Silver Dragon

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So I had something happen a few nights ago that I have never experienced before and it presents a unique dilemma I thought the fine people on this forum could help me with it. We have two new gamers in our group. This is their first playing pathfinder and they are hooked. The DM of this particular game decided it would be fun to to let them experience a classic. He decided to pull out the Deck of Many Things(Classic version). We where all level 6. We have a Cleric, Bloodrager (New Player), Brawler (New Player), and Arcanist (Me).

Event :

So we are sitting in a bar when through a series of events an old croan presents a Deck of Many things and offers each of us a chance to draw cards from the deck. The new players each go first.

The Bloodrager chooses to draw 3 cards.
-Avoid any situation you choose
-Know the answer to your next dilemma
-gain –1 penalty on all saving throws.

Then comes the the Brawler and he picks 4 cards.
-All magic items you possess disappear permanently
-Lose 1d4+1 Intelligence (Lost 4 points)You may draw again
-Defeat the next monster you meet to gain one level
-Avoid any situation you choose
-His bonus card was Immediately gain a +2 inherent bonus to one ability score (Str).

The cleric decides to pick up 8 cards.
Change alignment instantly. (He turned NE)
Defeat the next monster you meet to gain one level.
You are granted 1d4 wishes. (He got 4) (He wished he would only draw beneficial cards)
Gain the service of a 4th-level fighter.
Immediately gain a +2 inherent bonus to one ability score
Gain the service of a 4th-level fighter.
Gain a major magic weapon.
Gain a +6 bonus on Diplomacy checks plus a small castle

Im up and I choose to draw 7 cards
Know the answer to your next dilemma.
Gain beneficial medium wondrous item and 50,000 XP. (glove of storing)
Gain a +6 bonus on Diplomacy checks plus a small castle.
Gain beneficial medium wondrous item and 50,000 XP. (cloak of resistance +4)
Defeat dread wraith or be forever destroyed.

Everyone joined in the fight and we fought 4 wraiths. The cleric used 2 wishes to cast Sunburst and we finished off the 4 Dread wraiths. (The DM awarded us 25k xp each for defeating 4 CR13 creatures).
At this point we paused to laugh a bit. The DM discovered the new Hallow Deck of Many things and asked me if I would like to draw my remaining cards from that deck. I said sure why not. Here where my remaining card draws...

Choose between most valuable item(Helm of Int) and a major ally(Cleric). I picked the Cleric
The character gains a +2 bonus to two ability scores of his choice (I picked Cha and Wis)

When all the dust cleared I had gained 125,000 xp that night and went from level 6 to 11. The Bloodrager leveled to 7, the Brawler to 8, and the Cleric to 9. So I am now 4 levels ahead of our lowest party member and Im not sure how to handle it.

I am playing an Occultist/School Savant (Conj) Arcanist (The DM allowed the archetypes to stack). I'm at about 1/3 WBL. I pretty much have no gear other then the two magic items from the Deck of many things. My feats are mainly centered on summoning and conjuration. Exploits are Consume Magic Items, Metamagic Know, and Greater Meta Know. I mainly play the Controller/Buff role. I usually start the fight with Haste, followed by summons and spells like the create pit line to control the battlefield and make it easier for the party to do what they do best. I have yet to personally deal a point of damage lol. But its been effective (the dm has branded me the Pit Master haha).

Now for my issue. Being at the level I am, I worry the DM will compensate with higher level encounters and I might have to take a more direct hand in combat. I also worry that my summons will outshine the lower level melee considering I can now use Summon Monster VI. How would you handle the disparity? How can I make sure I don't outshine the rest of the group?


So I had an idea for a fun build.

I was looking at Alchemist and Vivisectionist and I came across Vestigial Arm. My idea was to make a Str heavy build with two Vestigial arms duel wielding Greatswords. Now I know that using Natural Attacks and going Viv/Beastmorph is the best build but I wanted to see how to make this viable. A couple of things I am looking at.

1. Beastmorph is rough because I loose swift poisoning and persistent mutagen (really hate this one), but I cant see an easier way of getting pounce. I'm considering just forgetting the pounce and going straight Viv.

2. My original thought was to take levels in Master Chemist but it doesn't count your MC levels towards Discoveries, delays extracts, and delays persistent mutagen. And the trade off isn't that great if you aren't using Natural Attacks.

3. Rage Chemist is way to hard. A +2 Str, +4 NA, and +2 Con isn't worth the constant risk of loosing Int/Will save/Dex.

4. Using Secrets of the Alchemist 3PP there are feats that reduce the effort to wield weapons by one category and removes the attack penalty for using a Lightened Weapon. I was planning to take both. Along with the DW feat chain I am looking at alot of feats. A lot simpler to go Natural Attacks but I like the idea so there it is.

So the basic Idea.

Race: Asterion (+1/4 alchemical bonus to Strength when using a mutagen.)

Starting Str of 18 (16 + 2 Racial) Place all +5 from character advancement into Str. Take Eldritch Heritage(Orc)/Improved Eldritch Heritage for the Strength of the Beast for an inherent Str bonus of +6. True mutagen plus your Asterion favored class bonus nets you +13 Str. A belt will net you +6 Str. If you take Greater Eldritch Heritage for Power of Giants you net another +6 Size bonus to Str. Thats a total of a 54 Str. Not too shabby.

Level Progression: Feats
1. Martial Weapon prof (GreatSword)
3. Two-Weapon Fighting
5. Lighten Weapon
7. Skill Focus (Survival)
9. Eldritch Heritage
11. Improved Two-Weapon Fighting
13. Improved Eldritch Heritage
15. Greater Two-Weapon Fighting
17. Greater Eldritch Heritage
19. Lighten Weapon, Improved

As you can see that ties up all of my feats.

Level Progression: Discoveries
2. Vestigial Arm
4. Vestigial Arm
6. Infuse Mutagen
8. Open Discovery
10. Open Discovery
12. Greater Mutagen
14. Open Discovery
16. Grand Mutagen
18. Open Discovery
20. True Mutagen

Attack: Two +5 Greatswords +42 to hit.
Your looking at 6 attacks at 3d6 + 38 + 10d6 if you get SA

I got no Feat room whatsoever. I was thinking about taking a few levels of Fighter. I would loose True Mutagen and 1 point of Str from my favored class bonus but I could pick up Weapon Focus and Power Attack and wouldn't have to spend a feat on a weapon proficiency. If I went 4 levels of Fighter I would pick up a +16 BAB (One extra attack) and I could still pick up Grand Mutagen. It would just slow my progression down in Alchemist. i wouldn't get Grand Mutagen till 20.

I dont know how strong the build is. I dont think I would have a ton of problems hitting things with my str being so high. Unlike most rogues I can still deal damage if I cant Sneak Attack. I'm just not sure if full alchemist for a few levels of Fighter is the way to go.

Any Suggestions? Is the build dumb? I understand Natural Attacks are easier, but this would have to be a unique and scary character to fight lol.


So I saw this brought up in another thread but I dont think it was ever answered. Lets say a 9th level Rogue was hit with a Baleful Polymorph and he failed his fort and Will save. Now he is a monkey.

If a Druid cast Awaken on it Twice. Would it regain knowledge of who it was before? He would still have SA and all of that I know. But would he remember being human? It still retains its class and level (or HD), as well as all benefits deriving therefrom (such as base attack bonus, base save bonuses, and hit points). It retains any class features (other than spellcasting) that aren't extraordinary, supernatural, or spell-like abilities. So it would be one BA little monkey.

Would you use something like that in a game? Or is it too silly.


1 person marked this as FAQ candidate.

So I have a few questions for the board.

Lets assume we have a 20th level Wizard.
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Question 1. Said wizard cast Time stop. On his first round he cast Gate (Calling Creatures) to summon a planar creature he knows and has a pre existing contract with (No need to bargain because the price has already been determined). Question: Is the creature under the effects of the Time Stop or is he simply frozen in place until the Time stop ends?

Question 2. Said wizard cast Timestop. On his first round he cast Gate (Planar Travel) and opens a portal over his enemies. The gate itself is a circular hoop or disk from 5 to 20 feet in diameter (caster's choice) oriented in the direction you desire.

A. If say, he opens it to the middle of a volcano... When does the liquid lava start to fall on his foes(I assume at the end of the Time stop) and how much damage does it deal? 20d6 I believe but this seems a bit weak considering it would literally be a waterfall of lava on top of them.

B. If say, he opens it to the bottom of the ocean. What would the effect be? Considering that the pressure from the bottom of the ocean vs the area you are at would cause an incredible violent torrent to spew forth. I thought it would be something like Tsunami but more focused (20ft Diameter) What are the effects if above them? What about in front of them?

C. IF say, he opens it to open space (do planes have space?) what would happen. I would think everything in the area would be sucked up into the portal and into space. How far would it suck things up? Would there be a save? Again will it start at the end of time stop or instantly?

Question 3. Lets say you Use Create Demiplane, Greater and your plane is completely water but with a portal attached. Does the water refill as it pours out the portal? Could you use this to water a dessert or fill up a lake on the material plane?

Question 4. Lets say you use Magic Jar on a Black Dragon, Great Wyrm.

A. What abilities do you actually gain? It says "The body retains its Strength, Dexterity, Constitution, hit points, natural abilities, and automatic abilities. " What exactly are Natural and automatic abilities?

B. Lets say you use a Greater Hat of disguise (Constant Alter Self) to shift into a Medium Size Humanoid. Alter self says you gain +2 Str (after you account for the change in stats based on size). But you do you loose the Natural Armour bonus? Immunities? SR? What would you keep in a case like this?

I know its a laundry list of questions. But they just came up when thinking what a 20th level wizard could do if Pathfinder met Warhammer 40k RPG (Say a Grey Knight) (I know I'm weird.)


I need to cancel my Adventure Path subscription and I cant find the option to do so. I have seen others post here to cancel. Please tell me this is not the only way to do so. Really? No option you cancel on your own?

Either way I need to cancel my Pathfinder Adventure Path Sub. Thanks


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So I have been considering what the ultimate classic 4 man party would be. I know this has been done before, but I thought it a fun topic. A party that would be able to fill all the roles of PF, dish out consistant DPS, and have high survivability. A party that could take on not only deadly traps, heavy combat, but also have social interactions down.

20 point buy.
No homebrew.
All PF sources available (excluding custom Races).

Lets consider the different roles:

Tank
Healer
DPS
CC

And Secondary Roles:

Scout/Trapfinder
Face
Buffer
Skill monkey

So obviously your big 4 would have to have at least two roles... Not necessarly one of each. I would consider a start point something like this... Class - Roles it CAN be if needed.

Half-Elf Summoner (no archtype) - Tank/CC, Face, Buffer
Human Ranger - DPS, Scout
Halfling Oracle - Healer/CC, Face, Buffer
Half-Orc Rogue - DPS, Scout/Trapfinder, Skill Monkey

Now thats just a Template. Nothing is really optimized or fleshed out, but as you can see they fufill all roles. Some fufill the same function. Im sure there are better picks. For instance a Paladin could be a Tank/DPS, Face. So what are your Top 4. Have I missed any Roles?


Ok so I am about to start a new game of RotR anniversary edition. Im really stoked about it. I have seen the thread of homebrew player handouts and stuff... and it blows my mind how good some of them are... so thanks first of all to all the community. Now to my questions.

1. In the first Goblin Attack I was thinking about replacing a few of the goblins with Alchemist Goblins so they have bombs. This isn't to challenge the party, but to add to the chaos surrounding them. The description reminds me of the pirate attack in the first Pirates of the Caribbean when the pirates are throwing bombs into store front windows followed by explosions... it was pretty cool looking. I though having a few manic goblins running around throwing bombs into windows would be a cool addition. What do you think? Should I just give them alchemist fire instead? I suppose I dont have to actually change the combat and just have them be background bombers in the chaos. Thoughts?

2. Most of my players are new to Golarion. We have run most of our games out of Forgotten Realms. Is there a short description of the world or a handout that I should give them to give them a basic knowledge of the world they will be playing in? I know of the Player's Guide and the The Inner Sea World Guide, but the first doesn't give alot of info, and the second is just far too much. Im looking for something that gives a brief over arching synopsis of the world/gods/recent history. Is there anything like that?

Thanks for any help.


So I am considering a new BBEG for my next Campaign.

A level 20 Human Beast-Bound Witch. I have a few questions/opinions...

1. What should it use as a body? What about its Familiar?

Twin Soul allows whatever body is available. I was thinking a Titan or a Protean. He would only get natural and extraordinary abilities from my understanding... no SU or Spell-like abilities... so something beefy and the extraordinary or natural shape-shifter ability to look normal. Preferably something with SR/Resist/Rejuv. Like I said, the best I have found is a CR21 Titan. Low +20 Will save so it should be easy enough to magic jar. Same question for the Familiar... it can magic jar a new body too... something sneaky or with very good escape abilities would be best. Anyone have a better host?

2. I plan to take Major Hex:Summon Spirit (Sp). What should I get as the Ghost?

Because its soul is tied to its familiar it should be easy enough to give the negative level to the familiar instead. They share a soul after all. Corny I know but this is a BBEG. I was thinking a 18th level Sorcerer. Give him all the utility a Witch lacks.

So what do you think? I think it will make a fine BBEG. Very Hard to kill. They wont be fighting him/her only at 20th. This will be a recurring nemesis (after 10th level lol). Should be incredibly hard to kill until they research/discover how Twin Soul works. If you want a short and sweet answer you can simply put...

1a. Witch Body
1b. Familiar Body
2. Ghost minion.


I have been thinking about a mobility specialist martial.

Light Armor, Martial weapon prof, no shield prof.
Medium BAB
4+int skill points
D8 HP

Has at will spell-like abilities to aid him in combat.Two sets: One set of swift, and one set of standard.

Swift: Detect Magic, Shield, Vanish, D-Door, ect.
Standard: Teleport, Invisibility, Telekinesis, ect.

As you level you gain higher level spell-likes and your abilities with TK get better.

So what do you think? I was thinking someone that could D-Door around the Battlefield, using TK for Crowd controll, ect. How would you build it?


After a discussion from another thread turned to elves I discovered a difference from 3.5. In 3.5 elves didn't sleep. They went into a 4 hour trance.

3.5 Core wrote:

Elves do not sleep, as members of the other common races do.

Instead, an elf meditates in a deep trance for 4 hours a day. An elf
resting in this fashion gains the same benefit that a human does
from 8 hours of sleep. While meditating, an elf dreams, though
these dreams are actually mental exercises that have become
reflexive through years of practice. The Common word for an elf’s
meditation is “trance,” as in “four hours of trance.”

This never made it into the description of Elves in PF. Not sure if its intended because they still have the immunity to sleep spell effects. But as written they have to sleep 8 hours now... or is it stated somewhere else that I am missing?


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I just got my issue of Shattered Star AP1 in the mail.

I have to say that the art is stunning. All the art for Pathfinder so far has been wonderful. I looked to see Wayne Reynolds did the art. Does he do all their art?

Either way I just wanted to complement Paizo on their presentation. When I first started using PF I mainly used the SRD website (wonderful resource I use every day btw) and the final straw that made me decide to buy all the books was the art.

Anyone else find themselves drawn to purchase the books because of the art?


So I was looking at Zen Archer and I noticed the FAQ conserning Flurry of blows...You add your Monk level plus your Base Attack from any other class to determine what your flurry of blows is at. So lets take a level 20 Fighter (Archer Archetype) vs a level 19 Archer Fighter/1 Zen Archer Monk.Straight Fighter would get Rapid shot, Multishot, and 4 attacks from BAB.

+18(x2)/+18/+13/+8/+3

Now compare that to the Fighter/monk. He cant Rapid or Multi but...

+18/+18/+13/+13/+8/+8/+3

On top of that you Wis to AC(if unarmered),+2 to all saves, Perfect Strike Feat, Unarmed Strike, and a Bonus Archer Feat. If you decide to take a second level you get another bonus archer feat, another +1 to all saves, and evasion.

Loosing weapon master kinda stinks but thats at 20th level, and really is worth loosing for an additional 2 attacks. Personally I dont see how this isn't almost a no-brainer. And thats a Fighter. One of the strongest Archer builds in PF. Take a look at Inquisitors, Bards, Magus...

A Bard 20 would have Rapid + 3 shots.
A Bard 19/Monk1 would have 7 shots.

Am I reading this wrong? What am I missing?


So I was bored. I have been doing my trait guide and am about done, but I still am stuck at home so.....

I thought it would be fun to try and throw together a class that had an ability (tweaked for flavor if needed) from EVERY CLASS. I put in parentheses what class I took the ability from.

Note: This isn't meant to be Playable. Its not meant to be balanced. Its simply a thought exercise. Something fun to think about. The only place I could see this being used would be in a Gestalt game where you get this instead of combining two classes. I chose Warlock as a theme to put it all together. Here it is.

Warlock Class (Hodge Podge).

So tell me what you think! Do it yourself and post it! Take one ability from each class and try to make some semblance of a class out of it lol.

AGAIN. Please refrain from telling me how overpowered it is. I know that already. It was just a fun thought exercise. Enjoy!


12 people marked this as FAQ candidate. Answered in the FAQ. 2 people marked this as a favorite.

So would this combo work?
. Can I use these two traits in conjunction with 0-Level Metamagics to lower the original spell level?

I have listed the Traits below. By the wording it should work.
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Wayang Spellhunter:
Wayang Spellhunter (Minata)

Choose: A spell of 3rd level or below.

Benefit: When you use the chosen spell with a metamagic feat, it uses up a spell slot one level lower than it normally would.

Magical Lineage:
Magical Lineage

Benefit: Pick one spell when you choose this trait. When you apply metamagic feats to this spell, treat its actual level as 1 lower for determining the spell’s final adjusted level.

For example. If i have both traits could I make a Magus that has memorized a 0-Level Tenebrous Intensified Shocking Grasp?

How about a Tenebrous Merciful Scorching Ray as a Cantrip?

Im not seeing anything by the wording or under the rules of Metamagic Feats that say this doesn't work. I'm sure it wasn't intended to work this way but it looks like it does if you go strictly off the wording of the traits. If it does I think Magus just lost their 15 minute work day and became true DPR kings lol.


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I have started a Guide to traits. Its a simple color coded guide to the traits that I feel give the most bang for your buck. I have finished the Introduction and Combat Traits. Feel free to give me your input on my rankings.

Tips and Traits.


So I just purchased Hero Lab. Its amazing. However I tend to use alot of Home brew/Conversion material.

Does anyone know of a guide to the Editor that lets you add material.

Specifically Im trying to add my Malconvoker Archetype for Summoners located here..


So the title pretty much is my question.

Has anyone tried to convert the Malconvoker over to Pathfinder?

I love the flavor of the class. A good guy using evil outsiders to slay evil. I think it would make a great conversion over to summoner. Im not sure if a archetype would work. There are a ton of things the Malconvoker got.

Anyways has anyone tried a conversion? If not I might try. What do you guys think. Prestige class or Archetype? And would it be better served as a Wizard/Sorc archetype/Prestige class or a Summoner?

A. Wizard
B. Sorcerer
C. Summoner

1. Prestige class
2. Archetype
3. Feat chain

Edit: I forgot I have also seen someone try and use it as a series of feats. I added that as a choice.


I came up with this archetype after noticing that a Synthesist cant use his summons while in his Eidolon form. This bumps up the Eidolon to a full 20 HD creature over 20 levels instead of just 15 but you give up your summon monster ability all together. I think its a large enough hit to equal the extra power. And you can take this archetype along with Synthesist for extra effect. Below is the link.

Master Eidolon .


So I'm trying to build an Eidolon and Im having a problem finding a creature that looks like what Im trying to make. I know it doesnt have to look like an existing creature... just has to look fantastical, but I like to at least have a picture tucked away to show people.

.

So I want a Quadruped

Starting Statistics: Free Evolutions bite, limbs (legs) (2).

Limbs (Ex) X2 (Both Arms)
Claws Ex) X3 (So the front 2 Feet and all 4 arms will have claws)
Tail(Ex) (Doesn't have to have this I suppose)
Flight Ex)
Huge (Ex)

So its got 4 legs (not hooves), and 4 arms. It has wings and a tail. The claws on the arms I was thinking would look like a Blue Slaad. . In fact something that looks like a 4 legged Blue Slaad with 4 arms would be perfect lol. Anyone know of anything like this?

Link shows you what a Blue Slaad looks like.


So I just saw the Avengers this weekend and I loved the Hulk.Of course I started thinking on what a Hulk would be in Pathfinder. You would think a Barbarian but I came up with something else.

Barbarian 1(Drinking Brute?)/Rage Chemist Alchemist 9/Master Chemist 10.

I dont have my material here but with the race that adds 1/4 per level to str when you use a Mutagen he had a wooping 64 Str when fully spelled up.20 Base Str + 6 Str Item + 6 inherent from Orc Bloodline + Giant Form from Orc Bloodline + Enlargement + Transformation + all the Mutagen goodies from Rage Chemist/Master Chemist. Now I know Transformation doesnt stack with the Belt but the NA bonus and Base attack does. He also had a Con in the 30's and around a +22 NA. The other option I had was a Synthesist Summoner, because they can get a rediculous STR score and have more HP then any other class in the game... but I thought this worked better for the HULK.

So can you come up with something better? How would you make your favorite Avenger/Comic Book Heroes.


For you viewing pleasure... a few of my creations.
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Battle Archer: A Ranger Archetype that can actually be as good as a fighter at archery.

Battle Archer.

Zen Hunter: A Archer Archetype for Inquisitors

Zen Hunter.

Prestige Paladin: This is a conversion of the Prestige paladin from 3.5 Unearthed Arcana to Pathfinder. In the games I run and most of the games I play in we felt that Paladins shouldn't be 1st level... ever. If your a paladin you have to work for it. Which is why we liked the Prestige class so much. I hope you enjoy the conversion.

Prestige Paladin.

Artificer: My conversion of the Eberon Artificer. One of my favorite.

Artificer.


So I am playing (woot!) in a new Carrion Crown Campain. At level 3 we had an encounter go poorly and My character and another's died after we where cut off from the rest of the group. We died (Or where captured) and the rest of the party ran away.

So my Warmage and my friends Witch are gone and we have had to roll new characters. The DM has stated that if we wish our characters are simply caught and being tortured and that if we want we can bring a character in the help the party rescue them. My friend the witch said no thanks and rolled a new character so he died. I chose to keep my original character and have to roll a character for basicly one or two game sessions until my original character is rescued.

My friend rolled a Rage Alchemist/Druken Brute Barbarian going a Dr. Jykle/Mr Hyde type of character. Very flavorful for the setting. So I decided to try making a Van Helsing type character.

So that lead me to Inquisitor and my issue. I want to use a repeating Crossbow like Van Helsing did. It honestly was the coolest thing in that movie and I like the idea. However I have read that crossbows are horribly underpowered compared to bows and even though I wont be playing this character for long I always have the option to sticking to this character if I like it. So here is my question.

Can you optimize an Inq with a crossbow that deals comparable damage to a bow Inq? Here is a little more information.

1. I will get to use my stat array from my original character. We roll stats and I got 18,17,14,14,12,10. We are allowed to take 2 add 1 so I will probably use the following stats: 18,18,14,12,12,10.

2. 3.5 Material and feats are allowed in our games with DM approval.

3. I will be 3rd level and wish to be an archer that uses a Repeating Crossbow.

Any help or advice would be great. Thanks.


So lets say your an evil Black Blade Magus. You gained Life Drinker and you want an unlimited source of souls to feed your pet Evil Blade.

Whats the easiest transportable/Killable 10 HD creature you can transport around to kill between fights and such.


Simple question.

Spells:
The cabalist does not gain cantrips and spells per day as a typical magus does. Instead, the cabalist gains cantrips, spells known, and spells per day as a bard of the same level (though still using the magus class spell list). If a cabalist selects the harmonic blending, jinx blending, or spell blending magus arcanas, he gains the selected spells as bonus spells known.

So you gain spells as a bard but using the magus spell list. Do you still use Int as your casting stat, or do you use Cha as a bard does?

I ask because our DM has allowed me to combine Kensai, bladebound, Cabalist, and Arcane Lord in to one Archtype. We call it the Arch Magus.

Arch Magus:
1st +0 +2 +0 +2 Arcane pool, cantrips, spell combat, Canny Defense, Weapon Focus
2nd +1 +3 +0 +3 Spellstrike
3rd +2 +3 +1 +3 Black Blade
4th +3 +4 +1 +4 Cannibalize Spell, Perfect Strike
5th +3 +4 +1 +4 Bonus feat
6th +4 +5 +2 +5 Magus arcana
7th +5 +5 +2 +5 Magus arcana, Fighter Training, Bloodline Power, Iaijutsu
8th +6 +6 +2 +6 Improved spell combat
9th +6 +6 +3 +6 Critical Perfection
10th +7 +7 +3 +7 Fighter training
11th +8 +7 +3 +7 Bonus feat, Superior Reflexes, Imp Cannibalize Spell
12th +9 +8 +4 +8 Magus arcana
13th +9 +8 +4 +8 Iaijutsu Focus
14th +10 +9 +4 +9 Greater spell combat
15th +11 +9 +5 +9 Magus arcana
16th +12 +10 +5 +10 Counterstrike
17th +12 +10 +5 +10 Bonus feat
18th +13 +11 +6 +11 Magus arcana
19th +14 +11 +6 +11 Iaijutsu Master, Bloodline Spells
20th +15 +12 +6 +12 Weapon Mastery

Spells
1st 2nd 3rd 4th 5th 6th
1st 0 — — — — —
2nd 1 — — — — —
3rd 2 — — — — —
4th 2 0 — — — —
5th 3 1 — — — —
6th 3 2 — — — —
7th 3 2 0 — — —
8th 3 3 1 — — —
9th 4 3 2 — — —
10th 4 3 2 0 — —
11th 4 3 3 1 — —
12th 4 4 3 2 — —
13th 4 4 3 2 0 —
14th 4 4 3 3 1 —
15th 4 4 4 3 2 —
16th 4 4 4 3 2 0
17th 4 4 4 3 3 1
18th 4 4 4 4 3 2
19th 4 4 4 4 4 3
20th 4 4 4 4 4 4

Table: Magus Spells Known
Level 0th 1st 2nd 3rd 4th 5th 6th
1st 4 2 — — — — —
2nd 5 3 — — — — —
3rd 6 4 — — — — —
4th 6 4 2 — — — —
5th 6 4 3 — — — —
6th 6 4 4 — — — —
7th 6 5 4 2 — — —
8th 6 5 4 3 — — —
9th 6 5 4 4 — — —
10th 6 5 5 4 2 — —
11th 6 6 5 4 3 — —
12th 6 6 5 4 4 — —
13th 6 6 5 5 4 2 —
14th 6 6 6 5 4 3 —
15th 6 6 6 5 4 4 —
16th 6 6 6 5 5 4 2
17th 6 6 6 6 5 4 3
18th 6 6 6 6 5 4 4
19th 6 6 6 6 5 5 4
20th 6 6 6 6 6 5 5

Class Features

The following are the class features of the magus.

Weapon and Armor Proficiency
A kensai is proficient in simple weapons and in a single martial or exotic melee weapon of his choice. A kensai is not proficient with armor or shields and suffers normal arcane spell failure chance when casting magus spells while armored.

Spells
A Magus casts arcane spells drawn from the magus spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a Magus must have a Intelegence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Magus’s spell is 10 + the spell level + the magus’s Intelligence modifier.

Like other spellcasters, a magus can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: magus. In addition, he receives bonus spells per day if he has a high Intelegence score.

The magus's selection of spells is extremely limited. A magus begins play knowing three 0-level spells and one 1st-level spell of the magus's choice. At each new magus level, he gains one or more new spells, as indicated on Table: Magus Spells Known. (Unlike spells per day, the number of spells a magus knows is not affected by his Intelegence score.

Upon reaching 5th level, and at every third magus level after that (8th, 11th, and so on), a magus can choose to learn a new spell in place of one he already knows. In effect, the magus “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level magus spell the bard can cast. A magus may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

A magus need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.

Cantrips: Magus learn a number of cantrips, or 0-level spells, as noted on Table: Magus Spells Known under "Spells Known." These spells are cast like any other spell, but they do not consume any slots and may be used again.

Canny Defense (Ex)
At 1st level, when a kensai is wielding his chosen weapon, he gains the canny defense ability. This is identical to the duelist prestige class ability of the same name, save that his chosen weapon may be of any type.

Weapon Focus (Ex)
At 1st level, a kensai gains Weapon Focus with his chosen weapon as a bonus feat.

Arcane Pool (Su)
At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/3 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.

At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.

At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal.

Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus.

A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.

Spell Combat (Ex)
At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.

Spellstrike (Su)
At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon’s critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.

Black Blade (Ex)
At 3rd level, the bladebound magus’ gains a powerful sentient weapon called a black blade, whose weapon type is chosen by the magus (see sidebar). A magus with this class feature cannot take the familiar magus arcana, and cannot have a familiar of any kind, even from another class.

The bladebound magus’s arcane pool has a number of points equal to 1/3 his level (minimum 1) plus his Intelligence bonus.

Black Blade Arcane Pool: A black blade has an arcane pool with a number of points equal to 1 + its Intelligence bonus.

Magus Arcana
As he gains levels, a magus learns arcane secrets tailored to his specific way of blending martial puissance and magical skill. Starting at 6th level, a magus gains one magus arcana. He gains an additional magus arcana at 7th, 12th, 15th, and 18th and every 3 levels beyond 18th. Unless specifically noted in a magus arcana’s description, a magus cannot select a particular magus arcana more than once. Magus arcana that affect spells can only be used to modify spells from the magus spell list unless otherwise noted.

Cannibalize Spell (Su)
At 4th level, the magus learns to siphon power from a prepared spell to restore his arcane pool. With a swift action he can expend a prepared spell slot to regain a number of points in his arcane pool equal to the spell slot’s level. Any points above his arcane pool’s maximum are lost.

Perfect Strike (Ex)
At 4th level, when a kensai hits with his chosen weapon, he can spend 1 point from his arcane pool in order to maximize his weapon damage. Don’t roll for damage—the weapon deals maximum damage. This affects only the weapon’s base damage dice, not additional damage from sneak attack, magical weapon properties, spellstrike, or critical hits. If the kensai confirms a critical hit, he can instead spend 2 points from his arcane pool to increase his weapon’s critical multiplier by 1.

Bonus Feats
At 5th level, and every six levels thereafter, a magus gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat, item creation, or metamagic feats. He must meet the prerequisites for these feats as normal.

Fighter Training (Ex)
Starting at 7th level, a kensai counts his magus level –3 as his fighter level for the purpose of qualifying for feats (if he has levels in fighter, these levels stack), but forfeits the benefit of such feats with weapons other than his favored weapon.

Bloodline Power
At 7th level, a cabalist gains access to the bloodline arcana and bloodline powers from one sorcerous bloodline, using his magus level as his sorcerer level. The cabalist does not gain access to the bloodline’s class skills or bonus spells. The cabalist does add the bloodline’s bonus feats to the list of feats he may take as magus bonus feats.

Iaijutsu (Ex)
At 7th level, a kensai applies his Intelligence modifier as well as his Dexterity modifier on initiative rolls (minimum 0). A kensai may make attacks of opportunity when flat-footed, and may draw his favored weapon as a free action as part of taking an attack of opportunity.

Improved Spell Combat (Ex)
At 8th level, the magus’s ability to cast spells and make melee attacks improves. When using the spell combat ability, the magus receives a +2 circumstance bonus on concentration checks, in addition to any bonus granted by taking an additional penalty on the attack roll.

Critical Perfection (Ex)
At 9th level, a kensai adds his Intelligence bonus (minimum 0) on critical hit confirmation rolls with his favored weapon. In addition, the kensai may use his magus levels in place of his base attack bonuses to qualify for Critical Focus and any feat for which it is a prerequisite; these feats apply only with a kensai’s favored weapon.

Fighter Training (Ex)
Starting at 10th level, a magus counts 1/2 his total magus level as his fighter level for the purpose of qualifying for feats. If he has levels in fighter, these levels stack.

Superior Reflexes (Ex)
At 11th level, kensai can make a number of attacks of opportunity in a round equal to his Intelligence modifier (minimum 1). This effect stacks with the Combat Reflexes feat.

Improved Cannibalize Spell (Su)
At 11th level, the magus’s ability to siphon power from a prepared spell to restore his arcane pool becomes much more efficient. With a swift action he can expend a prepared spell slot to regain a number of points in hisarcane pool equal to double the spell slot’s level. Any points above his arcane pool’s maximum are lost.

Iaijutsu Focus (Ex)
At 13th level, a kensai may always act and may draw his weapon as a swift action during a surprise round, though he is considered flat-footed until he acts. During a surprise round or when attacking a flat-footed opponent, he adds his Intelligence modifier on damage with his chosen weapon (minimum 0).

Greater Spell Combat (Ex)
At 14th level, the magus gains the ability to seamlessly cast spells and make melee attacks. Whenever he uses the spell combat ability, his concentration check bonus equals double the amount of the attack penalty taken.

Counterstrike (Ex)
At 16th level, whenever an enemy within reach of the magus successfully casts a spell defensively, that enemy provokes an attack of opportunity from the magus after the spell is complete. This attack of opportunity cannot disrupt the spell.

Iaijutsu Master (Ex)
At 19th level, a kensai’s initiative roll is automatically a natural 20 and he is never surprised.

Bloodline Spells
At 19th level, the cabalist gains access to the 1st-6th level bonus spells from the bloodline he selected for the bloodline power ability.

Weapon Mastery (Ex)
At 20th level, a kensai gains weapon mastery with his favored weapon, as the fighter class ability. Any attacks made with that weapon automatically confirm all critical threats and have their damage multiplier increased by 1 (×2 becomes ×3, for example). In addition, he cannot be disarmed while wielding a weapon of this type.

Black Blade Basics

A black blade is bonded to a particular magus, much like a familiar, but in more of a partnership than a master-servant relationship.

Intelligence: This is the intelligence score of the black blade. It starts at 10 and increases by 1 for every two levels of the bladebound magus (at 3rd level, 5th level, and so on).

Wisdom and Charisma: As the bladebound magus increases in level, so do the Wisdom and Charisma of the black blade. These abilities start at 6 and increase by 1 for every two levels of magus.

Ego: A black blade starts with an ego of 5, and that ego increases as the blade becomes more powerful, as per Table: Black Blade Progression below. In cases where a wielder and the black blade come into conflict, like any intelligent item, a black blade can attempt to exert its dominance (see Intelligent Items). Due to its flexible and powerful nature, a black blade has a nonstandard ego progression.

Languages and Skills: A black blade starts with Common as a language. As the black blade increases in Intelligence, it manifests knowledge of languages and arcane lore. Upon reaching an Intelligence of 12, it gains a bonus language of the GM’s choice, and gains 1 rank in Knowledge (arcana). Each time the sword gains a bonus to Intelligence, it gains another language and another rank in Knowledge (arcana).

Senses: A black blade is aware of everything around it like a creature that can see and hear. It can be blinded and deafened as if it were a creature. It uses the saving throws of its magus, even if the magus is not currently wielding the black blade.

Black Blade Arcane Pool: A black blade has an arcane pool with a number of points equal to 1 + its Intelligence bonus.

Black Blade Ability Descriptions

A black blade has special abilities (or imparts abilities to its wielder) depending on the wielder’s magus level. The abilities are cumulative. A black blade normally refuses to use any of its abilities when wielded by anyone other than its magus, and acts as a masterwork weapon of its type.

Alertness (Ex): While a magus is wielding his black blade, he gains the Alertness feat.

Black Blade Strike (Sp): As a free action, the magus can spend a point from the black blade’s arcane pool to grant the black blade a +1 bonus on damage rolls for 1 minute. For every four levels beyond 1st, this ability gives the black blade another +1 on damage rolls.

Telepathy (Su): While a magus is wielding or carrying his black blade, he can communicate telepathically with the blade in a language that the magus and the black blade share.

Unbreakable (Ex): As long as it has at least 1 point in its arcane pool, a black blade is immune to the broken condition. If broken, the black blade is unconscious and powerless until repaired. If destroyed, the black blade can be reforged 1 week later through a special ritual that costs 200 gp per magus level. The ritual takes 24 hours to complete.

Energy Attunement (Su): At 5th level, as a free action, a magus can spend a point of his black blade’s arcane pool to have it deal one of the following types of damage instead of weapon damage: cold, electricity, or fire. He can spend 2 points from the black blade’s arcane pool to deal sonic or force damage instead of weapon damage. This effect lasts until the start of the magus’s next turn.

Teleport Blade (Sp): As a standard action, a magus of 9th level or higher can expend an arcane point from his or his black blade’s arcane pool, and can call his black blade from as far as 1 mile away, causing it to instantaneously teleport to his hand.

Transfer Arcana (Su): At 13th level, once per day, a magus can attempt to siphon points from his black blade’s arcane pool into his own arcane pool. Doing so takes a full-round action and the magus must succeed at a Will saving throw with a DC equal to the black blade’s ego. If the magus succeeds, he regains 1 point to his arcane pool for every 2 points he saps from his black blade. If he fails the saving throw, the magus becomes fatigued (but can try again). If he is fatigued, he becomes exhausted instead. He cannot use this ability if he is exhausted.

Spell Defense (Sp): A magus of 17th level or higher can expend an arcane point from his weapon’s arcane pool as a free action; he then gains SR equal to his black blade’s ego until the start of his next turn.

Life Drinker (Su): At 19th level, each time the magus kills a living creature with the black blade, he can pick one of the following effects: the black blade restores 2 points to its arcane pool; the black blade restores 1 point to its arcane pool and the magus restores 1 point to his arcane pool; the magus gains a number of temporary hit points equal to the black blade’s ego (these temporary hit points last until spent or 1 minute, whichever is shorter). The creature killed must have a number of Hit Dice equal to half the magus’s character level for this to occur.

Table: Black Blade Progression
Magus CL EB Int W/C Ego Special
3rd–4th +1 11 7 5 Alertness, black blade strike, telepathy, unbreakable
5th–6th +2 12 8 8 Energy attunement
7th–8th +2 13 9 10 —
9th–10th +3 14 10 12 Teleport blade
11th–12th +3 15 11 14 —
13th–14th +4 16 12 16 Transfer arcana
15th–16th +4 17 13 18 —
17th–18th +5 18 14 22 Spell defense
19th–20th +5 19 15 24 Life drinker

Black Blades

A black blade is a particular form of intelligent weapon gained by a magus with the bladebound archetype. There are several ways a magus might gain this weapon. Sometimes it just appears among the magus’s possessions, and its origin is a mystery. Other times the magus finds a black blade during an adventure or event of some kind. Sometimes a black blade is passed down generation to generation in an ongoing search for a magus who can unlock its true potential.

A black blade is always a one-handed slashing weapon, a rapier, or a sword cane. The magus chooses the blade’s type upon gaining the blade, and once chosen, it can’t be changed. As a bladebound magus increases in level, his black blade gains power.

A black blade is independently conscious but features some personality traits reflecting its wielder. A black blade always has the same alignment as its wielder and even changes its alignment if its wielder does. The blade typically works toward its wielder’s goals, but not always without argument or backlash. Each black blade has a mission, and while sometimes two or more black blades will work in concert, each mission is singular in purpose (the black blade’s mission is usually up to the GM and the needs of the campaign or the adventure, or a GM can determine the weapon’s purpose randomly using Table: Intelligent Item Purpose). Some black blades are very open about their missions, but most are secretive. Certain sages have speculated that an invisible hand or arcane purpose moves these weapons.

I just need to know if I use Cha. If so the int portions will need to be moved to Cha. Thanks for any help you can provide.


I have written an Artificer class Rebuild.

I know this has been done over and over. But I wanted to rebuild the artificer for my game. So I thought I would share. I have borrowed heavily from past versions I found from the following talented posters.

nomadicc, Witchfinder, Paul O'Connell's Ardwright, ect. Thanks and I hope you dont mind me borrowing from excellent builds.

I tried to keep it simple, but give it flavor and make the class have as many options as possible.Pathfinder have given a lot of classes (rogue, alchemist, barbarian, ect) a pool of abilities they can chose from at certain levels. I tried to do the same. I also really liked the idea of Weird Science but I thought it poorly explained. I have tried to define it a bit and limit it somewhat.

So here it is. I hope you enjoy it and if you have any suggestions I would love to hear them.

Please keep in mind this is a rough draft right now.

Artificer


So seeing how Old Republic is about to come out I started thinking how you would build a Jedi in Pathfinder. And Im talking a medival version that would fit into most campains. A few points I would see it needing...

Telekensis at will... for force push, pull, choak, ect.

Suggestion as a spell like ability. "These are not the droids you are looking for."

Would need to be a decent swordman with some sort of deflection ability. Possibly Deflect Arrows with your weapon. 3/4 BAB.

More then likely would need light armor prof and Wis to AC

Some sort of supernatural sense. Maybe a stat to initiative or a bonus to initiative.

Chain Lighting as a spell like ability. Possibly an opposing healing ability like a paladin's would be a good offset for the Light side.

A jump ability... maybe like the monk ability to jump at a stand still as if you had a running start with no limit on height.

Other than that Im not sure how you would build one. This isnt realy for a game or anything... more just a thought exersise. It should be somewhat balanced but again... this is just for fun.

So what do you guys think? How would you build a Jedi class.


Alright so if you look at the SRD you will see a 1st lvl spell named Poison Weapon from the "101 1st lvl spells" splat book.

It works like Magic weapon but instead places a poison on your weapon.

1min/lvl

The poison deals 1d4 dex damage for 10 rounds

DC is 10 + 1/2 caster lvl + spellcasting ability modifier.

So my question is does it apply the poison on the first hit and go away, or does it function on every hit for the full 1min/lvl. It never says untill used or untill discharged.

I ask this because if its the second this could really get broken fast. Lets say you have a magus at 16th level with 3 attacks, hasted for another attack, plus his arcane strike. Thats 5 attacks a round.

Lets say he has a 26 int (very easy by then). Thats 10+8+8, a DC 26 Fort save. Add in the fact that every time he is affected by an additional dose of the poison the save goes up by +2. So lets say he fails 3 saves the first round of attack he is looking at a DC 30 and taking 1d4 dex for 20 rounds!

Anyone else see this as a bit over the top? Am I reading the spell wrong?


I have been running my group through a particularly difficult and long module. Im about to reach a good spot for a pause in the action. I have provide several role play oportunities during this break in action where the characters can invest themselves in the area. One has aquired a noble title and authority in the surrounding lands. Another has found out that he is a reborn leader of a barbarian tribe (Think Rand from Wheel of Time) and will be doing more to strengthen his ties to them and his reborn past. They just cleared out a Church of Mystra that was in reality a church of Shar and now he has the duty to re establish it as a true church to his god.

All in all they have plenty of gold (Ive been giving alot of extra loot to help them rebuild and such) and a good in game 8 or 9 month stretch before the lure of the rest of the module takes off. They will have plenty to do but not much of it involves combat. My players like to roleplay however they get a little twitchy if they dont get in fights every so often. Im worried they will go looking for trouble if I dont give em thier fix so to speak.

So I have been thinking of doing something fun for them. They are now level 7 and will be level 8 soon. They have gained some fame as mighty heroes and I want to give them a chance to show off. I thought that I might have a large contengent of pirates attack the port city they have taken leadership in. Make them all level 1 or 2 and give them free leave to defeat them and send them packing. Another idea is a Keep that has been abandoned in the region. I had planned on making the fight hard because it will more then likely become thier base of operations, but having the keep over run with low level orcs that they can blast away would be ok too.

I just want to give my players a little taste becoming powerful individuals that people write stories about. Alot of my players dont feel powerful until they are in the high teens and I am trying to get them to realize that most NPC's in DnD dont break level 5. Just an Idea.

Have any of you done this? How did it work out. Any suggestions?


Hi there. Simple question. Is there a site or a place where I can submit my home brew and 3.5 conversions. I also DM and have a ton of NPC builds I would love to share for DMs out there that need an NPC in a pinch.

Any suggestions would be great. Thanks ahead of time.


Hello all. I have a few questions.

First question: Lets say I make a Crossblooded sorcerer with Orc/Abysal. Would the +Str bonuses stack? Would they increase beyond +6. Could that character use a +Str book to increase his Str further.

Here is what I am thinking. The bonus from a bloodline SHOULD be an unamed bonus. First inherent bonuses are supposed to be capped at +5 according to wish. However the Bloodline gives a +6 bonus. Second the benefit of a bloodline bonus is really just a bonus you dont have to purchase. If it doesnt stack with a book you basicly just saved some GP on a book but really gain little compared to someone who throws down some gold on said book.

Secondly in the example above you get no real benefit from taking Orc/Abysal... or say Stone/Infernal(Pit) because the bonuses wont stack.

If you change it to an untyped bonus then they stack, and you can still buy a book. But what do you think?

Second Question: If I make a Cabalist Magus is gains a bloodline. Can I take a Crossblooded bloodline with that? I guess my question is Crossblooded a Sorcerer Archtype or a type of bloodline.

Thanks for any advice.