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![]() Good evening,
Quote: An immobile, faintly shimmering magical sphere surrounds you and excludes all spell effects of 3rd level or lower. The area or effect of any such spells does not include the area of the lesser globe of invulnerability. Such spells fail to affect any target located within the globe. Excluded effects include spell-like abilities and spells or spell-like effects from items. Any type of spell, however, can be cast through or out of the magical globe. Spells of 4th level and higher are not affected by the globe, nor are spells already in effect when the globe is cast. The globe can be brought down by a dispel magic spell. You can leave and return to the globe without penalty.
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![]() spiritual ally wrote: Each round after the first, you can move the spiritual ally as a swift action. It has a speed of 30 feet, and a fly speed of 30 feet (perfect maneuverability). Being a construct of force, the spiritual ally cannot be harmed by any physical attacks, but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellation affects it. A spiritual ally‘s AC against touch attacks is 10. What happend if the cleric who summon the spiritual die? The spiritual allie continue to fight the same target or it stop to act? spiritual weapon wrote: Each round after the first, you can use a move action to redirect the weapon to a new target. If you do not, the weapon continues to attack the previous round’s target. On any round that the weapon switches targets, it gets one attack. Subsequent rounds of attacking that target allow the weapon to make multiple attacks if your base attack bonus would allow it to. Even if the spiritual weapon is a ranged weapon, use the spell’s range, not the weapon’s normal range increment, and switching targets still is a move action.
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![]() As a DM, I dominate a barbarian with Dominate Person: I asked him to attack his allies, and allow him another save with a +2 bonus. My players told me that the barbarian need a new save every round. Dominate person SRD wrote: Subjects resist this control, and any subject forced to take actions against its nature receives a new saving throw with a +2 bonus. Is there any clear answer on that? ![]()
![]() The Cecaelia Ruffian, with 6 Hitdice for the Cecaelia and 7 rogue level are much higher than a CR9, How do you deal with them? Cecaelia Ruffian: Cecaelia Ruffian #3 CR 9
XP 6,400 Female cecaelia rogue (thug) 7 (Pathfinder RPG Advanced Player's Guide 135, Pathfinder RPG Bestiary 3 49) CN Medium monstrous humanoid (aquatic) Init +11; Senses darkvision 60 ft., tentacle sense; Perception +16 -------------------- Defense -------------------- AC 23, touch 16, flat-footed 17 (+3 armor, +6 Dex, +4 natural) hp 123 (13 HD; 7d8+6d10+59) Fort +8, Ref +17, Will +9 Defensive Abilities evasion, ink cloud, uncanny dodge -------------------- Offense -------------------- Speed 30 ft., swim 40 ft.; jet 200 ft. Melee +1 short sword +20/+15/+10 (1d6+5/17-20), 2 tentacles +14 (1d4+2 plus grab) Space 5 ft.; Reach 10 ft. Special Attacks sneak attack +4d6 -------------------- Tactics -------------------- Before Combat The cecaelia ruffians, activating their tentacle sense ability, hide using Stealth until the PCs pass by in order to take the party by surprise. During Combat Two cecaelia ruffians try to flank the PCs nearest Oona. The other pair attempts to single out any spellcasters to attack. Morale When three of the cecaelia ruffians are dead, the remaining one tries to flee or surrender. -------------------- Statistics -------------------- Str 18, Dex 24, Con 18, Int 11, Wis 10, Cha 11 Base Atk +11; CMB +15 (+19 grapple); CMD 32 (can't be tripped) Feats Combat Reflexes, Critical Focus, Improved Critical (short sword), Improved Initiative, Iron Will, Weapon Finesse, Weapon Focus (short sword), Weapon Focus (tentacle) Skills Acrobatics +15, Bluff +8, Disable Device +15, Intimidate +16, Knowledge (local) +5, Knowledge (nature) +5, Perception +16, Sense Motive +9, Sleight of Hand +16, Stealth +23, Survival +9, Swim +16 Languages Aquan, Elven SQ amphibious, brutal beating, frightening, rogue talents (assault leader[APG], finesse rogue, surprise attacks) Combat Gear elixir of hiding, potion of cure moderate wounds; Other Gear +1 leather armor, +1 short sword, thieves' tools, gems and pearls in a leather pouch (worth 180 gp) -------------------- Special Abilities -------------------- Amphibious (Ex) You can survive indefinitely on land. Assault Leader (1/day) (Ex) When you miss an attack, allow an ally also flanking that target an immediate attack. Brutal Beating (3 rounds) (Ex) Forgo 1d6 sneak attack damage to sicken the target for listed duration. Combat Reflexes (8 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed. Critical Focus +4 to confirm critical hits. Darkvision (60 feet) You can see in the dark (black and white only). Evasion (Ex) If succeed on Reflex save for half dam, take none instead. Frightening (Ex) Demoralize duration increases by 1 rd, if 4+ rds can frighten 1 rd instead. Grab: Tentacle (Medium) (Ex) You can start a grapple as a free action if you hit with the designated weapon. Ink Cloud (10 ft. radius, 1/hour) (Ex) Emit an ink cloud, which provides total concealment. Jet (200 ft.) Move in a straight line at 200, with no attacks of opportunity. Sneak Attack +4d6 Attacks deal extra dam if flank foe or if foe is flat-footed. Surprise Attacks (Ex) Opponents are always flat-footed against you in the surprise round. Swim (40 feet) You have a Swim speed. Tentacle Sense (10 feet) (Ex) Concentrate to gain blindsight 10 ft, but can't move and lose tentacle attacks. Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed. Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
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![]() We, my player and I just finish the Plunder and peril modules, and I'm looking for a follow up. I can't play skulls and Shackles.
I already own the "raid the Emperor’s Hand", but it's for 8th level character, do you know of any campaign setting that would go from 7th to 14 and more levels? ![]()
![]() Hi folks,
Do the PC have 2 AOO's, one for climbing and 1 from moving around a target or only one because the climbing is part of the movement? EX: The PC climb over a table to move around a NPC to gain flanking bonus, so he move 3 square around the NPC. ![]()
![]() And where can I found the ruling that support your argument?
Edit: There is the rule: Saving Throws Against Magic Item Powers
Staves are an exception to the rule. Treat the saving throw as if the wielder cast the spell, including caster level and all modifiers to save DCs. Most item descriptions give saving throw DCs for various effects, particularly when the effect has no exact spell equivalent (making its level otherwise difficult to determine quickly). ![]()
![]() One of my player playing a crossblood sorcerer/ admixture wizard craft wand.
Level 1
Cross blood +1/dice (orc) +1/dice (dragon) +1/spell (admixture) ![]()
![]() Meirril wrote: Switch Quickened and Intensified spell. It will be much more tempting to throw an Intensified Empowered Fireball (20d6) as a 4th level than throwing a Quickened Fireball (10d6) as a 5th. Nice Meirril wrote: See if your GM will allow you to retrain Scribe Scroll for Craft: Wonderous Items at 3rd level, and again retrain Wonderous Items for Rod as soon as you qualify. If your GM won't go for that, then use your 10th level feat to pick up a crafting feat and get as much crafting done as you can before you hit 15th level. You'll need to retrain it to a metamagic feat to support your build but missing a really expensive metamagic before you hit spell perfection won't hurt you. I'm not quite sure my DM is open with Retraining. Meirril wrote: Save yourself a few days of retraining and start specializing in Fireball at 5th level. You'll still use burning arc occasionally, but fireball is going to be your main stay. Even at 7th level switching to Fireball means using Heighten to raise the DC by 1 until you get Empower. I don't understand your point, at uneven level, the prefered spell can be change without retraining. Meirril wrote: Consider changing one of your starting traits into one that gives you +1 CL for fireball. Outsider(lore seeker) is really powerful for this, but you need an Iron Gods campaign trait so its not available. Still check if the GM is ok with you taking a Campaign(Any) trait instead of the Iron Gods' one. The DM insist on that one. Meirril wrote: Grab items that support your ability to fireball. If you can manage it, ring of Wizardry 3 will be huge. Also items that increase your CL like Orange Ioun Stone are good when your lower level. But by the time you can afford it...probably not worth getting. That will be gane dependant... It seem that we never have tyme to craft in Adventure path... Meirril wrote: Lesser Rods of Metamagic are your best friend. A cheap Lesser Rod of Intensify will be huge by the time you can craft it. Silence is just too good of an idea to ignore. The big money Quicken and Maximize are going to get full effect, but you'd probably be better off spending on lesser metamagics you can't do but will occasionally want. That will be game dependant. ![]()
![]() avr wrote: Burning arc is human (Keleshite) only, you're an elf and the wayang spellhunter trait says you're from Minata. It's not an option - twice over! I don't know of other trait that give that option. Probably better to stay humain then. avr wrote: Just about everything you've got there depends on a reflex save. Some enemies have good reflex saves and evasion, or even improved evasion. You might want to think about having a few attacks which target Will or something else. I don't know of blast spell that are not save against Reflex. I didn't select other than evocation spell for the exercise. avr wrote: Identifying enemies so that you know which element to use is going to be important to you. You might want items which give bonuses to your lower knowledge skills eventually. I assume I will have access to some Headband to raise the intelligence ![]()
![]() What do you think or what can you improved on my blasteret admixture wizard 1) GM don't allow sorcerer dip
Feat
Level 5:
Blaster wizard 05
Elf evoker (admixture[APG]) 5 (Pathfinder RPG Advanced Player's Guide 143) Medium humanoid (elf) Hero Points 1 Init +3; Senses low-light vision; Perception +6 -------------------- Defense -------------------- AC 13, touch 13, flat-footed 10 (+3 Dex) hp 36 (5d6+10) Fort +2, Ref +4, Will +5; +2 vs. enchantments Immune sleep -------------------- Offense -------------------- Speed 30 ft. Special Attacks intense spells (+2 damage) Evoker Spells Prepared (CL 5th; concentration +9) . . 3rd—heightened burning arc (DC 18), fireball (DC 18) . . 2nd—burning arc (DC 17), burning arc (DC 17) . . 1st—burning hands (DC 16) . . Opposition Schools Enchantment, Necromancy -------------------- Statistics -------------------- Str 8, Dex 16, Con 12, Int 19, Wis 12, Cha 10 Base Atk +2; CMB +1; CMD 14 Feats Heighten Spell, Preferred Spell (burning arc)[APG], Scribe Scroll, Spell Focus (evocation), Spell Specialization[UM] Traits local ties, student of philosophy Skills Bluff +0 (+4 to lie (as a result of using Int instead of Cha)), Diplomacy +0 (+4 to persuade others but not to gather information (as a result of using Int instead of Cha)), Knowledge (arcana) +12, Knowledge (dungeoneering) +8, Knowledge (engineering) +8, Knowledge (geography) +8, Knowledge (history) +8, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (nobility) +8, Knowledge (planes) +12, Knowledge (religion) +8, Linguistics +8, Perception +6, Spellcraft +12 (+14 to identify magic item properties), Stealth +6; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties Languages Common, Elven SQ arcane bond (Arcane Familiar, greensting scorpion), arcane focus[ARG], elven magic, hero points, versatile evocation Other Gear wizard starting spellbook -------------------- Special Abilities -------------------- Admixture Associated School: Evocation Arcane Focus +2 to concentration checks to cast arcane spells defensively. Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you. Elven Immunities - Sleep You are immune to magic sleep effects. Elven Magic +2 to spellcraft checks to determine the properties of a magic item. 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. Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach. Heighten Spell Increases spell level to effective level desired. Hero Points Hero Points can be spent at any time to grant a variety of bonuses. Intense Spells (+2 damage) (Su) Evocation spells deal listed extra damage. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Necromancy You must spend 2 slots to cast spells from the Necromancy school. Preferred Spell (Burning Arc) The chosen spell may be cast spontaneously, and metamagic can be added to the spell without increasing its casting time. 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 (Evocation) Spells from one school of magic have +1 to their save DC. Spell Specialization (Burning Arc) Pick one spell and cast it as if you were higher level Versatile Evocation (7/day) (Su) Change the damage type and descriptor of a spell from acid, electricity, fire, or water to any other of those types. Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Level 10:
Blaster wizard 10
Elf evoker (admixture[APG]) 10 (Pathfinder RPG Advanced Player's Guide 143) Medium humanoid (elf) Hero Points 1 Init +3; Senses low-light vision; Perception +13 Aura elemental manipulation (30 ft.) -------------------- Defense -------------------- AC 13, touch 13, flat-footed 10 (+3 Dex) hp 61 (10d6+10) Fort +4, Ref +6, Will +8; +2 vs. enchantments Immune sleep -------------------- Offense -------------------- Speed 30 ft. Special Attacks intense spells (+5 damage) Evoker Spells Prepared (CL 10th; concentration +15) . . 5th—quickened fireball (DC 19) . . 4th—empowered heightened fireball (DC 20) . . 3rd—heightened burning arc (DC 19), fireball (DC 19) . . 2nd—burning arc (DC 18), burning arc (DC 18) . . 1st—burning hands (DC 17) . . Opposition Schools Enchantment, Necromancy -------------------- Statistics -------------------- Str 8, Dex 16, Con 12, Int 20, Wis 12, Cha 10 Base Atk +5; CMB +4; CMD 17 Feats Additional Traits, Empower Spell, Heighten Spell, Preferred Spell (fireball)[APG], Quicken Spell, Scribe Scroll, Spell Focus (evocation), Spell Specialization[UM] Traits local ties, magical lineage, student of philosophy, wayang spell hunter Skills Bluff +5 (+10 to lie (as a result of using Int instead of Cha)), Diplomacy +5 (+10 to persuade others but not to gather information (as a result of using Int instead of Cha)), Fly +10, Knowledge (arcana) +18, Knowledge (dungeoneering) +10, Knowledge (engineering) +10, Knowledge (geography) +9, Knowledge (history) +10, Knowledge (local) +11, Knowledge (nature) +10, Knowledge (nobility) +9, Knowledge (planes) +18, Knowledge (religion) +11, Linguistics +9, Perception +13, Sense Motive +5, Spellcraft +18 (+20 to identify magic item properties), Stealth +8; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties Languages Common, Elven SQ arcane bond (Arcane Familiar, greensting scorpion), arcane focus[ARG], elven magic, hero points, versatile evocation Other Gear wizard starting spellbook -------------------- Special Abilities -------------------- Admixture Associated School: Evocation Arcane Focus +2 to concentration checks to cast arcane spells defensively. Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you. Elemental Manipulation (10 rounds/day) (Su) 30' Aura changes a chosen energy type into another chosen energy type. Elven Immunities - Sleep You are immune to magic sleep effects. Elven Magic +2 to spellcraft checks to determine the properties of a magic item. Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar. Empower Spell Numeric effects of a spell are increased 50%. +2 Levels. Enchantment You must spend 2 slots to cast spells from the Enchantment school. Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach. Heighten Spell Increases spell level to effective level desired. Hero Points Hero Points can be spent at any time to grant a variety of bonuses. Intense Spells (+5 damage) (Su) Evocation spells deal listed extra damage. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Necromancy You must spend 2 slots to cast spells from the Necromancy school. Preferred Spell (Fireball) The chosen spell may be cast spontaneously, and metamagic can be added to the spell without increasing its casting time. Quicken Spell Cast a spell as a swift action. +4 Levels. Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch. Speak with Animals (Ex) Your familiar can communicate with animals similar to itself. Speak with Familiar (Ex) You can communicate verbally with your familiar. Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC. Spell Specialization (Fireball) Pick one spell and cast it as if you were higher level Versatile Evocation (8/day) (Su) Change the damage type and descriptor of a spell from acid, electricity, fire, or water to any other of those types. Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Level 15: Blaster wizard 15
Elf evoker (admixture[APG]) 15 (Pathfinder RPG Advanced Player's Guide 143) Medium humanoid (elf) Hero Points 1 Init +3; Senses low-light vision; Perception +13 Aura elemental manipulation (30 ft.) -------------------- Defense -------------------- AC 13, touch 13, flat-footed 10 (+3 Dex) hp 90 (15d6+15) Fort +6, Ref +8, Will +10; +2 vs. enchantments Immune sleep -------------------- Offense -------------------- Speed 30 ft. Special Attacks intense spells (+7 damage) Evoker Spells Prepared (CL 15th; concentration +20) . . 8th—empowered heightened intensified maximized quickened fireball (DC 23) . . 7th—forcecage (DC 24) . . 6th—contingency . . 5th—icy prison[UM] (DC 22) . . 4th—ball lightning[APG] (DC 21) . . 3rd—heightened burning arc (DC 20), draconic reservoir[APG] (DC 20) . . 2nd—burning arc (DC 19), burning arc (DC 19) . . 1st—burning hands (DC 18) . . Opposition Schools Enchantment, Necromancy -------------------- Statistics -------------------- Str 8, Dex 16, Con 12, Int 21, Wis 12, Cha 10 Base Atk +7; CMB +6; CMD 19 Feats Additional Traits, Empower Spell, Greater Spell Focus (evocation), Heighten Spell, Intensified Spell[APG], Maximize Spell, Preferred Spell (fireball)[APG], Quicken Spell, Scribe Scroll, Spell Focus (evocation), Spell Perfection (fireball)[APG], Spell Specialization[UM] Traits local ties, magical lineage, student of philosophy, wayang spell hunter Skills Bluff +10 (+15 to lie (as a result of using Int instead of Cha)), Diplomacy +10 (+15 to persuade others but not to gather information (as a result of using Int instead of Cha)), Knowledge (arcana) +23, Knowledge (dungeoneering) +12, Knowledge (engineering) +15, Knowledge (geography) +9, Knowledge (history) +14, Knowledge (local) +13, Knowledge (nature) +13, Knowledge (nobility) +9, Knowledge (planes) +23, Knowledge (religion) +13, Linguistics +9, Perception +13, Spellcraft +23 (+25 to identify magic item properties), Stealth +13; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties Languages Common, Elven SQ arcane bond (Arcane Familiar, greensting scorpion), arcane focus[ARG], elven magic, hero points, versatile evocation Other Gear wizard starting spellbook -------------------- Special Abilities -------------------- Admixture Associated School: Evocation Arcane Focus +2 to concentration checks to cast arcane spells defensively. Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you. Elemental Manipulation (15 rounds/day) (Su) 30' Aura changes a chosen energy type into another chosen energy type. Elven Immunities - Sleep You are immune to magic sleep effects. Elven Magic +2 to spellcraft checks to determine the properties of a magic item. Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar. Empower Spell Numeric effects of a spell are increased 50%. +2 Levels. Enchantment You must spend 2 slots to cast spells from the Enchantment school. Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach. Greater Spell Focus (Evocation) +1 to the Save DC of spells from one school. Heighten Spell Increases spell level to effective level desired. Hero Points Hero Points can be spent at any time to grant a variety of bonuses. Intense Spells (+7 damage) (Su) Evocation spells deal listed extra damage. Intensified Spell You can cast a spell that can exceed its normal damage die cap by 5 (if you have the caster level to reach beyond that cap). Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Maximize Spell All variable effects of a spell are maximized. +3 Levels. Necromancy You must spend 2 slots to cast spells from the Necromancy school. Preferred Spell (Fireball) The chosen spell may be cast spontaneously, and metamagic can be added to the spell without increasing its casting time. Quicken Spell Cast a spell as a swift action. +4 Levels. 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 Animals (Ex) Your familiar can communicate with animals similar to itself. Speak with Familiar (Ex) You can communicate verbally with your familiar. Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC. Spell Perfection (Fireball) The selected spell can have 1 metamagic feat applied for free, as long as the modified level stays at or below 9. Double the effects of feats like spell focus, weapon focus [ray], etc. on this spell. Spell Specialization (Fireball) Pick one spell and cast it as if you were higher level Versatile Evocation (8/day) (Su) Change the damage type and descriptor of a spell from acid, electricity, fire, or water to any other of those types. Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
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![]() My group begin the first confrontation with the glyph in the last chapter of second darkness.
Spoiler: As per the power of the watching glyph, Allevrah can help with her spell, and the PC can hurt her, how are they supposed to survived those encounter against 9th spell level. They are still level 14 and she is untouchable level 18th cleric... ![]()
![]() Yes it cause spell failure:
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![]() Where is the rule saying that "miss chances" don't stack? d20prd wrote:
That's obvious, because same kind of malus don't stack, but Armor penalty and deafness are not the same! d20prd wrote:
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![]() Hi
A Sorceress with an armor (15% spell failure) became deaf. I asked for a 35% spell failure, but my player roll twice, once for the armor and the second one for the deaf condition. Is there a rule somewhere stating on that? Arcane Spell Failure Chance wrote:
Deafened wrote:
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![]() So what do you think about it.
level 1:
Leon Lestrange
Human fighter (lore warden) 1 (Pathfinder Campaign Setting: Pathfinder Society Field Guide) CN Medium humanoid (human) Hero Points 1 Init +3; Senses Perception +0 -------------------- Defense -------------------- AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex) hp 13 (1d10+3) Fort +4, Ref +3, Will +0 -------------------- Offense -------------------- Speed 30 ft. Melee guisarme +4 (2d4+7/×3) or . . light flail +3 (1d8+5) Space 5 ft.; Reach 5 ft. (10 ft. with guisarme) -------------------- Statistics -------------------- Str 16, Dex 16, Con 14, Int 13, Wis 11, Cha 7 Base Atk +1; CMB +3; CMD 17 Feats Combat Reflexes, Power Attack, Weapon Focus (guisarme) Traits armor expert, pugnacious Skills Acrobatics +3, Climb +6, Knowledge (nature) +5, Knowledge (planes) +5, Survival +4, Swim +6 Languages Common, Dwarven SQ hero points Other Gear chain shirt, guisarme, light flail, 3 gp -------------------- Special Abilities -------------------- Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed. Hero Points Hero Points can be spent at any time to grant a variety of bonuses. Power Attack -1/+2 You can subtract from your attack roll to add to your damage. Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
level 5:
Leon Lestrange lvl5
Human fighter (lore warden) 5 (Pathfinder Campaign Setting: Pathfinder Society Field Guide) CN Medium humanoid (human) Hero Points 1 Init +3; Senses Perception +5 -------------------- Defense -------------------- AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex) hp 57 (5d10+15) Fort +6, Ref +4, Will +1 -------------------- Offense -------------------- Speed 30 ft. Melee guisarme +8 (2d4+11/×3) or . . light flail +6 (1d8+7) Space 5 ft.; Reach 5 ft. (10 ft. with guisarme) Special Attacks weapon training (pole arms +1) -------------------- Statistics -------------------- Str 17, Dex 16, Con 14, Int 13, Wis 11, Cha 7 Base Atk +5; CMB +8 (+10 trip); CMD 23 (25 vs. trip) Feats - Custom Feat -, Advanced Weapon Training, Combat Expertise, Combat Reflexes, Improved Trip, Power Attack, Weapon Focus (guisarme), Weapon Trick (polearms) Traits armor expert, pugnacious Skills Acrobatics +7, Climb +9, Intimidate +2, Knowledge (arcana) +5, Knowledge (nature) +9, Knowledge (planes) +6, Knowledge (religion) +6, Perception +5, Stealth +3, Survival +5, Swim +7 Languages Common, Dwarven SQ hero points Other Gear chain shirt, guisarme, light flail, 3 gp -------------------- Special Abilities -------------------- Advanced Weapon Training You are specially trained to use your weapon skills in new ways. Prerequisites: Fighter level 5th, weapon training class feature. Benefit: Select one advanced weapon training option, applying it to one fighter weapon group you h
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
level 10: Leon Lestrange lvl10 Human fighter (lore warden) 10 (Pathfinder Campaign Setting: Pathfinder Society Field Guide) CN Medium humanoid (human) Hero Points 1 Init +3; Senses Perception +5 -------------------- Defense -------------------- AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex) hp 108 (10d10+26) Fort +9, Ref +6, Will +5 (+2 vs. fear) -------------------- Offense -------------------- Speed 30 ft. Melee guisarme +14/+9 (2d4+17/×3) or . . light flail +11/+6 (1d8+10) Space 5 ft.; Reach 5 ft. (10 ft. with guisarme) Special Attacks weapon trainings (pole arms +2, versatile training) -------------------- Statistics -------------------- Str 18, Dex 16, Con 14, Int 13, Wis 11, Cha 7 Base Atk +10; CMB +15 (+17 disarm, +19 trip); CMD 31 (37 vs. disarm, 37 vs. trip) Feats - Custom Feat -, Advanced Weapon Training, Combat Expertise, Combat Reflexes, Greater Trip, Improved Disarm, Improved Feint, Improved Trip, Iron Will, Phalanx Formation, Power Attack, Weapon Focus (guisarme), Weapon Trick (polearms) Traits armor expert, pugnacious Skills Acrobatics +7, Bluff +11, Climb +10, Intimidate +12, Knowledge (arcana) +5, Knowledge (nature) +9, Knowledge (planes) +6, Knowledge (religion) +6, Perception +5, Stealth +3, Survival +5, Swim +8 Languages Common, Dwarven SQ hero points, know thy enemy Other Gear chain shirt, guisarme, light flail, 3 gp -------------------- Special Abilities -------------------- Advanced Weapon Training You are specially trained to use your weapon skills in new ways. Prerequisites: Fighter level 5th, weapon training class feature. Benefit: Select one advanced weapon training option, applying it to one fighter weapon group you h
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
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![]() Hi,
Leon Lestrange
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
![]()
![]() Spoiler for PC stay away: My player are in the The Shrine of Bound Earth and after killing some bad drow, they trust the actual occupant, Denrelwe Azrinae to look for the first rune in the Hanging forest were the will only meet the drider, but much more, they trust Denrelwe to give them an actual image of the destination to teleport themself in the forest 200 or 240 miles away. So, with limited wish, Denrelwe send them a very accurate image of the destination with false vision. They will be send far away in a very attractive place of the underworld.
So I'm looking for a nice place to send a party of 5 way back from the runes. Do you have any idea ![]()
![]() What do you think or would you change in my build. Herald caller prohibited. Lann summon cleric
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
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![]() What would you propose or change in my wizard. I don't know the campaign, but looking for ears dropping, sense motive and seers wizard. Trone écarlate
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
![]()
![]() As the AOO arrives during the action,
Quote: An attack of opportunity "interrupts" the normal flow of actions in the round. If an attack of opportunity is provoked, immediately resolve the attack of opportunity, then continue with the next character's turn (or complete the current turn, if the attack of opportunity was provoked in the midst of a character's turn). Are you still flatfooted if you provoke AOO on your first round if the enemy moved before you. Ex: Sam strike Bob. As Bob did not move yet, he is FF, but on Bod's turn, he moved away from Sam provoking an AOO. Do we consider Bob still Flat footed? Please quoted the rules if any. Quote: Flat-Footed: At the start of a battle, before you have had a chance to act (specifically, before your first regular turn in the initiative order), you are flat-footed. You can't use your Dexterity bonus to AC (if any) while flat-footed. Barbarians and rogues of high enough level have the uncanny dodge extraordinary ability, which means that they cannot be caught flat-footed. Characters with uncanny dodge retain their Dexterity bonus to their AC and can make attacks of opportunity before they have acted in the first round of combat. A flat-footed character can't make attacks of opportunity, unless he has the Combat Reflexes feat.
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![]() DC +1 and CL +1 for Tenebrous spell<
PfSRD wrote:
Quote:
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![]() SirCorius wrote:
As 3 years passed without an answer, I wonder if I should asked the same question or only reply... I'm looking for an answer. ![]()
![]() In one of my game the priest cast a magic circle to protect her friends and the were attacked by a Summoned Lion (evil as the caster) One of the protected allies attack with a reach weapon the lion breaking the circle. The lion strike back on the nearest player. That player argued that the lion cannot because the lion can only attack the one who broke the circle. The rules said:
MAGIC CIRCLE AGAINST EVIL: Area 10-ft.-radius emanation from touched creature PROTECTION FROM EVIL: Target creature touched
AS the magic circle affect an area and not a creature, my point is the rules should be: This spell wards ![]()
![]() Are undead affected by Blinding Critical? Quote:
Quote: Undead trait: Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless). In my understanding, they are immune. ![]()
![]() As request, this is at level 1!
level 1 Kwal'dag Epwui: Male elf arcanist (occultist) 1 (Pathfinder RPG Advanced Class Guide 8, 78) CG Medium humanoid (elf) Init +3; Senses low-light vision; Perception +2 -------------------- Defense -------------------- AC 13, touch 13, flat-footed 10 (+3 Dex) hp 8 (1d6+2) Fort +2, Ref +3, Will +2; +2 vs. enchantments Immune sleep -------------------- Offense -------------------- Speed 30 ft. Melee dagger -2 (1d4-2/19-20) or quarterstaff -2 (1d6-2) Special Attacks arcane reservoir (1/5), consume spells Arcanist (Occultist) Spells Prepared (CL 1st; concentration +5) 1st—mage armor, obscuring mist 0 (at will)—dancing lights, daze (DC 14), detect magic, message -------------------- Statistics -------------------- Str 7, Dex 16, Con 14, Int 19, Wis 10, Cha 7 Base Atk +0; CMB -2; CMD 11 Feats Augment Summoning, Spell Focus (conjuration) Traits magical lineage, student of philosophy Skills Bluff -2 (+4 to lie (as a result of using Int instead of Cha)), Diplomacy -1 (+5 to persuade others but not to gather information (as a result of using Int instead of Cha)), Knowledge (arcana) +8, Knowledge (history) +8, Knowledge (local) +8, Perception +2, Spellcraft +8, Use Magic Device +2; Racial Modifiers +2 Perception Languages Common, Elven, Kelish, Osiriani, Shoanti, Varisian SQ conjurer's focus (Summon Monster I, 1 minute) Combat Gear scroll of identify, summon monster i, unseen servant; Other Gear dagger, quarterstaff, arcanist starting spellbook, backpack, bedroll, belt pouch, flint and steel, ink, inkpen, mess kit[UE], pot, soap, spell component pouch, trail rations (5), waterskin, 22 gp, 1 sp -------------------- Special Abilities -------------------- Arcane Reservoir +1 DC or CL (5/day) (Su) Pool of points fuel exploits, or can expend to add +1 CL or DC while cast spell. Augment Summoning Summoned creatures have +4 to Strength and Constitution. Conjurer's Focus (Summon Monster I, 1 minute) (Sp) Cast summon monster spells with points from arcane reservoir. Consume Spells (1/day) (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir. Elven Immunities - Sleep You are immune to magic sleep effects. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC. Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
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