak capstone abilities.
First, the Aldori Swordlord's 10th level ability "Confounding Duelist". It involves a successful critical or combat maneuver, then a successful intimidate check, then the opponent's morale/competence/insight bonuses are suppressed.
Good lord that feels a little clunky and none too smooth. So a character's capstone reward at 15th+ overall level is an ability that maybe works every other rainy Tuesday during a lunar equinox?? And when it DOES work, it suppresses bonuses that the opponent may or may not have? Hey, I'm probably missing something, but how is it fair that a PRC capstone ability doesn't just "work"? One has to jump through 2-3 hoops FOR it to work?
Second, the Arclord of Nex ... By the time a character reaches 10th level in the PRC they are roughly 15th-16th level overall. The capstone Greater Third Eye allows the use of greater arcane sight (7th level spell) or true seeing (6th level spell) ... but ONLY until the beginning of your next turn! Each spell normally has a duration of 1 minute per level ... AND the character could just CHOOSE either or both of those spells as part of his daily usage instead of wasting hand of the apprentice uses for an ability that again ... lasts ONLY a single turn! How does this make sense?? What am I missing??
Strong product with great flavor, but I'm completely underwhelmed with what a high level character in these classes earns after so much hard work. Any insight is appreciated.
I am running an epic level game and updating/converting a 30th level adventure from
Dungeon magazine # 123 ... Want to use a solar with class levels as a PC.
Solars are CR 23, but how many class levels can I add to make one roughly 30-31st level?! I don't think it's as simple as adding 7-8 to the CR, hence my post with the above question.
Thanks for any help.
I loved Tome of Battle: Book of Nine Swords ... one of my all time favorite D&D related books (from 1st edition to the present).
I'm bummed that said material isn't open content and thus can never be a part of Pathfinder. I love Pathfinder and can't stand 4th edition...oh well.
I guess it becomes of a case of house ruling the material into a Pathfinder game and making an organic transition without the "blessing of Paizo/official publishers"...
Has anyone out there found success and luck in translating Tome of Battle to Pathfinder?
Thanks kindly for any constructive replies.

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...trying to figure out builds that can work at first level. I just saw a thread with ONE THOUSAND posts regarding the merits of monks and how one can successfully build them.
I always laugh at players who wring their hands with character builds, like they're trying to figure out a shell game or some equation.
FOLKS - there are no RPG police that will come into your homes, storm into your games and DEMAND you make first level characters with "stat caps"!! This isn't the NFL or NBA with a salary cap. It's YOUR game and my friends & I always wanted to play supremely gifted characters that could do amazing things. Real life is challenging enough.
Forgive me, but I'm not going to start a character with a 15, a few 12s, an 8, a few 10s...those are the stats of my buddy down the hall in college. I want to play gifted badasses - we always had a rule: 2 18s, 17, 16 , 15, 14. I don't want to play with mediocre scrub stats. Never screwed up game balance...and we STILL role played and enjoyed the "non stat" parts of the game.
Just blows me away that so many millions of players box themselves into low starting stats. I want to play with characters well above my own real word capabilities...not below them.
I understand Pathfinder has no official Epic rules, but my campaign is epic and we've made the conversion. The group loves Pathfinder, but we're also using Tome of Battle (with errata) and most 3.5 prestige classes are open...
How would you guys build a 35th-40th level badass swordsman? Using single blade and NOT two weapon fighting...
Thanks for any constructive and thoughtful replies.
The feat states the DC is 10 + the character's BAB.
Does that mean 10 + the "base" BAB only? Or does it include strength, weapon foci, and magic item bonuses?
So for a 20th level fighter, is the DC 10 + JUST 20 (base BAB)?
Or 10 + 20 (base BAB) + strength bonus + magic item bonus + weapon foci?
Thanks in advance.
I'm planning on using Kyuss for a homebrewed campaign...
His stat block states he is a cleric 8/sorcerer 8/true necromancer 14...
So how can Kyuss have caster level 20 for both cleric and sorcerer spells?
I thought with true necromancer you had to choose which spellcasting class received a bump up in caster level?
How the heck does he "officially" go from 8 to 20 with both spellcasting classes? On what stat block stuff am I whiffing?
Thanks!
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