Karzoug the Claimer

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14 posts. Alias of Charisma.


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Ravingdork wrote:

You and my friend seem to enjoy the same characters; he made that one too.

Adin Lir didn't pick up any additional traits. The feat is what allows her to have traits AT ALL.

If a character has traits without said feat, I list it in the file name, as I do with all optional rules. As written, it is assumed she would be used in a game where traits were not given freely. In a game with traits by default, I would recommend adding two additional traits, or switching out the feat.

It is generally beneficial for a wizard to leave a few spell slots open for the unexpected, particularly if said wizard can prepare new spells in the open slots quickly. I would not, however, ever recommend leaving an entire spell list empty. Doing so makes you worse off than a typical full spellcaster in just about every way and kind of defeats the purpose of being a mystic theurge in the first place.

characters with spells just come off more interesting to me than martials.

My question was not worded properly but I appreciate the advice. The skinny is Hero Lab does not calculate the preparing of a spell from the either spell list (Cleric, Wizard, vice versa) at a higher level. There are adjustments you can make to combine lists but that's it. An example, if I wanted to select the spell Shield when selecting my cleric spells it should fill a 2nd level spell slot. Hero Lab doesn't support that yet and instead would come in as a 1st level spot on the cleric list.

Hopefully that's more clear. I just wanted to make sure I wasn't gimping myself by electing to stick to their respective lists when selecting spells for Cleric and Wizard.


Ravingdork wrote:

I would finish his build as someone who always wins initiative and finishes the fight in the first round. That's supposed to be his whole schtick pretty much.

The concept was actually put together by a friend of mine years ago, and originated in D&D/Forgotten Realms v3.5, where he actually had levels of the Mage Killer prestige class. He was also known for using magical gems and for having crazy high saving throws.

He was a holy terror in our games back in the day precisely because he would often go first and then end an encounter with an effective save or die spell in the first round (his favorite being Glass Strike, which is basically flesh to stone, but turns the subject to glass). On the rare occasions he didn't go first, he would just shrug off enemy spells and attacks before winning on his turn anyways.

Thanks.

Adin Lir.

What additional traits did she pick up aside from the magical knack: wizard and reactionary? Also, as a Mystic Theurge, is there any problem with not choosing to prepare spells from your other spell list and just choose straight from each list? Or would that be a waste of not using some nice ability I'm failing to see?


Hello RD,

Thank you for your inspiring characters. I would like to ask about Gilgeam in particular. If you were to take him to 20 and give him mythic levels how would you finish his build?


I'm jumping into a homebrew campaign that's going to incorporate mythic levels to tier 3 at best. The GM wont promise anything more than that. I'm rolling a Diviner Wizard which is provided below. I'm shooting for the conjuration, transmutation, and necro schools eventually with spell focus feats to help boost their DCs. I'm still not sold on the familiar because I don't plan on using her for much than a "helper" of sorts and RP enrichment and wondered if that might be a waste compared to an bonded ring? Also, I think I gimped myself with nearly 17k gold in spells across 5 books. Should I trim my spell book? I was only allotted 8th level wealth of 33k

A lot of this character is built from advice I searched for on the forums and RavingDork's crazy ass characters so any other advice or interesting information I can utilize for my wizard would be appreciated.

Statblock:
Valmaxian
Male elf wizard 10/Archmage 1
N Medium humanoid (elf)
Init +13; Senses low-light vision; Perception +17
Aura foretell
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Defense
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AC 15, touch 14, flat-footed 11 (+1 armor, +4 Dex)
hp 91 (10d6+43)
Fort +8, Ref +9, Will +11; +2 vs. enchantments
Defensive Abilities hard to kill; Immune sleep
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Offense
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Speed 30 ft.
Melee mwk cold iron spiked gauntlet +6 (1d4) or
. . quarterstaff +5 (1d6)
Special Attacks mythic power (7/day, surge +1d6)
Wizard Spells Prepared (CL 10th; concentration +17)
. . 5th—prying eyes, summon monster V, teleport, teleport
. . 4th—dimension door, enervation, locate creature, locate creature, stoneskin
. . 3rd—arcane sight, arcane sight, dispel magic, fireball (DC 20), fly, lightning bolt (DC 20)
. . 2nd—acid arrow, detect thoughts (DC 19), detect thoughts (DC 19), knock, mirror image, scorching ray, spider climb
. . 1st—adhesive spittle[ACG] (DC 19), feather fall, identify, identify, mage armor, magic missile, magic missile
. . 0 (at will)—detect magic, light, prestidigitation, read magic
. . Opposition Schools Enchantment
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Statistics
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Str 10, Dex 18, Con 16, Int 24, Wis 15, Cha 14
Base Atk +5; CMB +5; CMD 19
Feats Craft Wondrous Item, Extra Mythic Power[M], Heighten Spell, Improved Familiar, Improved Initiative, Opposition Research[UM], Quicken Spell, Scribe Scroll, Spell Focus (conjuration)
Traits friend in every town, seeker
Skills Diplomacy +16, Knowledge (arcana) +20, Knowledge (dungeoneering) +20, Knowledge (geography) +20, Knowledge (history) +18, Knowledge (local) +12, Knowledge (nature) +20, Knowledge (nobility) +11, Knowledge (planes) +20, Knowledge (religion) +11, Perception +17, Spellcraft +20 (+22 to identify magic item properties); Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Abyssal, Celestial, Common, Draconic, Elven, Gnome, Halfling, Orc, Sylvan
SQ arcane bond (arcane familiar, azata, lyrakien), arcane focus, elven magic, forewarned, prescience
Combat Gear wand of infernal healing (50 charges), wand of shield (50 charges); Other Gear mwk silken ceremonial armor, mwk cold iron spiked gauntlet, quarterstaff, belt of mighty constitution +2, cloak of resistance +2, handy haversack, headband of vast intelligence +2, backpack, bedroll, belt pouch, flint and steel, ink, black, inkpen, mess kit, pot, soap, spell component pouch, spellbook, spellbooks, torch (10), trail rations (5), waterskin, 539 gp
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Tracked Resources
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Foretell (10 rounds/day) (Su) - 0/10
Mythic Power (7/day, Surge +1d6) - 0/7
Prescience (10/day) (Su) - 0/10
Torch - 0/10
Trail rations - 0/5
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Special Abilities
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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: You gain the Alertness feat while your familiar is within arm's reach.
Foresight Associated School: Divination
Foretell (10 rounds/day) (Su) 30' aura either grants +2 luck bonus to allies or -2 luck penalty to enemies on ability checks, attack rolls, caster level checks, saving throws, and skill checks.
Forewarned 5 (Su) Can always act in surprise rounds.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Heighten Spell Increases spell level to effective level desired.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mythic Power (7/day, Surge +1d6) Use this power to perform your mythic abilities.
Perfect Preparation (Ex) No need for a spellbook or familiar when preparing spells.
Prescience (10/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.
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 Familiar (Ex) You can communicate verbally with your familiar.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Spellbooks, 5 Books (Wizard) A spellbook has 100 pages of parchment, and each spell takes up one page per spell level (one page each for 0-level spells).

Note: This gear item calculates the number of pages and books required to store your spells. It then increments the weight based on the number of books you must carry to store your spells.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Wild Arcana (Su) Use 1 power, cast an arcane spell from your class list at +2 CL (doesn't need to be known/mem).

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Arcane Familiar
Lyrakien azata (Pathfinder RPG Bestiary 2 38)
CG Tiny outsider (azata, chaotic, extraplanar, good)
Init +8; Senses darkvision 60 ft., low-light vision; Perception +15
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Defense
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AC 21, touch 16, flat-footed 17 (+4 Dex, +5 natural, +2 size)
hp 45 (3d10+3)
Fort +4, Ref +7, Will +10
DR 5/evil; Immune electricity, petrification; Resist cold 10, fire 10
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Offense
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Speed 30 ft., fly 80 ft. (perfect)
Melee slam +4 (1d2-3)
Space 2½ ft.; Reach 0 ft.
Special Attacks starlight blast
Spell-Like Abilities (CL 3rd; concentration +8)
. . Constant—detect evil, detect magic, freedom of movement
. . At will—dancing lights, daze (DC 15), summon instrument, ventriloquism (DC 16)
. . 1/day—cure light wounds, lesser confusion (DC 16), silent image (DC 16)
. . 1/week—commune (6 questions, CL 12th)
--------------------
Statistics
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Str 5, Dex 19, Con 12, Int 14, Wis 17, Cha 20
Base Atk +5; CMB +7; CMD 14
Feats Agile Maneuvers, Improved Initiative
Skills Acrobatics +10, Bluff +11, Diplomacy +18, Fly +16, Knowledge (Local) +8, Perception +15, Perform (Singing) +11, Spellcraft +12, Stealth +18
Languages Celestial, Draconic, Infernal; truespeech
SQ improved evasion, traveler's friend
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Tracked Resources
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Commune (6 questions, CL 12th, 1/week) - 0/1
Confusion, Lesser (1/day) - 0/1
Cure Light Wounds (1/day) - 0/1
Dancing Lights (At will) - 0/0
Daze (At will) - 0/0
Detect Evil (Constant) - 0/0
Detect Magic (Constant) - 0/0
Freedom of Movement (Constant) - 0/0
Silent Image (1/day) - 0/1
Summon Instrument (At will) - 0/0
Traveler's Friend (1/day) (Su) - 0/1
Ventriloquism (At will) - 0/0
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Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
Damage Reduction (5/evil) You have Damage Reduction against all except Evil attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Flight (80 feet, Perfect) You can fly!
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.
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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DinosaursOnIce wrote:
I think you still need to purchase them, as far as I can tell the literal interpretation is you don't need a spell book to prepare spells but still need a book to record them (for spells known), the one that I think is intended is that your head becomes your spell book..

I thought that too but then it says "you can discard your spell book or familiar" and I thought I just know the spells. The idea of still paying for them makes sense, but why would I need the spell book anyhow? Just to hold the spells? Anyhow, since I basically don't have to pay material cost, I'm just paying a wizard to read his spell book or scroll at this point. How much would that cost for each level of spell?


Does this mean I know every spell and no longer need to purchase spells?


Playing a 10th level Wizard with a WBL of 8. Looking for advice on optimizing my gold for equipment and spells. I plan on creating a golem in the next 5 levels, so having some gold left over may be a good thing. I'm just so indecisive.

Thank for all the input in advance.


Can you use Many shot and Rapid shot in conjunction? Ideally, to use many shot for the extra arrow for the first attack and then then use rapid shot at -2 for the subsequent attacks?


Need some help with maxing out a cohorts to hit. I have a halfling honor guard cavalier at 5th level who is going to be my witch's personal bodyguard. I'd like to get the most out of his hitting prowess but still have him be able to soak damage decently. What gear would be good for this at his current WBL? Stats are the following:

STR: 17
DEX: 19
Con: 15
INT: 10
WIS: 13
CHA: 13

Feats I plan on taking: 1]Combat Reflexes, 3]In Harms Way, 5]Halfling Luck, Teamwork Feat] Shake it Off or Paired Opportuntist

Also, do mounts count as allies for teamwork feats?


I would suggest either a witch or gunslinger. Witch hexes are nasty and they automatically hit even if the target saves. If the target saves it lasts for one round. Atleast for evil eye. Gunslingers use touch AC for attack rolls which are much less then a check against AC. Matter of fact, a player in a Kingmaker games chose gunslinger because she rolls bad too and hasn't regretted it once. The choices given in earlier posts are fine as well.


Upon hitting level seven with my witch I was going to take leadership. I want a bodyguard, the ultimate bodyguard, so what would be idea for this class wise? I was thinking a human fighter because of the feats. Any suggestions?


I chose the time patron basically for silence, haste, and time stop should we get that high. I think my group has buffing down with the bard and my occasional haste for our ranger/cav and rogue/monk. Other than that Ill be using a lot of battlefield control and maybe some blasts.

UMD will always be maxed.


The group consists of a ranger1/cavalier5, traditional bard, dark tapestry oracle, and a rogue/monk I believe.

Thanks for the suggestions.

Anymore ideas out there?


Playing a witch for a Kingmaker campaign and wanted some advice on gear. I can kind of speculate but I know there might be better ideas for what I maybe had in mind. Heres the skinny:

No more than 4,000gp on weapons, 4,000gp on armor/shields, 4,000gp on other permanent magic items, 2,400gp on potions, scrolls, and other disposables, and keep 1,600gp in non-magical equipment, gems, and coins. There is a little wiggle room here. Also, if you havent figured it out the character level is 6.

Stats in case you need them:

Race: Elf
STR: 9
DEX: 17
CON: 14
INT: 20
WIS: 13
CHA: 14

How are witches by level 15? Whats some good ways to help with lack or armor at those levels? I saw some robes that I could maybe fashion as a dress of some sort. I will be taking mage armor and false life spells.