Good evening,
Does the Globe of Invulnerability negate the magical properties of weapons or items?
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.
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.
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?
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.
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?
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.
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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.
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...
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.
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.
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
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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.
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.
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.
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Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
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.
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Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
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.
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 creaturean 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.
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).
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)
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.
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Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
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.
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.
Hi, in most Arcanist's guide, UMD seem to be a must have for Arcanist. As they have access to most wizard spell, I don't figure why UMD is so important. Did I mist something?
I'm doing a Besmara cleric in the Skulls and sackles and wonder if i can turn it into a casting cleric. The domain are not really blasting oriented, but i want to focus on casting. Our groups have a ranger, a slayer a swashbucler and a sorcerer.
For now, my cleric look like that:
Wakaran Akwa #2¸:
Male undine cleric (theologian) of Besmara 4 (Pathfinder RPG Bestiary 2 275, Pathfinder RPG Ultimate Magic 32)
CN Medium outsider (native)
Hero Points 1
Init +1; Senses darkvision 60 ft.; Perception +8
--------------------
Defense
--------------------
AC 14, touch 11, flat-footed 13 (+3 armor, +1 Dex)
hp 40 (4d8+8)
Fort +6, Ref +2, Will +7
Resist cold 5
--------------------
Offense
--------------------
Speed 30 ft., swim 30 ft.
Melee +1 returning steel harpoon +0 (1d8+1/×3) or
mwk dagger +4 (1d4/19-20) or
rapier +3 (1d6/18-20)
Ranged +1 light crossbow +5 (1d8+1/19-20)
Special Attacks channel positive energy 4/day (DC 13, 2d6)
Spell-Like Abilities (CL 4th; concentration +5)
1/day—hydraulic push[APG]
Cleric (Theologian) Spells Prepared (CL 4th; concentration +7)
2nd—aid, lesser restoration, slipstream[D,APG] (DC 15), spiritual weapon
1st—air bubble[UC], bless, murderous command[UM] (DC 14), obscuring mist[D], protection from evil
0 (at will)—detect magic, light, resistance, stabilize
D Domain spell; Domain Water (Oceans subdomain)
--------------------
Statistics
--------------------
Str 10, Dex 13, Con 14, Int 14, Wis 17, Cha 12
Base Atk +3; CMB +3; CMD 14
Traits besmara's blessing, shipboard caster
Skills Bluff +3, Climb +2, Diplomacy +5, Heal +9, Knowledge (arcana) +6, Knowledge (history) +6, Knowledge (religion) +6, Perception +8, Profession (sailor) +10, Sense Motive +8, Spellcraft +7, Stealth +1, Survival +4 (+6 to avoid becoming lost when using a Mapmaker's Kit as you travel, +6 to avoid becoming lost when using this), Swim +13
Languages Aquan, Auran, Common, Custom Language
SQ focused domain, hero points, surge, variant channeling (ocean/sea/water variant channeling[UM])
Combat Gear screaming bolt (3), healer's kit; Other Gear studded leather, +1 light crossbow, +1 returning steel harpoon, mwk dagger, rapier, besmara's tricorne, bracers of armor +1, hospitality's hammock, backpack, climber's kit, compass[APG], grappling hook, mapmaker's kit[APG], parchment (10), scroll case, signal horn[APG], signal whistle, tindertwig, waterskin, 144 gp
--------------------
Special Abilities
--------------------
Besmara's Blessing (1/week) Reroll a Profession (sailor) check and take the higher result.
Besmara's tricorne (1/day) Spoken command word transforms hat into a small boat for 8 hrs.
Cleric (Theologian) Domain (Oceans)
Cleric Channel Positive Energy 2d6 (4/day, DC 13) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Focused Domain +2 to cleric level for domain powers.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Mapmaker's kit +2 Circumstance for Survival to avoid becoming lost.
Ocean/Sea/Water Variant Channeling (±1 Sacred) Climb & Swim bonus/enhanced harm for aquatic creatures
Shipboard Caster You feel an affinity with ships and the sea, and the rolling rhythm of the waves helps focus your mind. When on a ship or other water-going vessel, you gain a +3 bonus on concentration checks.
Surge (CMB +10, 6/day) (Su) Create a wave that can bull rush or drag a target.
Swimming (30 feet) You have a Swim speed.
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Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
Hi
I'm beginning wraith of the Righteous and I plan to play a summoner/channeling cleric of Iomedae.
I select the Herald Caller template. What are you thinking of that built and will I be to much restrict with the Hearald Caller obligation to summon only appropriate for his deity... That include at least one of the alignment (Lawful or Good), or element from a domain of the deity, IE: None for Iomedae
Spontaneous casting for Cure and Summon Spells.
Lann l'illuminé
Male human cleric (herald caller) of Iomedae 15 (Pathfinder Player Companion: Monster Summoner's Handbook)
LG Medium humanoid (human)
Aura aura of heroism
Domain spell; Domain Glory (Heroism subdomain)
--------------------
Statistics
--------------------
Str 8, Dex 16, Con 12, Int 12, Wis 16, Cha 16
--------------------
Special Abilities
--------------------
Alignment Channel (Evil) Channel Energy heals or harms outsiders of the chosen alignment.
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Aura of Heroism (15 rounds/day) (Su) 30'r aura grants Heroism
Bravery/Valor Variant Channeling (+4 Sacred) Additional save vs. fear/AC bonus, or standard channel
Call Heralds (+4 concentration) (Su) Concentration bonus to summon monster spells.
Cleric (Herald Caller) Domain (Heroism)
Cleric Channel Positive Energy 8d6 (6/day, DC 22) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Dispel Focus +2 CL when you attempt a dispel check.
Divine Heralds (Su) Summon creatures appropriate to deity.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Quick Channel Channel energy faster by expending more uses
Sacred Summons Summon monsters whose alignment subtype matches yours as a standard action
Selective Channeling Exclude targets from the area of your Channel Energy.
Summon Good Monster You can summon from a special list, who gain Diehard as a bonus feat.
Summon Guardian Spirit Summoned monster/nature's ally attuned to guardian spirit.
Superior Summoning When summoning more than one creature, summon an extra one
Touch of Glory +15 (6/day) (Sp) Grant +15 to a CHA-based skill or ability check.
I have a elf wizard level 13 in the AP=Carrion crown and I no longer
know what to do. I remove stuff from UM and my DM autorise all but UM and UC. I have two feat to select (wizard 12 and level 13). We have a pyromaniac sorcerer in the group, so i almost never use blast spell. I took Necromancy and Enchantment as opposed school (I can't use the feat for opposite researches.)
What should I do... I just bought a quicken lesser rod, so i can postponed that if required.
Male elf wizard 13:
CG Medium humanoid (elf)
Init +10; Senses darkvision 1 ft., low-light vision; Perception +21
--------------------
Defense
--------------------
AC 28, touch 18, flat-footed 22 (+4 armor, +2 deflection, +6 Dex, +2 natural, +4 shield)
hp 91 (13d6+30)
Fort +9, Ref +14, Will +14; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft., shift
Melee +1 dagger +7/+2 (1d4+1/19-20) or
dagger +6/+1 (1d4/19-20) or
rapier +6/+1 (1d6/18-20)
Arcane School Spell-Like Abilities (CL 13th; concentration +21)
At will—dimensional steps (390 feet/day)
Wizard Spells Prepared (CL 13th; concentration +21)
7th—grasping hand, reverse gravity, summon monster VII
6th—persistent dragon's breath[APG] (DC 22), planar binding (DC 25), summon monster VI, summon monster VI
5th—persistent slow (DC 21), summon monster V (2), teleport, wall of force
4th—black tentacles, dimension door, dimensional anchor, persistent glitterdust (DC 21), greater invisibility, summon monster IV, summon monster IV
3rd—dispel magic, fly, haste, greater magic weapon, greater magic weapon, slow (DC 21), stinking cloud (DC 22)
2nd—glitterdust (DC 21), glitterdust (DC 21), invisibility, invisibility, mirror image, scorching ray (2)
1st—enlarge person (DC 19), grease, mage armor, magic missile, magic missile, protection from evil, shield
0 (at will)—detect magic, ghost sound (DC 18), light, message
Opposition Schools Enchantment, Necromancy
--------------------
Statistics
--------------------
Str 10, Dex 22, Con 12, Int 26, Wis 14, Cha 8
Base Atk +6; CMB +6; CMD 24
Feats Alertness, Augment Summoning, Improved Familiar, Improved Initiative, Persistent Spell[APG], Scribe Scroll, Spell Focus (conjuration), Spell Penetration, Toughness
FEAT MISSING
Wizard level 12
Level 13
Traits highlander (hills or mountains), inspired by greatness
Skills Acrobatics +9, Appraise +14, Fly +11, Knowledge (arcana) +22, Knowledge (dungeoneering) +12, Knowledge (engineering) +12, Knowledge (geography) +12, Knowledge (history) +21, Knowledge (local) +18, Knowledge (nature) +15, Knowledge (nobility) +24, Knowledge (planes) +20, Knowledge (religion) +19, Linguistics +16, Perception +21, Ride +6 (+8 to stay in the saddle), Sense Motive +19, Spellcraft +20 (+22 to identify magic item properties), Stealth +23 (+25 in hilly or rocky areas), Use Magic Device +12; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties, highlander (hills or mountains)
Languages Abyssal, Aklo, Aquan, Auran, Celestial, Common, Draconic, Elven, Giant, Goblin, Ignan, Infernal, Orc, Sylvan, Terran
SQ arcane bond (desn'heral, azata, lyrakien), elven magic, summoner's charm (6 rounds)
--------------------
Tracked Resources
--------------------
+1 dagger - 0/2
Baleful Polymorph - 0/5
Bestow Curse - 0/5
Blindness/Deafness - 0/10
Charm Person - 0/10
Dagger - 0/1
Dimensional Steps (78 5-ft inc/day) (Sp) - 0/78
Extend metamagic rod (lesser, 3/day) - 0/3
Hold Person - 0/10
Inflict Moderate Wounds - 0/10
Pearl of power (1st level, 1/day) - 0/1
Pearl of power (1st level, 1/day) - 0/1
Pearl of power (1st level, 1/day) - 0/1
Potion of bear's endurance - 0/1
Potion of bull's strength - 0/1
Potion of cure moderate wounds - 0/17
Potion of eagle's splendor - 0/1
Quicken metamagic rod (lesser, 3/day) - 0/3
Scry on Familiar (1/day) (Sp) - 0/1
Shift (30 feet, 11/day) (Sp) - 0/11
Silent metamagic rod (lesser, 3/day) - 0/3
Staff of cackling wrath - 0/10
Torch - 0/5
Trail rations - 0/5
Vampiric Touch - 0/5
--------------------
Special Abilities
--------------------
Augment Summoning
Darkvision
Deliver Touch Spells Through Familiar (Su)
Dimensional Steps (78 5-ft inc/day) (Sp)
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)
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Extend metamagic rod (lesser, 3/day)
Highlander (hills or mountains) +1 to Stealth checks,
Inspired by Greatness (???????)
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Persistent Spell
Quicken metamagic rod (lesser, 3/day)
Scry on Familiar (1/day) (Sp)
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Shift (30 feet, 11/day) (Sp)
Silent metamagic rod (lesser, 3/day)
Hi
I have a 12th level conjuror and want to use planar binding, but my DM found that spell overpowered! How do you limited those spells to be fun to play both for the mage and the DM?
One on my player level 5 got a 7d4+19 burning hands spell. It's overkill and i'm not sure if it's legit...
First, my count is:
Spell: Intensified burning hands (5d4base +1d4Varisian_Tatto+ +6arcana +6draconic +2intense) = 6d4+14 and not 7d4+19
Intensified Spell: You can cast a spell that can exceed its normal damage die cap by 5 so max 10D4 for burning hands.
Second : Bloodline Arcana and Bloodline Draconic are they cumulative?
Third: Do bloodline applied to wizard spell or only sorcerer's?
Four: Are the NLS 5 for both or 1 and 4 ?
The herolab output is in the spolier.
Thanks
Sorcerer crossblooded Wildblooded 1 / Evoker 4 Is this legit (CL5):
Bloodline Arcana: (energy spells that match bloodline energy deal +1 damage per die)
Bloodline Draconic (Ex) +1 damage per die for [Fire] spells.
Trait: Gifted Adept (Scorching Ray) A chosen spell gets +1 CL. (CL6)
Feat:
Intense Spells (+2 damage) (Su) Evocation spells deal listed extra damage.
Varisian Tattoo (Evocation) Spells from chosen school gain +1 caster level.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
bloodline arcana
Evoker: Special Attacks intense spells (+2 damage)
Human sorcerer (crossblooded, wildblooded) 1/evoker 4 (Pathfinder RPG Ultimate Magic 69, 70)
Medium humanoid (human)
Init +3; Senses Perception +1
Spell-Like Abilities (CL 5th; concentration +6)
3/day—dancing lights
Arcane School Spell-Like Abilities (CL 4th; concentration +9)
8/day—force missile (1d4+2)
Sorcerer Spell-Like Abilities (CL 1st; concentration +2)
4/day—elemental ray (1d6 fire)
Sorcerer (Crossblooded, Wildblooded) Spells Known (CL 1st; concentration +2)
1st (4/day)—burning hands (DC 13)
0 (at will)—detect magic, message, prestidigitation
Bloodline Draconic, Primal
Evoker Spells Prepared (CL 4th; concentration +9)
2nd—intensified burning hands (DC 17), mirror image, scorching ray, scorching ray
1st—burning hands (DC 17), burning hands (DC 17), magic missile, magic missile
Opposition Schools Enchantment, Necromancy
--------------------
Statistics
--------------------
Str 7, Dex 16, Con 12, Int 20, Wis 12, Cha 13
Base Atk +2; CMB +0; CMD 13
Feats Eschew Materials, Intensified Spell[APG], Point-Blank Shot, Scribe Scroll, Spell Focus (evocation), Varisian Tattoo[ISWG]
Traits gifted adept, northern ancestry
Languages Common
SQ arcane bond (ring), bloodline arcana (energy spells that match bloodline energy deal +1 damage per die)
Other Gear - arcane bond ring -, 150 gp
--------------------
Special Abilities
--------------------
Arcane Bond (Ring) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Bloodline Arcana: Draconic (Ex) +1 damage per die for [Fire] spells.
Elemental Ray (1d6 fire, 4/day) (Sp) As a standard action, ranged touch attack deals damage to foe.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Energy Resistance, Cold (2) You have the specified Energy Resistance against Cold attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Evocation Evokers revel in the raw power of magic, and can use it to create and destroy with shocking ease.
Force Missile (1d4+2, 8/day) (Sp) As a standard action, magic missile strikes a foe.
Gifted Adept (Scorching Ray) A chosen spell gets +1 CL.
Intense Spells (+2 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).
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Primal (Fire) +1 damage per die for [Fire] spells.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Varisian Tattoo (Evocation) Spells from chosen school gain +1 caster level.
The spell blessing of fervor give 3 differents option. What kind of action is it to change the options
PRD wrote:
With this blessing, you call your allies to move forth and empower them to conquer and become victorious. Each round for the duration of this spell, each of your allies can choose one of the following bonuses for that round at the beginning of its turn (their choice).
*Increase its speed by 30 feet.
*Stand up as a swift action without provoking an attack of opportunity.
*Make one extra attack as part of a full attack action, using its highest base attack bonus.
*Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
*Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.
My party just met Alicavniss for the second time and were now back in the tower. Do they have to fight theirs ways out of the towers or Alicavniss let them escape the tower. It's not very clear if Alicavniss want her brother and other apprentices to be wipe by the party?
If I understand well the rules, we can make an AOO for each different action that provoke an AOO so:
1) moving many hex into a threatened area are multiples opportunities that provoke only one AOO.
2) firing many arrow at point blank is many actions that all provoke multiple opportunities to make a single AOO
3) Casting a spell provoke a AOO and making a range touch attack also provoque a different AOO
Am I right?
Quote:
Combat Reflexes and Additional Attacks of Opportunity
If you have the Combat Reflexes feat, you can add your Dexterity modifier to the number of attacks of opportunity you can make in a round. This feat does not let you make more than one attack for a given opportunity, but if the same opponent provokes two attacks of opportunity from you, you could make two separate attacks of opportunity (since each one represents a different opportunity). Moving out of more than one square threatened by the same opponent in the same round doesn't count as more than one opportunity for that opponent. All these attacks are at your full normal attack bonus.
For a specific exemple, a fighter close with a kracken, will he receive many AOO before being able to hit the kraken or only 1 knowing that the kraken have combat reflexe.
SQ cloak of shadows, illusion resistance, mutated bloodlines (umbral)
Other Gear Quarterstaff, Ranged Touch Attack, 120 GP
--------------------
Special Abilities
--------------------
Cloak of Shadows +1 (7/day) At 1st level, as a standard action, you can grant one target a cloak of shadows. This cloak gives the target a bonus on Stealth checks made in areas of dim or no light equal to 1/2 your sorcerer level for 1 round per 2 sorcerer levels you possess (mi
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Illusion Resistance +2 racial bonus to saves against illusions.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Magical Lineage (-Shadow conjuration-) A chosen spell counts as 1 level lower when metamagic feats are applied to it.
Spell Focus (Illusion) Spells from one school of magic have +1 to their save DC.
Umbral Your nature is to gather the darkness into yourself.
A creature can grope about to find an invisible creature. A character can make a touch attack with his hands or a weapon into two adjacent 5-foot squares using a standard action. If an invisible target is in the designated area, there is a 50% miss chance on the touch attack. If successful, the groping character deals no damage but has successfully pinpointed the invisible creature's current location. If the invisible creature moves, its location, obviously, is once again unknown.
If the ennemy has a reach weapon, how can we attack such un invisible ennemy? The PC or NPC, will pinpoint the ennemy, with a simple action, but won't be able to attack , the round after, the invisible will do a 5 feet step and the PC will need to pinpoint him again?
If the answer is a perception check, what will be the DN
+40 for being invisible
-20 for being in combat
I have a PC that move all the time invisible in earth elemental form to explore every corner of an underground complex. The NPC are aware of that, And I have 8th level cleric and an 11th wizard to counter that. Do you have any good idea to forbid him that too easy recon method.
Do you have any suggestion about my first ever sorcerer.
It started level 15,
Should i take advance familiar,
The feat / meta-magic selected are they good,
What is the better spell for spell perfection.
I plan to use lot of Illusion as you can see.
(Necromancy, conjuration and Divination spells will works wrongly in the rules setting)
I did not select the 180 000 GP equipment yet.
Umbra FirDel
Female Human (Azlanti, Pureblooded) Sorcerer 15
LN Medium Humanoid (human)
Init +2; Senses Perception +17
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 85 (15d6+30)
Fort +7, Ref +7, Will +11
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Offense
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Speed 30 ft.
Sorcerer Spells Known (CL 15):
7 (5/day) Grasping Hand, Shadow Conjuration, Greater (DC 29), Teleport, Greater
6 (7/day) Contingency, Form of the Dragon I, Forceful Hand, Planar Binding (DC 24), Programmed Image (DC 28), Summon Monster VI, True Seeing, Sirocco (DC 24), Dispel Magic, Greater, Suggestion, Mass (DC 24)
5 (7/day) Overland Flight, Icy Prison (DC 23), Summon Monster V, Shadow Evocation (DC 27), Wall of Stone (DC 23), Dominate Person (DC 23), Telekinesis
4 (8/day) Black Tentacles, Dragon's Breath (DC 22), Shadow Conjuration (DC 26), Dimension Door, Stone Shape, Confusion (DC 22), Ball Lightning (DC 22), Phantom Chariot
3 (8/day) Sleet Storm, Ray of Exhaustion (DC 21), Slow (DC 21), Haste, Dispel Magic, Stinking Cloud (DC 21), Fly
2 (8/day) Create Pit (DC 20), Stone Call, Blindness/Deafness (DC 20), Web (DC 20), Mirror Image, Glitterdust (DC 20), Pyrotechnics (DC 20), Invisibility
1 (8/day) Identify, Enlarge Person (DC 19), Mage Armor, Protection from Evil, Magic Missile, Vanish, Grease (DC 19), Silent Image (DC 23)
0 (at will) Open/Close (DC 18), Mending, Read Magic, Ghost Sound (DC 22), Detect Magic, Dancing Lights, Prestidigitation (DC 18), Message, Light
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Statistics
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Str 9, Dex 14, Con 14, Int 16, Wis 14, Cha 26
Base Atk +7; CMB +6; CMD 18
Feats Combat Casting, Empower Spell, Eschew Materials, Greater Spell Focus (Illusion), Heighten Spell, Improved Familiar, Persistent Spell, Piercing Spell, Quicken Spell, Spell Focus (Illusion), Spell Penetration, Spell Perfection (Shadow Evocation)
Traits Magical Lineage (Fireball)
Skills Bluff +26, Diplomacy +9, Fly +11, Intimidate +12, Knowledge (arcana) +15, Knowledge (planes) +15, Perception +17, Sense Motive +12, Spellcraft +21, Use Magic Device +20
Languages Abyssal, Azlanti, Common, Draconic, Dwarven, Elven, Infernal
SQ arcane bonds (arcane familiar), arcane familiar nearby, bloodlines (arcane), deliver touch spells through familiar, empathic link with familiar, metamagic adept (4/day), scry on familiar (1/day), share spells with familiar, speak with animals, speak with familiar
Combat Gear Empower metamagic rod (lesser) (3/day), Selective metamagic rod (3/day); Other Gear Headband of alluring charisma +4, 144000 GP
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Special Abilities
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Arcane When a spell level is increased by a metamagic feat, it gains +1 DC.
Arcane Familiar Nearby You gain the Alertness feat while your familiar is within arm's reach.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Empower metamagic rod (lesser) (3/day) Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells (but not spell like abilities) as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod's wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.
Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action).
The wielder can cast up to three spells per day that are empowered as though using the Empower Spell feat. Lesser metamagic rods can be used with spells of 3rd level or lower.
Construction
Requirements: Craft Rod, Empower Spell feat; Cost 4,500 gp
Empower Spell Numeric effects of a spell are increased 50%. +2 Levels.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Greater Spell Focus (Illusion) +1 to the Save DC of spells from one school.
Heighten Spell Increases spell level to effective level desired.
Magical Lineage (Fireball) A chosen spell counts as 1 level lower when metamagic feats are applied to it.
Metamagic Adept (4/day) (Ex) Apply a metamagic feat 4/day without increasing the casting time.
Persistent Spell Foes must succeed at 2 saves or suffer the spell's full effects.
Piercing Spell Affected spell treats creatures with SR as having an SR of 5 lower
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.
Selective metamagic rod (3/day) The wielder can cast up to three spells per day as though using the Selective Spell feat. For each spell, he can select up to four creatures of his choice within the area that are unaffected.
Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod’s wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.
Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action).
Lesser and Greater Metamagic Rods: Normal metamagic rods can be used with spells of 6th level or lower. Lesser rods can be used with spells of 3rd level or lower, while greater rods can be used with spells of 9th level or lower.
Construction
Requirements Craft Rod, Selective Spell; Cost 5,500 gp
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 (Illusion) Spells from one school of magic have +1 to their save DC.
Spell Perfection (Shadow Evocation) 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.
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We restart the Rise of the Runelords after a 3 years breaks. I have a group of 3 players, two of them did the first module in the past. They all made new characters and I worry about the fighter dwarf with build as a giant killer, will it be to easy for him, to kill most of the encounter mainly giant with low or non magic user. He just start the game with a +2 Deviant full plate against giant, and a dwaven longaxe giant bane.
For our first game, I need 20 to touch him with all giants but teraktinus.
I'm mastering the second darkness and we are finishing the second tome.
At the end of Children of the Void, the Pc found a map of Celwynian, with indication of drow key location and patrol road. But in the third chapter, Armageddon Echo, they don't seem to refer that map in the possession of the PC. In that volume, it's Shalelu that bring the map...