Aycenia

Eugene Nelson's page

Organized Play Member. 136 posts. 3 reviews. 1 list. 1 wishlist. 4 Organized Play characters.


Grand Lodge

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So, I have finally decided to run second darkness a third time. Being one of my favorite adventure paths I must say there are some excrutiating flaws within its cover. I am going to name a few and I am going to ask people for their fixes to the problems and I will include my possible fixes. If you are in my game DO NOT READ!!!

1. The module starts out as a seedy adventure that by book 3 starts turning into a crusade to end a plot to end the world.

I have a few ideas on this. I have made all my players choose characters that were good at heart. Like Han Solo, you could count on them doing the right thing when it mattered. Other than that I didn't change much.

2. The players do not have a chance to return to Riddleport.

I am thinking about making sure they get down time but later in the books that's not possible. I am thinking about building up Riddleport so much that they return using teleport. I kinda need help on this one.

3. The Whole book 4 skill check for jobs fiasco.

This idea in this book is terrible. Why roll 60 days worth of checks for really doing nothing. I have decided to take on the flavor of some of the jobs and have the party escort Faidaeva Vonnarc somewhere dangerous all the while she is using her super dominance to whip a certain party member unconscious at times. I am really going to play her evil on this trip. Also I am going to have the party told to go retrieve an item from a group of drow and be robbed. The party will then have to go back in and massacre the drow who thought they would curse the Vonnarc name which will cause major alignment problems as the scream for mercy even though they were told to hideously murder every one of them.

4. Book 5

Book 5 sucks as written. I am going to instead have the Shin Rakorath attack as normal. The queen call the Pc's in. Then the queen is going to instead plea for help in thwarting the council. She asks them to go in there, gather them together and explain that they are not needed anymore by the queen and that they will be disbanded and if things get out of control to do what is necessary to keep the council from exerting any power over the elves again. So, book 5 can continue kinda as normal and when Hialin turns drow and pulls the Malficus Spike out after being told his power is being stripped by the queen the rest of the council stands and does nothing each for their own reason. The party must handle by themselves Hialin and all the demons that fall upon the group.

If you have any input at all or advice on how to do something better please let me know as I would really like to write a really good fix here on the forums for others who are afraid of running Second Darkness because of the problems. Let me know.

Grand Lodge

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There are a lot of good and bad points on this thread. Making crafting anything other than how it is written will plague your game with problems. Making crafting less than how it is written will severly hamper the character who took the feat. He took a feat to have a bit more product and less power. Let him use it and stop taking away from him unless he is being a bad player with it. I hate it when I hear DM's out here telling us how they make players pay full price for their crafted items, or that they give less treasure to players with crafting feats. I personally play a wizard with a few crafting feats in Slumbering Tsar and I am over 50,000 gp over my wealth by level. Am I more powerful than our other party members. NO! Am I ruining the module because I have a few extra wands. No! I am still limited by actions and nothing will ever change that. Be a better DM by learning to run the game the intended way, the fun way. Let the players be powerful and do great things, especially if it was intended to be done that way.

Grand Lodge

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Find me the best feats for my last two slots at 17th and 19th.

Conjurist Summoner - Enchantment and Evocation are 2 Slots

1st - Improved Initiative
1st - Scribe Scroll
Hum - Spell Focus Conjuration
3rd - Augment Summoning
5th - Superior Summoning
5th - Spell Penetration
7th - Improved Familiar
9th - Greater Spell Penetration
10th - Opposition Research Evocation
11th - Craft Wand
13th - Craft Staff
15th - Persistent Spell
15th - Quicken Spell
17th -
19th -

These are not at all in the order I took them.

Here is my whole character from herolab.

Isis Avanne
Female Human Wizard 15
CG Medium Humanoid (human)
Init +8; Senses Perception +19
--------------------
Defense
--------------------
AC 19, touch 15, flat-footed 18 (+4 armor, +1 Dex, +4 deflection)
hp 107 (15d6+45)
Fort +12, Ref +10, Will +13; +1 morale bonus vs. fear
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Offense
--------------------
Speed 30 ft.
Wizard Spells Prepared (CL 15):
8 (2/day) Summon Monster VIII, Prismatic Wall (DC 28), Prismatic Wall (DC 28)
7 (3/day) Spell Turning, Summon Monster VII, Forcecage (DC 27), Dispel Magic, Quick
6 (5/day) Acid Fog, Chain Lightning (DC 26), Dispel Magic, Greater, Flesh to Stone (DC 26), Scorching Ray, Quick, Resilient Sphere, Prstnt (DC 24)
5 (6/day) Teleport, Slow, Prstnt (DC 23), Slow, Prstnt (DC 23), Color Spray, Quick (DC 21), Obscuring Mist, Quick, Stoneskin, Communal, Magic Jar (DC 25)
4 (6/day) Scrying (DC 24), Fear (DC 24), Invisibility, Greater, Resilient Sphere (DC 24), Solid Fog, Glitterdust, Prstnt, Emergency Force Sphere
3 (6/day) Sleet Storm, Ray of Exhaustion (DC 23), Fireball (DC 23), Dispel Magic, Dispel Magic, Daylight, Ash Storm
2 (7/day) Resist Energy, False Life, False Life, Scorching Ray, Scorching Ray, Web (DC 23), Web (DC 23), Glitterdust
1 (7/day) Mage Armor, Mage Armor, Summon Monster I, Color Spray (DC 21), Obscuring Mist, Anticipate Peril (DC 21), Anticipate Peril (DC 21), Anticipate Peril (DC 21)
0 (at will) Open/Close (DC 20), Read Magic, Mage Hand, Prestidigitation (DC 20)
--------------------
Statistics
--------------------
Str 9, Dex 12, Con 16, Int 31, Wis 10, Cha 10
Base Atk +7; CMB +6; CMD 21 (26 vs. Grapple)
Feats Augment Summoning, Craft Staff, Craft Wand, Greater Spell Penetration, Improved Familiar, Improved Initiative, Opposition Research, Persistent Spell, Quicken Spell, Scribe Scroll, Spell Focus (Conjuration), Spell Penetration, Superior Summoning
Traits Desperate Focus, Reactionary
Skills Diplomacy +8, Escape Artist +6, Knowledge (arcana) +28, Knowledge (dungeoneering) +28 (+30 to navigate underground.), Knowledge (engineering) +28, Knowledge (geography) +28, Knowledge (history) +28, Knowledge (local) +28, Knowledge (nature) +28, Knowledge (nobility) +28, Knowledge (planes) +28, Knowledge (religion) +28, Linguistics +18, Perception +19, Sense Motive +2, Spellcraft +30, Survival +0 (+2 to avoid becoming lost when using this.), Use Magic Device +14
Languages Abyssal, Aquan, Auran, Celestial, Common, Daemonic, Draconic, Dwarven, Elven, Giant, Ignan, Infernal, Sylvan, Terran, Undercommon
SQ acid dart (13/day), arcane bonds (elvünduil, azata, lyrakien), arcane familiar nearby, deliver touch spells through familiar, dimensional steps (450'/day) (90 5-ft inc/day), empathic link with familiar, opposition schools (enchantment), scry on familiar (1/day), share spells with familiar, speak with familiar, specialized schools (conjuration), summoner's charm (+7 rds)
Combat Gear Boots of escape (1/day), Extend metamagic rod (lesser) (3/day), Otherworldly kimono (1/day), Pearl of power (1st level) (1/day), Ring of counterspells, Ring of counterspells, Spellguard bracers (3/day), Wand of Arcane Eye, Wand of Clairaudience/Clairvoyance, Wand of Magic Missile (CL 9), Wand of Mirror Image, Wand of Shield, Wand of Stoneskin, Alchemical grease (10), Heatstone; Other Gear Belt of mighty constitution +4, Carpet of flying I, Gloves of elvenkind, Goz mask (60 minutes/day), Handy haversack (95 @ 112 lbs), Headband of vast intelligence +6Knowledge (nobilit, Ioun stone (dusty rose prism, cracked), Bedroll, Blanket, Candle (10), Chalk (10), Charcoal stick (10), Compass, Crowbar, Earplugs, Fishing net, Flask (3), Flint and steel, Folding chair, Hammer, Hammock, Incense (5), Ink, black (2), Inkpen, Journal (2), Miner's pick, Mirror, Perfume, common (10), Pocket watch, Scroll case (empty), Shovel, Signet ring, Silk rope, Sledge, Soap, bar (50 uses), Spell component pouch, Spellbook (4), String or twine, Wine, fine (per bottle) (5), A: Ivory Statuette of Isis, Diamond Dust, 4473 GP, 2200 GP of Valuables
--------------------
Special Abilities
--------------------
Acid Dart (13/day) (Su) 30' Ranged touch attack deals 1d6+7 Acid damage.
Arcane Familiar Nearby You gain the Alertness feat while your familiar is within arm's reach.
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Boots of escape (1/day) Dimension Door 1/day to escape being grappled, pinned, or entangled.
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Conjuration The conjurer focuses on the study of summoning monsters and magic alike to bend to his will.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Dimensional Steps (450'/day) (90 5-ft inc/day) (Sp) Teleport 30 feet per day, in 5 foot increments.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Extend metamagic rod (lesser) (3/day) Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells (but not spell like abilities) as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod's wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.
Gloves of elvenkind +5 to concentration checks when casting defensively.
Persistent Spell Foes must succeed at 2 saves or suffer the spell's full effects.
Quicken Spell Cast a spell as a swift action. +4 Levels.
Ring of counterspells Counters this spell when it's cast on you.
Ring of counterspells Counters this spell when it's cast on you.
Scry on Familiar (1/day) (Sp) You can scry on your familiar, as the spell.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak With Familiar (Ex) You can communicate verbally with your familiar.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Spellguard bracers (3/day) +2 to cast defensively. Activate to roll twice and take better roll.
Summoner's Charm (+7 rds) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).
Superior Summoning When summoning more than one creature, summon an extra one
--------------------
716 Pages of Spells in 8 Spell Books

Contingency: When I am caught flat footed to an attack or I say Abracadabra Resilient Sphere pops.

I have a concentration check of 36 to cast defensively and I can roll twice once a day.

I take half damage from all attacks because of the Shield Other spell from my Ghaele Planar Binding Cleric.

Permanent Spells
Darkvision
Arcane Sight
See Invisibility

Item's I Want

Tunic of Careful Casting - 5000
Eyes of Keen Sight, 6000
Necklace of Adaption - 9000
Wings of the Gargoyle - 72000
Belt of Con +6 - 20000
Tome of Clear Thought - 27500

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

Elvünduil
Female Azata, Lyrakien
CG Tiny Outsider (azata, chaotic, extraplanar, good)
Init +8; Senses darkvision, low-light vision; Perception +21
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Defense
--------------------
AC 33, touch 20, flat-footed 29 (+4 armor, +4 Dex, +2 size, +9 natural, +4 deflection)
hp 53 (3d10+3)
Fort +7, Ref +10, Will +13; +1 morale bonus vs. fear
DR 5/evil; Immune electricity, petrification; Resist cold 10, fire 10; SR 20
--------------------
Offense
--------------------
Speed 30 ft., flight (80 feet, perfect)
Melee Slam (Azata, Lyrakien) +7 (1d2-3/x2)
Space 2.5 ft.; Reach 0 ft.
Special Attacks starlight blast (dc 12)
Spell-Like Abilities Commune (6 questions, cl 12th) (1/week), Confusion, Lesser (1/day), Cure Light Wounds (1/day), Dancing Lights (At will), Daze (At will), Detect Evil (Constant), Detect Magic (Constant), Freedom of Movement (Constant), Silent Image (1/day), Summon Instrument (At will), Ventriloquism (At will)
--------------------
Statistics
--------------------
Str 5, Dex 18, Con 12, Int 16, Wis 16, Cha 28
Base Atk +7; CMB +9; CMD 20
Feats Flyby Attack, Improved Initiative
Skills Appraise +6, Bluff +15, Diplomacy +20, Fly +16, Heal +6, Intimidate +12, Knowledge (arcana) +18, Knowledge (dungeoneering) +18, Knowledge (engineering) +18, Knowledge (geography) +5, Knowledge (history) +18, Knowledge (local) +5, Knowledge (nature) +18, Knowledge (nobility) +5, Knowledge (planes) +21, Knowledge (religion) +18, Linguistics +8, Perception +21, Perform (Singing) +15, Sense Motive +9, Spellcraft +15, Stealth +12, Survival +6, Use Magic Device +28
Languages Abyssal, Celestial, Daemonic, Infernal; truespeech
SQ improved evasion, traveler's friend (1/day)
Combat Gear Scroll of Locate Object, Remove Blindness/Deafness, Wand of Baleful Polymorph, Wand of Displacement, Wand of Fireball (CL 8), Wand of Haste (CL 8), Wand of Invisibility, Wand of Lightning Bolt, Wand of Mirror Image, Wand of Shield; Other Gear Amulet of natural armor +1, Cloak of resistance +1, Ring of protection +1, Ring of the Dangerously Curious, You have no money!
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Special Abilities
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Damage Reduction (5/evil) You have Damage Reduction against all except Evil attacks.
Damage Resistance, Cold (10) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Fire (10) You have the specified Damage Resistance against Fire attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Flight (80 feet, Perfect) You can fly!
Flyby Attack You can take a standard action during your move action while flying.
Immunity to Electricity You are immune to electricity damage.
Immunity to Petrification You are immune to Petrification.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Spell Resistance (20) You have Spell Resistance.
Starlight Blast (DC 12) (Su) As a standard action once every 1d4 rounds, a lyrakien can tap into the divine power of Elysium, unleashing a blast of holy starlight in a 5-foot burst. All creatures in this area take 1d4 points of holy damage, plus 1 point for each step their align
Traveler's Friend (1/day) (Su) The performances and company of a lyrakien ease the burden of travel. Once per day, a creature may spend a minute listening to a lyrakien's performance - doing so removes the effects of exhaustion and fatigue from the listener.
Truespeech (Su) Speak with any creature that has a language.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Grand Lodge

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I am so glad a lot of these problems are being fixed. This is why Paizo will beat 5.0 into dust.

Grand Lodge

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This is for those who do not want to take the time that others have already put in to build the random encounter chart. I rolled randomly and this is what I got. I made sure not to use two of the higher random encounters and spread a few out. Each number is one day of travel. If the caravan stops roll for any extra days they lag behing and if they go faster move everything down until you get to a point of interest and drop the rest and start over as normal. Happy Huntings!

1. None
2. Frozen Dead on the road
3. None
4. None
5. Wrecked Caravan
6. None
7. Rough Terrain
8. None
9. None
Arrival at A
1. None
2. None
3. None
4. Aurora
5. None
6. None
7. None
8. None
9. None
Arrival at F
1. Cabin
2. None
3. None
4. Polar Pudding on the road
5. None
6. None
7. None
8. Wings of Hope
9. None
Arrival at G
1. None
2. Aurora
Arrival at H
1. None
Arrival at I
1. Creeping Rot
2. None
3. None
4. None
5. None
6. None
7. None
8. Death from Below at camp
9. None
Arrival at Iqaliat
1. Dragon Sighting
2. None
3. None
Arrival at L
1. None
2. Horned Herd
3. None
Arrival at Iqaliat
1. None
2. None
3. None
Arrival at L
1. None
2. None
3. The Lonely Maiden
4. None
5. None
6. None
7. Black Monolith
8. Wanderers at camp
9. None
10. None
11. None
12. Auroral Flight at camp
13. Wagon Damage
14. Northern Lights on the road
15. None
16. None
17. Erutaki Encampment
18. None
19. None
20. Black Slush
21. None
Arrival at M
1. None
2. None
3. None
4. Cold Gate
5. None
6. None
7. None
8. Hunting Party on the road
9. None
10. None
11. None
12. Polar Mirage
13. Pleasant Weather
14. Crevasse
15. None
16. Ice Hunters
17. None
18. None
19. None
20. None
21. Blizzard
Arrival at N
1. None
2. None
3. None
4. Wagon Damage
5. None
6. None
7. None
8. None
9. Hungry Predators on the road
Arrival at O
1. Frozen Dead at Camp
2. None
3. None
4. Polar Pudding at camp
5. None
Arrival at P
1. None
2. None
3. Pleasant Weather
4. None
5. None
6. None
7. Horned Herd at Camp
8. None
9. None
Arrival at Jagiin
1. None
2. None
3. None
4. None
5. Wrecked Caravan
6. None
7. None
8. None
9. None
10. Ice Hunters at camp
11. None
Arrival at Q
1. None
2. None
3. None
4. Aurora
Arrival at S
1. None
2. None
3. None
4. Hungry Predators on the road
5. None
End of Trail

Grand Lodge

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With help from Jason Nelson's post this is what we are doing in our campain. I will update the community on the results of this formula as soon as Hungry Storms is concluded.
---------------------------------------------------------

The party will usually have a separate encounter alongside the caravan of the same type of creatures appropriate to the heroes level. To keep them busy and happy and have the caravan and caravan enemy go at the end of the round.

We will use the caravan combat rules as-is. Make no changes there. Instead, re-benchmark the encounters damage based on a CR 4 lower than given which comes out to this. All other stats will stay the same.

CR 6 - Damage 4d4
CR 7 - Damage 3d8
CR 8 - Damage 4d6+2
CR 9 - Damage 8d4
CR 10 - Damage 7d6
CR 11 - Damage 6d8+3
CR 12 - Damage 10d6

This should give you properly calibrated challenges for the caravan acting alone against the challenges placed in the adventure.

Damage from the caravan will be 1D6+caravan level. There are feats to take that gives an extra D6 to the damage and can be taken 3 times. The caravan level bonus to damage is adequate for higher levels.

When the encounter is over with the heroes, they can help the caravan by adding 1D6 damage on a sucessful caster level check and the expenditure of a spell that could possibly help or an attack roll against the AC of the caravans enemy.

If the caravan finishes first, the heroes enemies will usually flee and the caravans NPC's can help the heroes out.

Grand Lodge

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cmastah wrote:

@Starbuck, all those issues came from my lack of knowledge about psionics :/

Thanks everyone for your tips and info, I really am honestly grateful :)

This is an example of a DM learning and overcoming his shortfalls and becoming better. Why can't more be like him?

Grand Lodge

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DM's who run Pathfinder Society who can not deal with or highly dislike Power Gamers are weak DM's. Just because you have 5 stars does not make you a good DM. The regional director of PFS in my area is a horrible DM and shes been around forever. There are others who can barely speak straight and who GM like they wish they were somewhere else. They all have a lot more stars than me. My point is that if you get frustrated over a character thats ok. If you say that it should not be allowed, you should not be a DM. I have been DMing since the late 80's and for some thats not a long time, but I have conditioned and learned along the way that Power Gamers have fun at the table. Min Maxers have fun. Mediocre builders have fun. The whole point is to have fun. Have fun doing what you do and let others please have fun doing what they do. As long as you are not ruining the module by being a pompous uncaring ass about it. Thats the only thing I have dealt with that I did not like. I played PFS with a character who was a synthesist summoner who could not be hit cause his AC was so high, could not miss cause his attack was so high, and all kinds of rediculousness. But you know what, he had fun and so did the rest of the party because I didnt complain too much besides pointing out the rediculousness and the party used him as a meat shield. Now this character did not do any damage and his spells sucked. It all works out in the end.

Grand Lodge

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I am playing in Slumbering Tsar, a b~@+~ of a module and my conjurist wizard is extremely versatile and powerful. My Int is of course as high as possible in the universe. Here is my breakdown at level 13. This is a very intensive build and hard to play but the power is unimaginable. Improved familiar whith a high umd is a must with this build. I also use Planar binding heavily at this level to have a hefty cohort of sorts. Trust me, you are bnot too invasive to the rest of the party either. My party begs me to put summoned monsters out there.

Isis Avanne
Female Human Wizard 13
CG Medium Humanoid (human)
Init +8; Senses Perception +16
--------------------
Defense
--------------------
AC 19, touch 15, flat-footed 18 (+4 armor, +1 Dex, +4 deflection)
hp 93 (13d6+39)
Fort +11, Ref +9, Will +12
--------------------
Offense
--------------------
Speed 30 ft.
Wizard Spells Prepared (CL 13, 6 melee touch, 8 ranged touch):
7 (2/day) Form of the Dragon II, Summon Monster VII, Baleful Polymorph, Prstnt (DC 25)
6 (4/day) Repulsion (DC 26), Summon Monster VI, Summon Monster VI, Disintegrate (DC 26), Dispel Magic, Greater
5 (5/day) Overland Flight, Summon Monster V, Summon Monster V, Dismissal (DC 25), Teleport, Slow, Prstnt (DC 23)
4 (6/day) Black Tentacles, Invisibility, Greater (DC 24), Solid Fog, Bestow Curse (DC 24), Dimensional Anchor, Emergency Force Sphere, Obsidian Flow (DC 24)
3 (6/day) Sleet Storm, Slow (DC 23), Dispel Magic, Dispel Magic, Stinking Cloud (DC 24), Grease, Prstnt (DC 22), Ash Storm
2 (7/day) Resist Energy (DC 22), False Life, False Life, Blindness/Deafness (DC 22), Web (DC 23), Glitterdust, Glitterdust, Lipstitch (DC 22)
1 (7/day) Mage Armor (DC 22), Mage Armor (DC 22), Color Spray (DC 21), Grease (DC 22), Obscuring Mist, Anticipate Peril (DC 21), Anticipate Peril (DC 21), Summon Minor Monster
0 (at will) Open/Close (DC 20), Read Magic, Mage Hand, Prestidigitation (DC 20)
--------------------
Statistics
--------------------
Str 9, Dex 12, Con 12/16, Int 25/31, Wis 10, Cha 10
Base Atk +6; CMB +5; CMD 20 (25 vs. Grapple)
Feats Augment Summoning, Craft Wand, Greater Spell Penetration, Improved Familiar, Improved Initiative, Opposition Research, Persistent Spell, Scribe Scroll, Spell Focus (Conjuration), Spell Penetration, Superior Summoning, Wizard Weapon Proficiencies
Traits Desperate Focus, Reactionary
Skills Concentration: Wizard +25, Diplomacy +6, Escape Artist +6, Fly +7, Knowledge (arcana) +26, Knowledge (dungeoneering) +26, Knowledge (engineering) +26, Knowledge (geography) +26, Knowledge (history) +26, Knowledge (local) +26, Knowledge (nature) +26, Knowledge (nobility) +26, Knowledge (planes) +26, Knowledge (religion) +26, Linguistics +18, Perception +16, Sense Motive +2, Spellcraft +31, Use Magic Device +13
Languages Abyssal, Aquan, Auran, Celestial, Common, Daemonic, Draconic, Dwarven, Elven, Giant, Ignan, Infernal, Sylvan, Terran, Undercommon
SQ Acid Dart (13/day), Arcane Familiar Nearby, Compass, Conjuration, Deliver Touch Spells Through Familiar, Dimensional Steps (390'/day) (78 5-ft inc/day), Earplugs, Empathic Link with Familiar, Enchantment, Extend metamagic rod (lesser) (3/day), Gloves of elvenkind, Quick runner's shirt (1/day), Ring of counterspells, Ring of sustenance, Scry on Familiar (1/day), Share Spells with Familiar, Speak With Familiar, Spellguard bracers (3/day), Summoner's Charm (+6 rds)
Other Gear A: Ivory Statuette of Isis, Alchemical grease (10), Bedroll, Belt of mighty constitution +4, Blanket, Candle (10), Chalk (10), Charcoal stick (10), Cloak of resistance +4, Compass, Crowbar, Diamond Dust, Dweomer's essence (3), Earplugs, Extend metamagic rod (lesser) (3/day), Fishing net, Flask (3), Flint and steel, Folding chair, Gloves of elvenkind, Hammer, Hammock, Handy haversack (95 @ 112 lbs), Headband of vast intelligence +6 (Knowledge [nobility], Knowledge [geography]), Heatstone, Incense (5), Ink, black (2), Inkpen, Ioun stone (dusty rose prism, cracked), Journal (2), Miner's pick, Mirror, Pearl of power (1st level) (1/day), Perfume, common (10), Pocket watch, Quick runner's shirt (1/day), Ring of counterspells, Ring of sustenance, Scroll case (empty), Shovel, Signet ring, Silk rope, Sledge, Soap, bar (50 uses), Spell component pouch, Spellbook (4), Spellguard bracers (3/day), String or twine, Wand of Arcane Eye, Wand of Magic Missile (CL 9), Wand of Mirror Image, Wand of Shield, Wand of Stoneskin, Wine, fine (per bottle) (5)
--------------------
Special Abilities
--------------------
Acid Dart (13/day) (Su) 30' Ranged touch attack deals 1d6+6 Acid damage.
Arcane Familiar Nearby You gain the Alertness feat while your familiar is within arm's reach.
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Conjuration The conjurer focuses on the study of summoning monsters and magic alike to bend to his will.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Dimensional Steps (390'/day) (78 5-ft inc/day) (Sp) Teleport 30 feet per day, in 5 foot increments.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Extend metamagic rod (lesser) (3/day) Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells (but not spell like abilities) as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod's wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.

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 extended as though using the Extend Spell feat. Lesser metamagic rods can be used with spells of 3rd level or lower.

Construction
Requirements: Craft Rod, Extend Spell feat; Cost 1,500 gp
Gloves of elvenkind +5 to concentration checks when casting defensively.
Greater Spell Penetration +2 to caster level checks to overcome spell resistance.
Persistent Spell You can cast a spell that requires targets to succeed at 2 saves or suffer the effects of the spell.
Quick runner's shirt (1/day) As swift action, take an extra move action to move on your turn.
Ring of counterspells Counters this spell when it's cast on you.
Ring of sustenance Immune to hunger and thirst, and only sleep two hours a night.
Scry on Familiar (1/day) (Sp) You can scry on your familiar once per day.
Share Spells with Familiar The wizard may cast a spell with a target of "You" on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
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.
Spell Penetration +2 to caster levels checks to overcome spell resistance.
Spellguard bracers (3/day) +2 to cast defensively. Activate to roll twice and take better roll.
Summoner's Charm (+6 rds) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).
Superior Summoning When summoning more than one creature, summon an extra one
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334 Pages of Spells in 4 Spell Books

Contingency: When I blink in a purposeful mannar Resilient Sphere pops.

I have a concentration check of 32 to cast defensively and I can roll twice once a day.

I take half damage from all attacks because of the Shield Other spell from Tony's Cleric.

Dont forget Mirror Image, Shield and your Divination spells.

Permanent Spells
Darkvision
Arcane Sight

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

Then there is my familiar who is not just a sit and watch familiar.

Elvünduil
Female Azata, Lyrakien
CG Tiny Outsider (azata, chaotic, extraplanar, good)
Init +8; Senses Darkvision, Low-Light Vision; Perception +18
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Defense
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AC 32, touch 20, flat-footed 28 (+4 armor, +4 Dex, +2 size, +8 natural, +4 deflection)
hp 46 (3d10+3)
Fort +6, Ref +9, Will +12
DR 5/evil; Immune electricity, petrification; Resist cold 10, fire 10; SR 18
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Offense
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Speed 30 ft., Flight (80 feet, Perfect)
Melee Slam (Azata, Lyrakien) +6 (1d2-3/x2)
Space 2.5 ft.; Reach 0 ft.
Special Attacks Starlight Blast (DC 12)
Spell-Like Abilities Commune (6 questions, cl 12th) (1/week), Confusion, Lesser (1/day), Cure Light Wounds (1/day), Dancing Lights (At will), Daze (At will), Detect Evil (Constant), Detect Magic (Constant), Freedom of Movement (Constant), Silent Image (1/day), Summon Instrument (At will), Ventriloquism (At will)
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Statistics
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Str 5, Dex 18, Con 12, Int 16, Wis 16, Cha 28
Base Atk +6; CMB +8; CMD 19
Feats Flyby Attack, Improved Initiative
Skills Appraise +6, Bluff +15, Diplomacy +18, Fly +16, Heal +6, Intimidate +12, Knowledge (arcana) +16, Knowledge (dungeoneering) +16, Knowledge (engineering) +16, Knowledge (geography) +4, Knowledge (history) +16, Knowledge (local) +4, Knowledge (nature) +16, Knowledge (nobility) +4, Knowledge (planes) +19, Knowledge (religion) +16, Linguistics +8, Perception +18, Perform (Singing) +15, Sense Motive +9, Spellcraft +16, Stealth +12, Survival +6, Use Magic Device +27
Languages Abyssal, Celestial, Daemonic, Infernal; Truespeech
SQ Improved Evasion, Traveler's Friend (1/day)
Other Gear Amulet of natural armor +1, Cloak of resistance +1, Ring of protection +1, Ring of the Dangerously Curious, Scroll of Locate Object, Remove Blindness/Deafness, Breath of Life, Bear's Endurance, Bear's Enduran, Wand of Displacement, Wand of Haste (CL 8), Wand of Invisibility, Wand of Mirror Image, Wand of Scorching Ray (CL 7), Wand of Shield
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Special Abilities
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Damage Reduction (5/evil) You have Damage Reduction against all except Evil attacks.
Damage Resistance, Cold (10) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Fire (10) You have the specified Damage Resistance against Fire attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Flight (80 feet, Perfect) You can fly!
Flyby Attack You can take a standard action during your move action while flying.
Immunity to Electricity You are immune to electricity damage.
Immunity to Petrification You are immune to Petrification.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Spell Resistance (18) You have Spell Resistance.
Starlight Blast (DC 12) (Su) As a standard action once every 1d4 rounds, a lyrakien can tap into the divine power of Elysium, unleashing a blast of holy starlight in a 5-foot burst. All creatures in this area take 1d4 points of holy damage, plus 1 point for each step their align
Traveler's Friend (1/day) (Su) The performances and company of a lyrakien ease the burden of travel. Once per day, a creature may spend a minute listening to a lyrakien's performance - doing so removes the effects of exhaustion and fatigue from the listener.
Truespeech (Su) Speak with any creature that has a language.

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

And Lastly my Planar Binding Creature.

This angel is all sharp lines and angles, muscular but lean, with large wings and a mighty flaming greatsword.
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Marigold CR 10
XP 9600
Female Angel, Movanic Deva
NG Medium Outsider (angel, extraplanar, good)
Init +8; Senses Darkvision, Low-Light Vision; Perception +26
Aura Protective Aura +4 (20 feet)
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Defense
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AC 33, touch 18, flat-footed 29 (+4 armor, +4 Dex, +11 natural, +4 deflection)
hp 126 (12d10+60)
Fort +16, Ref +16, Will +13
Defensive Abilities Nature's Pacifism, Poison Resistance +4, Protected Life Force; DR 10/evil; Immune death effects, energy drain, acid, cold, electricity, fire, petrification; Resist electricity 10, fire 10; SR 21
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Offense
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Speed 40 ft., Flight (60 feet, Good)
Melee +1 Flaming Greatsword +14/+9/+4 (2d6+19+1d6 fire/19-20/x2) and
. . +2 Brilliant Energy, Holy Bastard sword +15/+10/+5 (1d10+20+2d6 vs, Evil/19-20/x2)
Spell-Like Abilities Aid (At will), Antimagic Field (1/day), Awaken (1/day), Cure Serious Wounds (7/day), Detect Evil (Constant), Discern Lies (At will), Dispel Evil (At will), Dispel Magic (At will), Holy Aura (1/day), Holy Smite (At will), Invisibility (self only) (At will), Plane Shift (At will), Remove Curse (At will), Remove Disease (At will), Remove Fear (At will)
--------------------
Statistics
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Str 18, Dex 18, Con 18, Int 16, Wis 16, Cha 20
Base Atk +12; CMB +16; CMD 34
Feats Improved Initiative, Improved Vital Strike, Iron Will, Power Attack -4/+8, Toughness +12, Vital Strike
Skills Acrobatics +4 (+8 jump), Diplomacy +20, Fly +23, Intimidate +20, Knowledge (planes) +18, Knowledge (religion) +18, Perception +26, Sense Motive +22, Stealth +19, Survival +18
Languages Abyssal, Celestial, Infernal; Truespeech
SQ Brilliant Energy
Combat Gear +1 Flaming Greatsword, +2 Brilliant Energy, Holy Bastard sword;
--------------------
ECOLOGY
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Environment Any good-aligned plane
Organization Solitary, pair, or squad (3-6)
Treasure Double (+1 flaming greatsword, other treasure)
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Special Abilities
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Brilliant Energy Ignores armor and shield bonuses to AC but can't harm undead, construct, or nonliving matter.
Damage Reduction (10/evil) You have Damage Reduction against all except Evil attacks.
Damage Resistance, Electricity (10) You have the specified Damage Resistance against Electricity attacks.
Damage Resistance, Fire (10) You have the specified Damage Resistance against Fire attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Flight (60 feet, Good) You can fly!
Immune to Death Effects You are immune to death effects.
Immune to Energy Drain Immune to energy drain
Immunity to Acid You are immune to acid damage.
Immunity to Cold You are immune to cold damage.
Immunity to Electricity You are immune to electricity damage.
Immunity to Fire You are immune to fire damage.
Immunity to Petrification You are immune to Petrification.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Nature's Pacifism (Ex) Animals and plant creatures do not willingly attack a movanic deva, though they can be forced to do so by magic. If the deva attacks a plant or animal, its protection against that creature ends.
Poison Resistance +4 (Ex) You have the listed resistance to poison.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Protected Life Force (Ex) Movanic devas are never harmed by positive-dominant or negative-dominant planar traits.
Protective Aura +4 (20 feet) (Su) Defense against evil creatures and lesser globe of invulnerability.
Spell Resistance (21) You have Spell Resistance.
Truespeech (Su) Speak with any creature that has a language.
Vital Strike Standard action: x2 weapon damage dice.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Grand Lodge

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All I can say is Slumbering Tsar. How many meaningless deaths have to occur until the 1st edition feel is done away with. We have lost ten characters to no save death traps. WTF this is so dumb and not fun at all. Does anyone else like being arbitrarily killed with no way to really do anything about it. Let me know.

Grand Lodge

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So my question before my DM goes crazy and tells me no I cant, does a ninja with strangler and greater grapple get two sneak attacks in a round while grappling.

Here is my character for those who wish to see it.

NINJA GUNSLINGER CR 8
Female Human Ninja 9
NN Medium Humanoid (Human)
Init +7; Senses Perception +14
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DEFENSE
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AC 23, touch 16, flat-footed 18. . (+6 armor, +5 Dex, +1 natural, +1 deflection)
hp 56 (9d8)
Fort +5, Ref +13, Will +7
Defensive Abilities Improved Uncanny Dodge (Lv >=13)
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OFFENSE
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Spd 30 ft., Light Steps
Melee +1 Brass Knuckles +10/+5 (1d3+4/20/x2) and
. . Unarmed Strike +9/+4 (1d3+3/20/x2)
Ranged +1 Holy Pepperbox +12/+7 (1d8+1/20/x4)
Special Attacks Ki Attack Speed, Sneak Attack +5d6
Spell-Like Abilities Vanishing Trick
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STATISTICS
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Str 14/16, Dex 18/20, Con 10, Int 10, Wis 14, Cha 14
Base Atk +6; CMB +11 (+15 Grappling); CMD 28 (30 vs. Grapple)
Feats Agile Maneuvers, Deadly Aim -2/+4, Defensive Combat Training, Greater Grapple, Gunsmithing, Improved Grapple, Improved Unarmed Strike, Strangler
Traits Magical Talent: Ghost Sound (1/day) (Sp), Reactionary
Skills Acrobatics +17, Bluff +10, Climb +15, Craft (Alchemy) +10, Diplomacy +10, Disable Device +15, Disguise +10, Escape Artist +17, Knowledge (Local) +7, Knowledge (Nobility) +7, Perception +14, Sense Motive +10, Stealth +17, Use Magic Device +6 Modifiers Ki Jump (Running Start), No Trace +3
Languages Common
SQ Ki Movement, Ki Pool (Su), Ki Stealth, Poison Use
Combat Gear +1 Brass Knuckles, +1 Holy Pepperbox, +2 Mithral Chain Shirt; Other Gear Amulet of Natural Armor +1, Belt of Giant Strength, +2, Cloak of Resistance, +2, Gauntlets of Incredible Dexterity, +2, Ring of Protection, +1
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SPECIAL ABILITIES
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Agile Maneuvers Use DEX instead of STR for CMB
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Greater Grapple +2 to grapple, maintaining a grapple is a move action.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Improved Grapple You grapple at +2, with no attacks of opportunity allowed.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Improved Uncanny Dodge (Lv >=13) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 13+.
Ki Attack Speed (Su) By spending 1 point from her ki pool, a ninja can make one additional attack at her highest attack bonus, but she can do so only when making a full attack.
Ki Jump (Running Start) (Su) Jumping is always counted as being at a running start.
Ki Movement A Ninja can spend 1 point to increase her speed by 20 feet for 1 round.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your Charisma modifier.
Ki Stealth A ninja can spend 1 point from her ki pool to give herself a +4 insight bonus on Stealth skill checks for 1 round.
Light Steps (Ex) When moving up to twice your normal movement, you may ignore difficult terrain and can move over any surface.
Magical Talent: Ghost Sound (1/day) (Sp) Choose one 0-level spell - it becomes a 1/day spell-like ability for you.
No Trace +3 (Ex) Survival DCs to track you are at +3, gain +3 to Disguise and Stealth when you are stationary and not acting.
Poison Use You don't accidentally poison yourself with blades.
Sneak Attack +5d6 +5d6 damage if you flank your target or your target is flat-footed.
Strangler Deal sneak damage to grappled opponent
Vanishing Trick (Su) As a swift action, the ninja can disappear for 1 round per level. This ability functions as invisibility. Using this ability uses up 1 ki point.

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

Grand Lodge

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206: When your black cat jumps on the gaming table and it becomes a random black dragon encounter.

#16 hits home :(