|
Elissa Adlanniel's page
No posts. Organized Play character for Eugene Nelson.
|


Here is my backstrory.
All belongings have or depict in some way, shape, or fashoin beautiful colored metallic carp and fanciful fish
Kagome Katsumoto is a nobles daughter from Minkai, in Tian Xia. She grew up in a land of samurai and shugenjas and learned a bit of both worlds. Bushido and magic skills were at her disposal. Her parents, the honorable Shirobi and Sango Katsumoto were a family of master merchants and held the position of diplomats to the local Daimyo, leader of their lands. Kagome with her beauty and charm worked her way into the palace by becoming her Daimyo's personal attendant. Beyond simple sexual relations, she enthralled her muse. Her ability to please the Daimyo with her wit, charm, and intellect made her a great asset. In turn the Daimyo took incredible care of his treasure.
When the Katsumoto family was called upon by the Daimyo to personaly lead a mission to the neighboring lands of Garund in search of a commodity that would expand his and his peoples wealth and standing in the fiefdom. Shirobi insisted to the Daimyo's behest that his daughter Kagome be relieved of her postion to follow her families path with the promise of grand rewards. Begrudgingly he accepted and a little more than a year later later the family returned with what they promised. A bounty of goods from another world that the Daimyo could use to bring himself and his fiefdom into a more prosperous time. When Kagome was called upon by the Daimyo Shirobi had to tell him that his daughter had refused to return with his family and stayed in the foreign lands to his dismay.
Absalom, the city at the enter of this wierd world was amazing like nothing Kagome had seen before. Her travels in this "Inner Sea" region as they called it was breathtaking. She visited many wealthy and morally conflicted people in such a short time that she was beside herself. How could these people be so different than her own. After many fights and explosive outbursts of emotion her father had finally accepted her decision to not return back to Minkai. Kagome loved her home, but Kagome believed she could someday bring back something more important than simple baubles and treasures. There must be more substance to this land than that. Kagome decided to find her own way and work like the people in this world wokred. She would become one to find the truest of treasures to bring home to charge her peoples lives.
A few months and many ports turned into indecision. A great place this is to be sure, but Kagome had not found what she was looking for. Months turned into a couple of years and Kagome found herself living a moderate life in a city called Cauldron. After a few months in the city she started to settle. Not meaning to she fancied the place. She liked the people and was dedicated to some of their beliefs the people held. With her exotic looks and honorable stand she became quite the figure in town. Kagome eventually once again fell upon her old ways and started showing the nobles and affluent people of the city just what her culture had to offer. Kagome started to work at the Cusp of Sunrise as a geisha with the same principles she has always held. More joy can be found from the ceremony and cher company than from any sexual relations. Kagome has slowly built her reputation to the point where she has built up a good chunk of money and has gained the trust and loyalty of much of Cauldrons higher citizens. Because of her work and charity and dutifulness to helping others less fortunate she has an easier time talking to Caulrons citizens. Hence the Nobility Trait.
Here is my character so far
Kagome Katsumoto
Female Human (Tian-Min) Bard (Lotus Geisha) 1
LG Medium Humanoid (human)
Init +5; Senses Perception +5
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
Vig 9 (1d8) Wnd 26 (Threshold 13)
Fort +1, Ref +5, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Melee Dagger +2 (1d4+2/19-20/x2) and
. . Unarmed strike +2 (1d3+2/x2)
Ranged Shortbow +3 (1d6/x3)
Special Attacks bardic performance (standard action) (6 rounds/day, bardic performance: countersong, bardic performance: distraction, bardic performance: fascinate (1 targets) (dc 12), bardic performance: inspire courage +1
Bard (Lotus Geisha) Spells Known (CL 1):
1 (2/day) Hypnotism (DC 14), Charm Person (DC 14)
0 (at will) Mending, Mage Hand, Detect Magic, Prestidigitation (DC 12)
--------------------
Statistics
--------------------
Str 14, Dex 16, Con 13, Int 10, Wis 12, Cha 15
Base Atk +0; CMB +2; CMD 15
Feats Point Blank Shot, Precise Shot, Spell Focus (Enchantment)
Traits Master of the Sudden Strike (Tian), Reactionary
Skills Acrobatics +1, Climb +0, Diplomacy +7, Disguise +6, Escape Artist +1, Fly +1, Intimidate +6, Perception +5, Perform (comedy) +6, Perform (oratory) +6, Ride +1, Sleight of Hand +5, Stealth +5, Swim +0
Languages Minkaian, Tien
Combat Gear Acid, Caltrops; Other Gear Lamellar (leather) armor, Dagger, Shortbow, Backpack (44 @ 30.5 lbs), Bedroll, Blanket, Chalk (10), Coffee (per cup) (10), Coffee pot, Flint and steel, Shizuru, Mirror, Perfume/cologne, Signet ring, Soap (2), Spell component pouch, Tea (per cup) (10), Tea ceremony set, Trail rations (4), Waterskin, Whetstone, Wrist sheath, spring loaded (1 @ 1 lbs), 179 GP, 9 SP, 6 CP
--------------------
TRACKED RESOURCES
--------------------
Acid - 0/1
Bardic Performance (standard action) (6 rounds/day) - 0/6
Dagger - 0/1
Trail rations - 0/4
--------------------
Special Abilities
--------------------
Bardic Performance (standard action) (6 rounds/day) Your performances can create magical effects.
Bardic Performance: Countersong (Su) Counter magical effects that depend on sound.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Fascinate (1 targets) (DC 12) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Courage +1 (Su) Morale bonus on some saving throws, attack and damage rolls.
Master of the Sudden Strike (Tian) +2 bonus to weapon damage during the suprise round
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Spell Focus (Enchantment) Spells from one school of magic have +1 to their save DC.
--------------------
Oratory - Diplomacy, Sense Motive
Comedy - Bluff, Intimidate
Human - Point Blank Shot
1st - Precise Shot
3rd - Rapid Shot
5th - Improved Initiative
7th - Deadly Aim
9th - Manyshot
11th -
13th -
15th -
17th -
19th -
Trait - Nobility +200 GP and +1 Diplomacy within Cauldron
Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
Now my question is, what are the best spells and feats and whatnot to make my character effective. I do not power game so I do not care if she has weaknesses, I just want her to come alive with spells and feats and abilities that will keep her true to her background. She has to be an archer and Lotus Geisha. Let me know what you think.

1 person marked this as a favorite.
|
So, I have finally decided to run second darkness a third time. Being one of my favorite adventure paths I must say there are some excrutiating flaws within its cover. I am going to name a few and I am going to ask people for their fixes to the problems and I will include my possible fixes. If you are in my game DO NOT READ!!!
1. The module starts out as a seedy adventure that by book 3 starts turning into a crusade to end a plot to end the world.
I have a few ideas on this. I have made all my players choose characters that were good at heart. Like Han Solo, you could count on them doing the right thing when it mattered. Other than that I didn't change much.
2. The players do not have a chance to return to Riddleport.
I am thinking about making sure they get down time but later in the books that's not possible. I am thinking about building up Riddleport so much that they return using teleport. I kinda need help on this one.
3. The Whole book 4 skill check for jobs fiasco.
This idea in this book is terrible. Why roll 60 days worth of checks for really doing nothing. I have decided to take on the flavor of some of the jobs and have the party escort Faidaeva Vonnarc somewhere dangerous all the while she is using her super dominance to whip a certain party member unconscious at times. I am really going to play her evil on this trip. Also I am going to have the party told to go retrieve an item from a group of drow and be robbed. The party will then have to go back in and massacre the drow who thought they would curse the Vonnarc name which will cause major alignment problems as the scream for mercy even though they were told to hideously murder every one of them.
4. Book 5
Book 5 sucks as written. I am going to instead have the Shin Rakorath attack as normal. The queen call the Pc's in. Then the queen is going to instead plea for help in thwarting the council. She asks them to go in there, gather them together and explain that they are not needed anymore by the queen and that they will be disbanded and if things get out of control to do what is necessary to keep the council from exerting any power over the elves again. So, book 5 can continue kinda as normal and when Hialin turns drow and pulls the Malficus Spike out after being told his power is being stripped by the queen the rest of the council stands and does nothing each for their own reason. The party must handle by themselves Hialin and all the demons that fall upon the group.
If you have any input at all or advice on how to do something better please let me know as I would really like to write a really good fix here on the forums for others who are afraid of running Second Darkness because of the problems. Let me know.
I have a shadowdancer who thinks he is able because of hide in plain sight that he can stealth after his attack without any penalty. Even though sniping is -20 I can only imagine that being that close would count for more penalties.
So for a few game sessions he hit then stealthed, and unless I readied an action to hit him I never saw him. Advice?
So I am building a Lotus Geisha bard from Minkai. Somehow I need a some good ideas on how to get Kagome, my bard, to the Sargava are to eventually fight a great evil in the city of Cauldron for the Shackled City campaign. Im kinda stumped and need your help. Thanks all.
What are the weapons that the catfolk is holding on page 91 of the Advanced Race Guide.
I have a conundrum I cant quite figure out. I need to create about 200,000 gp worth of equipment and was told by an NPC that we did not have much time. How much "not much time means" I do not know. But I need to maybe come up with a spell combo that will get me maybe onto a demiplane with x10 time. Maybe something else. Let me know what you guys think.

2 people marked this as a favorite.
|
Find me the best feats for my last two slots at 17th and 19th.
Conjurist Summoner - Enchantment and Evocation are 2 Slots
1st - Improved Initiative
1st - Scribe Scroll
Hum - Spell Focus Conjuration
3rd - Augment Summoning
5th - Superior Summoning
5th - Spell Penetration
7th - Improved Familiar
9th - Greater Spell Penetration
10th - Opposition Research Evocation
11th - Craft Wand
13th - Craft Staff
15th - Persistent Spell
15th - Quicken Spell
17th -
19th -
These are not at all in the order I took them.
Here is my whole character from herolab.
Isis Avanne
Female Human Wizard 15
CG Medium Humanoid (human)
Init +8; Senses Perception +19
--------------------
Defense
--------------------
AC 19, touch 15, flat-footed 18 (+4 armor, +1 Dex, +4 deflection)
hp 107 (15d6+45)
Fort +12, Ref +10, Will +13; +1 morale bonus vs. fear
--------------------
Offense
--------------------
Speed 30 ft.
Wizard Spells Prepared (CL 15):
8 (2/day) Summon Monster VIII, Prismatic Wall (DC 28), Prismatic Wall (DC 28)
7 (3/day) Spell Turning, Summon Monster VII, Forcecage (DC 27), Dispel Magic, Quick
6 (5/day) Acid Fog, Chain Lightning (DC 26), Dispel Magic, Greater, Flesh to Stone (DC 26), Scorching Ray, Quick, Resilient Sphere, Prstnt (DC 24)
5 (6/day) Teleport, Slow, Prstnt (DC 23), Slow, Prstnt (DC 23), Color Spray, Quick (DC 21), Obscuring Mist, Quick, Stoneskin, Communal, Magic Jar (DC 25)
4 (6/day) Scrying (DC 24), Fear (DC 24), Invisibility, Greater, Resilient Sphere (DC 24), Solid Fog, Glitterdust, Prstnt, Emergency Force Sphere
3 (6/day) Sleet Storm, Ray of Exhaustion (DC 23), Fireball (DC 23), Dispel Magic, Dispel Magic, Daylight, Ash Storm
2 (7/day) Resist Energy, False Life, False Life, Scorching Ray, Scorching Ray, Web (DC 23), Web (DC 23), Glitterdust
1 (7/day) Mage Armor, Mage Armor, Summon Monster I, Color Spray (DC 21), Obscuring Mist, Anticipate Peril (DC 21), Anticipate Peril (DC 21), Anticipate Peril (DC 21)
0 (at will) Open/Close (DC 20), Read Magic, Mage Hand, Prestidigitation (DC 20)
--------------------
Statistics
--------------------
Str 9, Dex 12, Con 16, Int 31, Wis 10, Cha 10
Base Atk +7; CMB +6; CMD 21 (26 vs. Grapple)
Feats Augment Summoning, Craft Staff, Craft Wand, Greater Spell Penetration, Improved Familiar, Improved Initiative, Opposition Research, Persistent Spell, Quicken Spell, Scribe Scroll, Spell Focus (Conjuration), Spell Penetration, Superior Summoning
Traits Desperate Focus, Reactionary
Skills Diplomacy +8, Escape Artist +6, Knowledge (arcana) +28, Knowledge (dungeoneering) +28 (+30 to navigate underground.), Knowledge (engineering) +28, Knowledge (geography) +28, Knowledge (history) +28, Knowledge (local) +28, Knowledge (nature) +28, Knowledge (nobility) +28, Knowledge (planes) +28, Knowledge (religion) +28, Linguistics +18, Perception +19, Sense Motive +2, Spellcraft +30, Survival +0 (+2 to avoid becoming lost when using this.), Use Magic Device +14
Languages Abyssal, Aquan, Auran, Celestial, Common, Daemonic, Draconic, Dwarven, Elven, Giant, Ignan, Infernal, Sylvan, Terran, Undercommon
SQ acid dart (13/day), arcane bonds (elvünduil, azata, lyrakien), arcane familiar nearby, deliver touch spells through familiar, dimensional steps (450'/day) (90 5-ft inc/day), empathic link with familiar, opposition schools (enchantment), scry on familiar (1/day), share spells with familiar, speak with familiar, specialized schools (conjuration), summoner's charm (+7 rds)
Combat Gear Boots of escape (1/day), Extend metamagic rod (lesser) (3/day), Otherworldly kimono (1/day), Pearl of power (1st level) (1/day), Ring of counterspells, Ring of counterspells, Spellguard bracers (3/day), Wand of Arcane Eye, Wand of Clairaudience/Clairvoyance, Wand of Magic Missile (CL 9), Wand of Mirror Image, Wand of Shield, Wand of Stoneskin, Alchemical grease (10), Heatstone; Other Gear Belt of mighty constitution +4, Carpet of flying I, Gloves of elvenkind, Goz mask (60 minutes/day), Handy haversack (95 @ 112 lbs), Headband of vast intelligence +6Knowledge (nobilit, Ioun stone (dusty rose prism, cracked), Bedroll, Blanket, Candle (10), Chalk (10), Charcoal stick (10), Compass, Crowbar, Earplugs, Fishing net, Flask (3), Flint and steel, Folding chair, Hammer, Hammock, Incense (5), Ink, black (2), Inkpen, Journal (2), Miner's pick, Mirror, Perfume, common (10), Pocket watch, Scroll case (empty), Shovel, Signet ring, Silk rope, Sledge, Soap, bar (50 uses), Spell component pouch, Spellbook (4), String or twine, Wine, fine (per bottle) (5), A: Ivory Statuette of Isis, Diamond Dust, 4473 GP, 2200 GP of Valuables
--------------------
Special Abilities
--------------------
Acid Dart (13/day) (Su) 30' Ranged touch attack deals 1d6+7 Acid damage.
Arcane Familiar Nearby You gain the Alertness feat while your familiar is within arm's reach.
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Boots of escape (1/day) Dimension Door 1/day to escape being grappled, pinned, or entangled.
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Conjuration The conjurer focuses on the study of summoning monsters and magic alike to bend to his will.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Dimensional Steps (450'/day) (90 5-ft inc/day) (Sp) Teleport 30 feet per day, in 5 foot increments.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Extend metamagic rod (lesser) (3/day) Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells (but not spell like abilities) as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod's wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.
Gloves of elvenkind +5 to concentration checks when casting defensively.
Persistent Spell Foes must succeed at 2 saves or suffer the spell's full effects.
Quicken Spell Cast a spell as a swift action. +4 Levels.
Ring of counterspells Counters this spell when it's cast on you.
Ring of counterspells Counters this spell when it's cast on you.
Scry on Familiar (1/day) (Sp) You can scry on your familiar, as the spell.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak With Familiar (Ex) You can communicate verbally with your familiar.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Spellguard bracers (3/day) +2 to cast defensively. Activate to roll twice and take better roll.
Summoner's Charm (+7 rds) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).
Superior Summoning When summoning more than one creature, summon an extra one
--------------------
716 Pages of Spells in 8 Spell Books
Contingency: When I am caught flat footed to an attack or I say Abracadabra Resilient Sphere pops.
I have a concentration check of 36 to cast defensively and I can roll twice once a day.
I take half damage from all attacks because of the Shield Other spell from my Ghaele Planar Binding Cleric.
Permanent Spells
Darkvision
Arcane Sight
See Invisibility
Item's I Want
Tunic of Careful Casting - 5000
Eyes of Keen Sight, 6000
Necklace of Adaption - 9000
Wings of the Gargoyle - 72000
Belt of Con +6 - 20000
Tome of Clear Thought - 27500
Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
Elvünduil
Female Azata, Lyrakien
CG Tiny Outsider (azata, chaotic, extraplanar, good)
Init +8; Senses darkvision, low-light vision; Perception +21
--------------------
Defense
--------------------
AC 33, touch 20, flat-footed 29 (+4 armor, +4 Dex, +2 size, +9 natural, +4 deflection)
hp 53 (3d10+3)
Fort +7, Ref +10, Will +13; +1 morale bonus vs. fear
DR 5/evil; Immune electricity, petrification; Resist cold 10, fire 10; SR 20
--------------------
Offense
--------------------
Speed 30 ft., flight (80 feet, perfect)
Melee Slam (Azata, Lyrakien) +7 (1d2-3/x2)
Space 2.5 ft.; Reach 0 ft.
Special Attacks starlight blast (dc 12)
Spell-Like Abilities Commune (6 questions, cl 12th) (1/week), Confusion, Lesser (1/day), Cure Light Wounds (1/day), Dancing Lights (At will), Daze (At will), Detect Evil (Constant), Detect Magic (Constant), Freedom of Movement (Constant), Silent Image (1/day), Summon Instrument (At will), Ventriloquism (At will)
--------------------
Statistics
--------------------
Str 5, Dex 18, Con 12, Int 16, Wis 16, Cha 28
Base Atk +7; CMB +9; CMD 20
Feats Flyby Attack, Improved Initiative
Skills Appraise +6, Bluff +15, Diplomacy +20, Fly +16, Heal +6, Intimidate +12, Knowledge (arcana) +18, Knowledge (dungeoneering) +18, Knowledge (engineering) +18, Knowledge (geography) +5, Knowledge (history) +18, Knowledge (local) +5, Knowledge (nature) +18, Knowledge (nobility) +5, Knowledge (planes) +21, Knowledge (religion) +18, Linguistics +8, Perception +21, Perform (Singing) +15, Sense Motive +9, Spellcraft +15, Stealth +12, Survival +6, Use Magic Device +28
Languages Abyssal, Celestial, Daemonic, Infernal; truespeech
SQ improved evasion, traveler's friend (1/day)
Combat Gear Scroll of Locate Object, Remove Blindness/Deafness, Wand of Baleful Polymorph, Wand of Displacement, Wand of Fireball (CL 8), Wand of Haste (CL 8), Wand of Invisibility, Wand of Lightning Bolt, Wand of Mirror Image, Wand of Shield; Other Gear Amulet of natural armor +1, Cloak of resistance +1, Ring of protection +1, Ring of the Dangerously Curious, You have no money!
--------------------
Special Abilities
--------------------
Damage Reduction (5/evil) You have Damage Reduction against all except Evil attacks.
Damage Resistance, Cold (10) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Fire (10) You have the specified Damage Resistance against Fire attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Flight (80 feet, Perfect) You can fly!
Flyby Attack You can take a standard action during your move action while flying.
Immunity to Electricity You are immune to electricity damage.
Immunity to Petrification You are immune to Petrification.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Spell Resistance (20) You have Spell Resistance.
Starlight Blast (DC 12) (Su) As a standard action once every 1d4 rounds, a lyrakien can tap into the divine power of Elysium, unleashing a blast of holy starlight in a 5-foot burst. All creatures in this area take 1d4 points of holy damage, plus 1 point for each step their align
Traveler's Friend (1/day) (Su) The performances and company of a lyrakien ease the burden of travel. Once per day, a creature may spend a minute listening to a lyrakien's performance - doing so removes the effects of exhaustion and fatigue from the listener.
Truespeech (Su) Speak with any creature that has a language.
Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
I tried and failed miserably using my wizard summoner even with the boosts that the mythic summoning feat gives. The summons just become obsolete very fast. Also I noticed that my planar binding creatures were absolutely unable to do anything but aid another which is not why I bind them. They are supposed to do a bit more than that. Has anyone else seen this problem?
1 person marked this as a favorite.
|
All I can say is Slumbering Tsar. How many meaningless deaths have to occur until the 1st edition feel is done away with. We have lost ten characters to no save death traps. WTF this is so dumb and not fun at all. Does anyone else like being arbitrarily killed with no way to really do anything about it. Let me know.
So we have a good party and when we make knowledge checks we have each person aid the leader. Most of the time. How do you do knowledge checks. We had a problem yesterday where my wizard wasnt there and they failed miserably on their knowledge check and I didnt get a roll cause the party already did it. Its not really the DM's fault that this system sucks but how can we do it better. We just do not like everyone rolling individually. Should they roll individually and if two people beat the DC, what info do we get the same of and what do we get different. Thanks!
I want to play a goblin that throws fire like the crazy basterd should. He wants to do lightning, ice and whatever destructive thing he can get his hands on too. With a 20 point buy 11th level and Pathfinder only products please give me advice on how to make Gobby the most powerful goblin destroyer in Golarion.
So I have an 11th level wizard and I have contingency and I would like to use it better than I have seen it used. Please let me know your combinations of spells and triggers for a summoning wizard with crappy stats except for intelligence. Thanks All!!
I need some advice on how to continue with my wizard. I have a maxed out intelligence of course and I have spell focus and greater conjuration, augment summoning, superior summoning, craft want, improved familiar, improved initiative and persistent spell. Now my plan is to do battlefield control, summon summon summon and debuff using primarily necromancy.
Now my question is what are the big spells that are must haves and what to stay away from. I do not think damaging spell are worth a grain of salt either. What are feats and things I should be doing to make sure I am in league to become a God.
Thanks All!
I started the feat one now the ability one. I think the single most powerful ability in the game is the Paladins smite and his ability to give it to every party member.
The cleric ability from the Repose domain with no save to stagger somebody. Rediculous IMHO.
So I have been running for a while and would like everyone's opinion on their most troublesome and broken feats players can have. I'll list a few of my favorites.
Academy Graduate
Lookout. Especially with a diviner wizard
Clustered Shots
The entire snap shot line
Tell me what you think. Would really like to see your input.
So I am running a pathfinder Eberron campaign and my party is 15th level and can easily dispatch a CR 20. Ive used different tactics and I have thrown lower level creatures with added HD and masses of non advanced creatures and nothing seems to work. I am trying to find a balance. I either almost TPK or the party wins the encounter in one round or two. Ive tried lots of good DM tricks but it still comes down to who wins initiative which is always the party or trying to avoid a TPK. I need some tips on how to get the encounters to last say about 5 rounds. That's not too much to ask even at high level is it? If I cant find a balance I am afraid I will have to run them to 20th really wuick and just end the campaign because everyone acknowledges that there are major problems.
Does smite evil by a summoned celestial creature bypass DR. Simple question haha.
What do you play when you have played about everything. Ive done the God wizard, cleric, Druid, Bard, Fighter, and many others in many different combo's. Whats next for me? Make sure to give examples!
I have a wizard who just made 9th level and I would like to know from the community of good 6HD outsiders who are chaotic good who would help me on a good quest to rid evil from the world. I already have a Lyrakien as an improved familiar. I can not find as of yet any good 6hd chaotic good outsiders. Should I or the DM build a 6HD outsider like a Celestial Tiger or give class levels to an already lower HD creature. Or should I just take another outside and chaotic its abilities until it fits. Another option we were looking at was just using the 7HD creature since its close and they are so damn plentiful which is very annoying.

1 person marked this as a favorite.
|
So my question before my DM goes crazy and tells me no I cant, does a ninja with strangler and greater grapple get two sneak attacks in a round while grappling.
Here is my character for those who wish to see it.
NINJA GUNSLINGER CR 8
Female Human Ninja 9
NN Medium Humanoid (Human)
Init +7; Senses Perception +14
--------------------
DEFENSE
--------------------
AC 23, touch 16, flat-footed 18. . (+6 armor, +5 Dex, +1 natural, +1 deflection)
hp 56 (9d8)
Fort +5, Ref +13, Will +7
Defensive Abilities Improved Uncanny Dodge (Lv >=13)
--------------------
OFFENSE
--------------------
Spd 30 ft., Light Steps
Melee +1 Brass Knuckles +10/+5 (1d3+4/20/x2) and
. . Unarmed Strike +9/+4 (1d3+3/20/x2)
Ranged +1 Holy Pepperbox +12/+7 (1d8+1/20/x4)
Special Attacks Ki Attack Speed, Sneak Attack +5d6
Spell-Like Abilities Vanishing Trick
--------------------
STATISTICS
--------------------
Str 14/16, Dex 18/20, Con 10, Int 10, Wis 14, Cha 14
Base Atk +6; CMB +11 (+15 Grappling); CMD 28 (30 vs. Grapple)
Feats Agile Maneuvers, Deadly Aim -2/+4, Defensive Combat Training, Greater Grapple, Gunsmithing, Improved Grapple, Improved Unarmed Strike, Strangler
Traits Magical Talent: Ghost Sound (1/day) (Sp), Reactionary
Skills Acrobatics +17, Bluff +10, Climb +15, Craft (Alchemy) +10, Diplomacy +10, Disable Device +15, Disguise +10, Escape Artist +17, Knowledge (Local) +7, Knowledge (Nobility) +7, Perception +14, Sense Motive +10, Stealth +17, Use Magic Device +6 Modifiers Ki Jump (Running Start), No Trace +3
Languages Common
SQ Ki Movement, Ki Pool (Su), Ki Stealth, Poison Use
Combat Gear +1 Brass Knuckles, +1 Holy Pepperbox, +2 Mithral Chain Shirt; Other Gear Amulet of Natural Armor +1, Belt of Giant Strength, +2, Cloak of Resistance, +2, Gauntlets of Incredible Dexterity, +2, Ring of Protection, +1
--------------------
SPECIAL ABILITIES
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Greater Grapple +2 to grapple, maintaining a grapple is a move action.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Improved Grapple You grapple at +2, with no attacks of opportunity allowed.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Improved Uncanny Dodge (Lv >=13) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 13+.
Ki Attack Speed (Su) By spending 1 point from her ki pool, a ninja can make one additional attack at her highest attack bonus, but she can do so only when making a full attack.
Ki Jump (Running Start) (Su) Jumping is always counted as being at a running start.
Ki Movement A Ninja can spend 1 point to increase her speed by 20 feet for 1 round.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your Charisma modifier.
Ki Stealth A ninja can spend 1 point from her ki pool to give herself a +4 insight bonus on Stealth skill checks for 1 round.
Light Steps (Ex) When moving up to twice your normal movement, you may ignore difficult terrain and can move over any surface.
Magical Talent: Ghost Sound (1/day) (Sp) Choose one 0-level spell - it becomes a 1/day spell-like ability for you.
No Trace +3 (Ex) Survival DCs to track you are at +3, gain +3 to Disguise and Stealth when you are stationary and not acting.
Poison Use You don't accidentally poison yourself with blades.
Sneak Attack +5d6 +5d6 damage if you flank your target or your target is flat-footed.
Strangler Deal sneak damage to grappled opponent
Vanishing Trick (Su) As a swift action, the ninja can disappear for 1 round per level. This ability functions as invisibility. Using this ability uses up 1 ki point.
Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
I have a castle some of you may remember, Castle Scarwall, which has a unhallow spell and tied to it is a Dimensional Anchor. How does this work. It is a permanent fixture, so does it spring rays at you? Does it cause creatures teleporting in to not do so? I need a quick clarification. Thanks all.
Where can I find the exact rules on encumbrance while flying? ie. when does the creature fall while encumbered?
Where can I find the exact rules on encumberance while flying? ie. when does the creature fall when encumbered?
Is it just me or is the Fey Bloodline power too powerful. I had an 8th level party and it nerfed the encounters the whole module?
There is also a cleric power with no save and it causes staggered. I think thats a bit much with no save at all on either one. Does my argument hold weight?
What do you do about a rules lawyer who just wont quit. I cant afford to not have him in may game either or itll be down to two. Please help. He debates everything thinking his way really is the righteous way to do things.
I am a wizard 4 and fighter 4 and arcane archer 3. I have never used my imbue arrow ability because I can not find a suitable spell that I can not cast at great ranges already. I hate damaging spells and I am 5 cl behind as it is. So what do I do.
I am going to be running Jade Regent for a group and would like advice on what is the most important things to do to prepare. I see almost 1200 posts that I will never have time to be able to read through. What are the big game breakers that I absolutely must tackle to make sure everything runs smoothly? Anything people suggest to make it easier to run and where to get it?
I am going to be running Kingmaker for a group and would like advice on what is the most important things to do to prepare. I see almost 1200 posts that I will never have time to be able to read through. What are the big game breakers that I absolutely must tackle to make sure everything runs smoothly? Anything people suggest to make it easier to run and where to get it?
Ive got a big if question. Is there a feat that if you are a multi-classed wizard with say fighter 6/4 respectively that raises your effective caster level for the wizard? Im not trying to get more spells or anything just a higher caster level. I know 3.5 had it and it was +4 not to exceed your total level but does this exist in pathfinder anywhere?
|