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Scarab Sages

Thanks!

Scarab Sages

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.
What about 3pp product.
Razor Coast seem nice, but i can't find for what level this campaign is design for.

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?

Scarab Sages

Hi folks,
If climbing provoques an AOO what if that climbing is part of a movement that bring the climbers closer to the enemy with a reach or around him.

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.

Scarab Sages

1 person marked this as a favorite.

simonutti also did awesome SD map on Deviant.
https://www.deviantart.com/simonutp/gallery/33640589/Second-Darkness

Scarab Sages

And where can I found the ruling that support your argument?
[quotes]Table: Wands gives sample prices for wands created at the lowest possible caster level for each spellcasting class. [/quotes]
Doesn't mean that it has to stay that way?

Edit: There is the rule:

Saving Throws Against Magic Item Powers
Magic items produce spells or spell-like effects. For a saving throw against a spell or spell-like effect from a magic item, the DC is 10 + the level of the spell or effect + the ability modifier of the minimum ability score needed to cast that level of spell.

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).

Scarab Sages

One of my player playing a crossblood sorcerer/ admixture wizard craft wand.
Did he had the trait effect (metamagic level reduce by 1 level) and the cross blood effect on every single wand of magic missile he craft?

Level 1
tumbling magic missile 1d4+4
Level 3
Tumbling magic missile 2d4+7
Level 5
Tumbling magic missile 3d4+10

Cross blood +1/dice (orc) +1/dice (dragon) +1/spell (admixture)

Scarab Sages

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.

Scarab Sages

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

Scarab Sages

What do you think or what can you improved on my blasteret admixture wizard

1) GM don't allow sorcerer dip
2) Iron god trait must be used
Local Tie - Disable device
Student of philosophy

Feat
1- Scribe scroll / Spell focus - Evocation
3- Spell specialisation : Burning arc
5- Heighten spell / Preferred spell Burning arc
7- Additional trait: Magical Lineage - fireball and Wayfang spell hunter - Fireball
9- Switch prefered spell to Fireball / Empower spell
10- Quickened spell
11 - Greater spell focus Evocation
13 - Intensified spell
15 - Maximize spell / Spell perfection Fireball

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
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

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
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

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
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Scarab Sages

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...

Scarab Sages

Hi folks, my players just enter Artrosa, by the crone entry. The first encounter is with UNGRIST the pukwudgie. They try diplomatie with him plaiding that they are envoys from Baba Yaga. Why would the prison's guardians would attack Baba Yaga?

Scarab Sages

Echoes of earthfall area C1 impact crater

It's not clear for me how long it takes for the PC to climb down the cliff.
The haunt does 6d6 exploding damage per rounds. As the PC are level 4, they can't deal with repeating fireball for long!
Thanks

Scarab Sages

That make sens to me!
Thanks

Scarab Sages

Does a mounted rider is subject to AOO if his mount make a retrait move?

The rider strike, then the mount moves away.

Scarab Sages

SO, it's only a perception check.
1d20+23 DC 0+16+5xnb doors...

Thanks

Scarab Sages

I have a NPC casting spell on himself a few rooms away from my PC's squad.

I'm am right with the malus/ bonus

Stealth: +17
distance: 1 floor = 20 feet (+2)
shortest path = 80 feet (+8)
Non visible = +20
Perception = 36
Base DC = 0

mDice 1d20+17+20+10-20-36

Scarab Sages

Did anybody made a herolab portfolio for that adventure path? If yes, are you willing to share it?

Scarab Sages

Yes it cause spell failure:
A deafened character cannot hear. He takes a –4 penalty on initiative checks, automatically fails Perception checks based on sound, takes a –4 penalty on opposed Perception checks, and has a 20% chance of spell failure when casting spells with verbal components. Characters who remain deafened for a long time grow accustomed to these drawbacks and can overcome some of them.

Scarab Sages

Ok, I'll go with both arguments. Thanks.

Scarab Sages

Where is the rule saying that "miss chances" don't stack?

d20prd wrote:

Concealment Miss Chance

Concealment gives the subject of a successful attack a 20% chance that the attacker missed because of the concealment. Make the attack normally—if the attacker hits, the defender must make a miss chance d% roll to avoid being struck. Multiple concealment conditions do not stack.

That's obvious, because same kind of malus don't stack, but Armor penalty and deafness are not the same!

d20prd wrote:

Bonus Types

Usually, a bonus has a type that indicates how the spell grants the bonus. The important aspect of bonus types is that two bonuses of the same type don’t generally stack. With the exception of dodge bonuses, most circumstance bonuses, and racial bonuses, only the better bonus of a given type works. The same principle applies to penalties- a character taking two or more penalties of the same type applies only the worst one, although most penalties have no type and thus always stack. Bonuses without a type always stack, unless they are from the same source.

Scarab Sages

Hi
are the Arcane failure % stacking?

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:


Armor interferes with the gestures that a spellcaster must make to cast an arcane spell that has a somatic component. Arcane spellcasters face the possibility of arcane spell failure if they’re wearing armor. Bards can wear light armor and use shields without incurring any arcane spell failure chance for their bard spells.

Casting an Arcane Spell in Armor: A character who casts an arcane spell while wearing armor must usually make an arcane spell failure check. The number in the Arcane Spell Failure Chance column on Table: Armor and Shields is the percentage chance that the spell fails and is ruined. If the spell lacks a somatic component, however, it can be cast with no chance of arcane spell failure.

Shields: If a character is wearing armor and using a shield, add the two numbers together to get a single arcane spell failure chance.

Deafened wrote:

A deafened character cannot hear. He takes a –4 penalty on initiative checks, automatically fails Perception checks based on sound, takes a –4 penalty on opposed Perception checks, and has a 20% chance of spell failure when casting spells with verbal components. Characters who remain deafened for a long time grow accustomed to these drawbacks and can overcome some of them.

Scarab Sages

Doh.... I read it twice...

Scarab Sages

I have a viper vine that grappled 2 PC. The third one told tht a grappled character can't make AOO. I check under AOO, Grapple, Prappled and didn't see any reference for that interdiction.

Scarab Sages

Thanks for the advices. Il like the flexibility you're proposing.

Scarab Sages

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
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

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
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
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.
Improved Trip You don't provoke attacks of opportunity when tripping.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Weapon Specialist (Weapon Training [Pole Arms] +1) (Ex) Treated as having chosen feats for all weapons in group.
Weapon Training (Pole Arms) +1 (Ex) +1 Attack, Damage, CMB, CMD with Pole Arms
Weapon Trick (Polearms) You may perform weapon tricks with the chosen weapon type.

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 Inc.®, and are used under license.

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
Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Greater Trip Foes you trip provoke AoO when they are knocked prone.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Improved Disarm You don't provoke attacks of opportunity when disarming.
Improved Feint You can make a Bluff check to feint in combat as a move action.
Improved Trip You don't provoke attacks of opportunity when tripping.
Know Thy Enemy (Standard Action) (Ex) Knowledge check vs. 1 foe to gain +2 to att & weapon dam for encounter.
Phalanx Formation Allies don't provide soft cover to opponents when wielding a reach weapon.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Versatile Training (Weapon Training [Pole Arms] +2) (Ex) The fighter can use his base attack bonus in place of his ranks in two skills of his choice that are associated with the fighter weapon group he has chosen with this option (see below). The fighter need not be wielding an associated weapon to use thi
Weapon Specialist (Weapon Training [Pole Arms] +2) (Ex) Treated as having chosen feats for all weapons in group.
Weapon Training (Pole Arms) +2 (Ex) +2 Attack, Damage, CMB, CMD with Pole Arms
Weapon Trick (Polearms) You may perform weapon tricks with the chosen weapon type.

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 Inc.®, and are used under license.

Scarab Sages

ekibus wrote:
Honestly ever since the weapon master handbook, losing weapon training is a huge hit. The extra feats are nice honestly a fighter should be the last to complain about feats.

So you believe i should remove the Martial Master?

Scarab Sages

Hi,
Is my PC is legit, i want to be an expert in maneuver and I like the Martial Master to add a feat for a short period of time. But Can I have 2 archetype?

Leon Lestrange
Human fighter (lore warden, martial master) 2 (Pathfinder Campaign Setting: Pathfinder Society Field Guide, Pathfinder RPG Advanced Class Guide 93)
CN Medium humanoid (human)
Hero Points 1
Init +3; Senses Perception +2
--------------------
Defense
--------------------
AC 20, touch 13, flat-footed 17 (+6 armor, +3 Dex, +1 shield)
hp 24 (2d10+6)
Fort +5, Ref +3, Will +0
--------------------
Offense
--------------------
Speed 30 ft.
Melee light flail +5 (1d8+2)
--------------------
Statistics
--------------------
Str 15, Dex 17, Con 14, Int 13, Wis 10, Cha 8
Base Atk +2; CMB +5 (+7 trip); CMD 17 (19 vs. trip)
Feats Combat Expertise, Combat Reflexes, Improved Trip, Power Attack
Traits armor expert, pugnacious
Skills Acrobatics +5, Climb +7, Knowledge (nature) +6, Knowledge (planes) +6, Perception +2, Survival +4, Swim +6
Languages Common, Dwarven
SQ hero points
Other Gear mithral agile breastplate[APG], light steel quickdraw shield[APG], mithral buckler, light flail, 53 gp
--------------------
Special Abilities
--------------------
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
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.
Improved Trip You don't provoke attacks of opportunity when tripping.
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
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Scarab Sages

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

Scarab Sages

I had the "harrowed feat" to spice the RP.

Scarab Sages

Nice comment... Will check that with the MJ.

Scarab Sages

What do you think or would you change in my build. Herald caller prohibited.

Lann summon cleric
Male mongrelman cleric of Iomedae 6
LG Medium humanoid (human)
Hero Points 1
Init +1; Senses darkvision 60 ft.; Perception +7
--------------------
Defense
--------------------
AC 22, touch 11, flat-footed 21 (+8 armor, +1 Dex, +3 shield)
hp 58 (6d8+24)
Fort +9, Ref +4, Will +9; +2 vs. mind-affecting and poison
Defensive Abilities resistant
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee mwk cold iron longsword +5 (1d8/19-20) or
. . touch attack +4 (As Spell)
Ranged light crossbow +5 (1d8/19-20) or
. . ranged touch attack +5 (As Spell)
Special Attacks channel positive energy 6/day (DC 18, 3d6)
Domain Spell-Like Abilities (CL 6th; concentration +11)
. . 6/day—touch of glory (+6)
Cleric Spells Prepared (CL 6th; concentration +11)
. . 3rd—magic vestment, magic vestment[D], summon monster III (2)
. . 2nd—bless weapon[D], blessing of courage and life[APG] (DC 16), spell slot empty level 2, spiritual weapon, summon monster II
. . 1st—bless, protection from evil, sanctuary (DC 14), shield of faith[D] (2), spell slot empty level 1
. . 0 (at will)—detect magic, guidance, light, stabilize
. . D Domain spell; Domains Glory (Heroism[APG] subdomain), War (Tactics[APG] subdomain)
--------------------
Statistics
--------------------
Str 10, Dex 12, Con 16, Int 12, Wis 16, Cha 16
Base Atk +4; CMB +4; CMD 15
Feats Augment Summoning, Combat Casting, Sacred Summons[UM], Spell Focus (conjuration)
Traits focused mind, touched by divinity
Skills Acrobatics -3 (-7 to jump), Concentration: Cleric +11 (+15 when casting defensivley or grappled.), Heal +7, Knowledge (planes) +7, Knowledge (religion) +8, Linguistics +5, Perception +7, Sense Motive +8, Spellcraft +6, Survival +4; Racial Modifiers emissary
Languages Celestial, Common, Custom Language, Elven
SQ hero points, seize the initiative
Combat Gear wand of cure light wounds, wand of faerie fire (1 charges); Other Gear +1 breastplate, buckler, light crossbow, mwk cold iron longsword, ranged touch attack, touch attack, cloak of resistance +1, bedroll, belt pouch, blanket[APG], candle, chalk, clay[UE], drill[APG], flask, flint and steel, inkpen, iron spike[APG] (2), masterwork backpack[APG], parchment (5), sewing needle, signal whistle, silk rope (50 ft.), silver holy symbol of Iomedae, 399 gp, 7 sp, 5 cp
--------------------
Special Abilities
--------------------
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Cleric Channel Positive Energy 3d6 (6/day, DC 18) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Heroism)
Cleric Domain (Tactics)
Combat Casting +4 to Concentration checks to cast while on the defensive.
Darkvision (60 feet) You can see in the dark (black and white only).
Emissary (1/day) (Ex) Roll twice for Bluff or Diplomacy check, and take the better result.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Resistant (Ex) +2 to save vs. poison and mind-affecting effects.
Sacred Summons Summon monsters whose alignment subtype matches yours as a standard action
Seize the Initiative (6/day) (Su) An ally within 30' may take the better of 2d20 for initiative
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Touch of Glory +6 (6/day) (Sp) Grant +6 to a CHA-based skill or ability check.

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 Inc.®, and are used under license.

Scarab Sages

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
Tower elf diviner (foresight[APG]) 1 (Pathfinder RPG Advanced Player's Guide 145)
NG Medium humanoid (elf)
Init +6; Senses darkvision 60 ft.; Perception +0
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 7 (1d6+1)
Fort +0, Ref +3, Will +2; +2 vs. enchantments
Immune sleep
Weaknesses light sensitivity
--------------------
Offense
--------------------
Speed 30 ft.
Diviner Spells Prepared (CL 1st; concentration +4)
. . 1st—break[APG] (DC 14), disguise weapon[ACG], kreighton's perusal
. . 0 (at will)—mage hand, open/close (DC 13), resistance
. . Opposition Schools Evocation, Necromancy
--------------------
Statistics
--------------------
Str 8, Dex 16, Con 10, Int 16, Wis 10, Cha 14
Base Atk +0; CMB -1; CMD 12
Feats Run, Scribe Scroll
Traits magical lineage, missing sibling
Skills Acrobatics +3 (+7 to jump with a running start), Knowledge (arcana) +7, Knowledge (local) +7, Sense Motive +5, Spellcraft +7 (+9 to identify magic item properties), Stealth +4; Racial Modifiers +2 Spellcraft to identify magic item properties
Languages Celestial, Common, Draconic, Elven, Sylvan
SQ arcane bond (Arcane Familiar, viper), elven magic, forewarned, prescience (6/day)
Other Gear wizard starting spellbook, 1,000 gp
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
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.
Evocation You must spend 2 slots to cast spells from the Evocation school.
Familiar Bonus: +3 to Bluff checks You gain the Alertness feat while your familiar is within arm's reach.
Foresight Associated School: Divination
Forewarned 1 (Su) Can always act in surprise rounds.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Prescience (6/day) (Su) Roll a d20 at the beginning of the round, and use that result as the result of any other d20 roll before the next turn.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.

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 Inc.®, and are used under license.

Scarab Sages

SO the AOO is during the action and not prior, so in that case you are no longer FF.
That make sens. Thanks.

Scarab Sages

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.

Scarab Sages

Maybe i'm focusing too much on the "umbral" aspect of that PC!
With the very short list of spells and feat, It's probably overkill.

Scarab Sages

DC +1 and CL +1 for Tenebrous spell<
DC +1 for spell in dim light (Umbral bloodline) or Shadow bloodline
and prerequisite for umbral spell shadow grasp
Not so bab if you want to focus in shadow spell

PfSRD wrote:

Umbral Spell (Metamagic)

Targets of your darkness spells radiate darkness.

Prerequisite: Tenebrous Spell.

Benefit: An umbral spell gains the darkness descriptor. As long as the spell is in effect, the creature or object affected radiates darkness in a 10-foot radius, reducing illumination similar to the effects of the darkness spell. Nonmagical sources of light, such as torches or lanterns, do not increase the light level in this area. Magical light sources only increase the light level in an area affected by an umbral spell if they are of a higher level than the umbral spell’s unmodified spell level. This effect does not stack with itself or with any other effect that creates darkness.

Level Increase: +2 (an umbral spell uses up a spell slot two levels higher than the spell’s actual level.)

You cannot use this feat on a spell with an instantaneous duration or a spell that does not target a creature or object.

Quote:

Shadow Grasp (Metamagic)

Your darkness spells have substance and bind your foes.

Prerequisites: Tenebrous Spell, Umbral Spell.

Benefit: When you cast a spell with the darkness descriptor that affects an area, creatures in the area are entangled. If the spell allows a saving throw, a successful save negates the entangle effect. If the spell does not normally allow a save, a creature can make a Reflex save (DC = the spell’s DC if it had a saving throw) to negate the effect. If the spell allows spell resistance, failing to overcome a creature’s spell resistance means it is not entangled. An entangled creature remains so as long as it is in the area of the spell and for 1 round after it leaves. A creature that leaves and reenters the area must make a new saving throw to avoid becoming entangled. Creatures that succeed at a save to resist being entangled do not have to make additional saves if they stay within the darkened area. You are never impeded by the effects of your spells modified by this feat.

Level Increase: +1 (a shadow grasp spell uses up a slot one level higher than the spell’s actual level.)[/quoted]

Scarab Sages

SirCorius wrote:

The descriptors for the Tenebrous Spell Metamagic Feat and the Umbral Wildblooded Arcana are fairly similar but not exact.

Tenebrous Spell (Metamagic)
You blend shadow into your spells, increasing their efficacy at the price of susceptibility to light.

Benefit: When you cast a tenebrous spell in darkness or dim light, the spell’s effective caster level and any associated save DCs are increased by 1. Any attempts at dispelling a tenebrous spell in darkness or dim light take a –2 penalty on the dispel check.

Casting a tenebrous spell in bright light is difficult, and requires a concentration check (DC 15 + twice the tenebrous spell’s effective spell level). Attempts to dispel a tenebrous spell in bright light gain a +4 bonus on the dispel check.

You cannot use this feat on spells with the light descriptor. A tenebrous spell uses up a spell Slot one level higher than the spell’s actual level, except in the case of spells with the darkness or shadow descriptor or of the illusion (shadow) subschool; this feat does not change the effective level of those spells (but still counts as using a metamagic feat for all other purposes).

Umbral Bloodline Arcana:

Whenever you cast a spell in an area of dim light or darkness, your effective caster level is increased by 1.

My question is since they both increase caster levels by 1 in dim light and darkness would they stack? I would think they would given the completely different nature of the sources and the extra weaknesses associated with tenebrous. If they don't, however, how would one get access to Umbral and Shadow Grasp metamagic without wasting a feat?

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.

Scarab Sages

As a spell specifically design for incorporeal, It's effectivly a waste if only 50% + will save.

Scarab Sages

Gostbane's threats are hard to kill, they endlessly revive... But Is there an official answer about that?
Do Incorporeals creatures get 50% chances only to be affect by Gosthbane dirge?

Sorry for the Necro, but i believes it's better to revevie than to start a new threat.

Scarab Sages

Nothing else?

Scarab Sages

It's what I believed, but they looking for fact... Is there any precision somewhere?

Scarab Sages

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: All creatures within the area gain the effects of a protection from evil spell, and evil summoned creatures cannot enter the area either.

MAGIC CIRCLE AGAINST EVIL: Area 10-ft.-radius emanation from touched creature

PROTECTION FROM EVIL: Target creature touched
PROTECTION FROM EVIL: This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures... The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature.

AS the magic circle affect an area and not a creature, my point is the rules should be: This spell wards a creature an area from attacks by evil creatures, from mental control, and from summoned creatures.... The protection against contact by summoned creatures ends if the warded creature makes an attack an attack from the inside of the protected circle is made against or tries to force the barrier against the blocked creature.
Thus, if anyone inside the area attack, the protection againt evil summoned creature ends.

Scarab Sages

Are undead affected by Blinding Critical?

Quote:

Blinding Critical (Combat, Critical)

Your critical hits blind your opponents.

Prerequisites: Critical Focus, base attack bonus +15.
Benefit: Whenever you score a critical hit, your opponent is permanently blinded. A successful Fortitude save reduces this to dazzled for 1d4 rounds. The DC of this Fortitude save is equal to 10 + your base attack bonus. This feat has no effect on creatures that do not rely on eyes for sight or creatures with more than two eyes (although multiple critical hits might cause blindness, at the GM's discretion). Blindness can be cured by heal, regeneration, remove blindness, or similar abilities.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.

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.

Scarab Sages

As request, this is at level 1!
The charisma is either 7 or 14 and higher. I prefer to use Extra reservoir and keep charisma dumped.

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
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Scarab Sages

What do you think of this built. I'm not sur taking Extra exploit in level 5 and 7 is a good idea, because i can't find anything nice to take for after level 13, but as PFS don't go that high it's not really a problem.

SO I will end up with:

Elf

overhelming magic
Trait: Student of Philosophy / Magical lignage (fireball)

Feat:
level 1 : Spell focus conjuration
Level 1 : Augment summoning
Level 3 : Extra reservoir
Level 4 : +1 Intelligence
Level 5 : Extra exploit
Level 7 : Extra exploit
Level 9 : Familiar
Level 11 : Extra reservoir
Level 13 : Spell penetration
Exploit:
Level 1 - Occultist
Level 3 - Dimensional Slide
Level 5 - Quick Study
Level 5 - potent magic
Level 7 - Extra - Metamagic knowledge
Level 7 - Metamagic ???
Level 9 - Improved familiar (lycarien azata)
Level 11 - Greater Metamagic
Level 13 - Metamixing

herolab output:

Kwal'dag Epwui lvl13
Male elf arcanist (occultist) 13 (Pathfinder RPG Advanced Class Guide 8, 78)
CG Medium humanoid (elf)
Init +3; Senses low-light vision; Perception +12
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 90 (13d6+36)
Fort +6, Ref +7, Will +8; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +4/-1 (1d4-2/19-20) or
quarterstaff +4/-1 (1d6-2)
Special Attacks arcane reservoir (7/22), arcanist exploits (dimensional slide[ACG], familiar[ACG], greater metamagic knowledge[ACG], metamagic knowledge[ACG], metamixing[ACG], potent magic[ACG], quick study[ACG]), consume spells
Arcanist Spell-Like Abilities (CL 13th; concentration +19)
1/day—augury
1/week—contact other plane
Arcanist (Occultist) Spells Prepared (CL 13th; concentration +19)
1st—mage armor, obscuring mist
0 (at will)—dancing lights, daze (DC 16), detect magic, flare (DC 16), message
--------------------
Statistics
--------------------
Str 7, Dex 16, Con 14, Int 22, Wis 10, Cha 7
Base Atk +6; CMB +4; CMD 17
Feats Alertness, Augment Summoning, Dazing Spell[APG], Extra Arcanist Exploit[ACG], Extra Arcanist Exploit[ACG], Extra Reservoir[ACG], Extra Reservoir[ACG], Heighten Spell, Improved Familiar, Spell Focus (conjuration), Spell Penetration
Traits magical lineage, student of philosophy
Skills Bluff +7 (+15 to lie (as a result of using Int instead of Cha)), Diplomacy +9 (+17 to persuade others but not to gather information (as a result of using Int instead of Cha)), Knowledge (arcana) +18, Knowledge (history) +15, Knowledge (local) +17, Knowledge (nature) +14, Knowledge (planes) +12, Knowledge (religion) +12, Linguistics +13, Perception +12, Sense Motive +7, Spellcraft +19, Use Magic Device +14; Racial Modifiers +2 Perception
Languages Common, Elven, Kelish, Osiriani, Shoanti, Varisian
SQ conjurer's focus (Summon Monster VII, 13 minutes)
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 +2 DC or CL (22/day) (Su) Pool of points fuel exploits, or can expend to add +2 CL or DC while cast spell.
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Conjurer's Focus (Summon Monster VII, 13 minutes) (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.
Dazing Spell You can cast a spell that dazes those injured by it (duration = spell's level in rounds, Fort negates).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Dimensional Slide (130 feet) (Su) Use 1 reservoir as part of move/withdraw, move to spot in sight for only 5 ft movement & no AoO.
Elven Immunities - Sleep You are immune to magic sleep effects.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: You gain the Alertness feat while your familiar is within arm's reach.
Greater Metamagic Knowledge When preparing spells, can exchange bonus MM feat for another that qualify for.
Heighten Spell Increases spell level to effective level desired.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Metamixing (Su) Use 1 reservoir while casting a spell, apply a known MM to spell without affect on casting time.
Quick Study (Ex) Use 1 reservoir as a full rd action, consult spellbook to switch out mem spell (provokes AoO).
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.

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 Inc.®, and are used under license.

Scarab Sages

Hi,
My group decided to reach Ravenscraeg Hall (tome 2) by climbing the walls and entering by the roof. One of them was attack by a raven swarm and leave the area to let the other one climbed. But he is a druid under gecko form and turn in human form and is now unable to climb again.

The group reach the aerie, they begin to fight the Ravens swarms. As they fight, one of them decided to enter by the roof trap. The 3 tengu knock him down easily. An another one try to surprised them and jump from the roof and fell.

Group minus 3... The 2 surviors get down the roof to enter the Tengu Rookery after using glitter dust to remove the vanishing option of the ninja.

Now, as the ninja fight them, Wodes, move in with another swarm and i don't see how they can survived,
2 against 2 tengus, 1 raven swarm and Wodes, the Blood-Feather Raven...

So I'm in need of suggestion, the lone one, try to reach the top by himself inside, but he won't be able to reach them on time if ever.

Scarab Sages

I can't help you, but i will follow the answer. What is Playbook? Il will check for that.

Scarab Sages

their is the answer...
Heroes of the Wild
Page 5—Humans who take the Fey Magic racial trait do not gain Fey Thoughts.

Scarab Sages

Thanks!

Scarab Sages

Quote:

Fey Magic (2 RP): The character has a mystic connection to one terrain type, selected from the ranger's favored terrain list. The character selects three 0-level druid spells and one 1st-level druid spell. If the character has a Charisma score of 11 or higher, when in the selected terrain, she gains these spells as spell-like abilities that can be cast once per day. The caster level for these effects is equal to the user's character level. The DC for the spell-like abilities is equal to 10 + the spell's level + the user's Charisma modifier. These spells are treated as being from a fey source for the purposes of the druid's resist nature's lure class feature and similar abilities.

In addition, select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. Lastly, the human also gains low-light vision. This trait replaces skilled. Source: HotW

Fey magic is PFS legit, but fey tought in not. As Fey magic give human fey toughts, is this legit or not for PFS. According to Herolab, it's not legit for PFS.

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