Sanvil Trett

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So I am trying to do something very specific.. Is is possible to add combat feats or others to armor like the Training Enchantment for weapons?


Hey guys... I bet this question has been done before but I am kind of dense so I have a question..

Arcane Pool- Swift action gives a +1 to the weapon you are holding. But here is my question. Can i use multiple points to add multiple effects to the weapon at a time?

example: You are lvl 3 and have a 20 int. you are about to fight a cr 4 thing and your healer is down. you are holding a a mw scimitar and you use your arcane pool
(swift action) to add +1 and keen to your weapon. then you use your standard action to use your pool again to use pool strike and add fire damage toy your attack.

is that legal?


Hey there everyone! Ok... I want to be a DM for hire. So What I plan to do is purchase the new one shots like Sundered Waves for pathfinder second edition and then remaster them to follow the new rules and verbiage of the remaster. I've already tried a test run of the campaign and I've received glowing reviews from my friends and new players about my support for those new players and how I ran the game. Some of the feedback I seem to get is more visual aids like props for the players to understand some of the puzzles. (if you have ran this you'll know what I am talking about.)

In this economy I do not have the fundage to just grab myself a 3D printer so i can start inviting people to play for money. I am looking for STL files for the props I am looking for or someone to help me (either for free or a price) come up with the STL files as I possibly have a friend willing to print off the actual pieces. If you want to help please let me know.

Once I have all the pieces I kind of want to run a session to show case the pieces and to show how the players use them to solve the puzzles. Keep in mind I have no idea how to get that off the ground either but I want to try.


Hey all.

OK, I am GMing for a pathfinder game and our crew wants to start a merc guild. This is fine and I am all for it. The problem is, that I have no clue what is needed to start, run, and maintain a guild. I understand the rules of the game and will be using Downtime from Ultimate Campaign, and my own homebrew Combined Leadership rule, as no one took leadership lol. So fellow nerds I turn to you.

1) What is needed to start a guild?

2) What is the structure of a guild?

3) Are there fees to join?

3) Are there monthly fees?

4) What do these fees cover in terms of the guild?

5) How do the players get a cut from jobs done?

6) How do "secret menus" work?

7) What checks do I have make behind the scenes to ensure smooth game play once everything is set?

This guild will be a merc guild so I understand it will be doing any job they can get for a while before they can build a name for themselves.


Hey guys!!

Ok I have an NPC that doesnt need to sleep. They are a crafter looking at repairing homes and building an INN. Now normally the working day is 8 hours long. Now hear is my question because i am math dumb... If a building takes 16 days to build and you work 8 hours a day, how long would it take if he worked 24/7 at a steady pace uninterrupted? He also has the Endurance Feat lol


hey all! ok so i have a stupid question... when crafting and adding bonuses to reduce costs or time whats the order in which i add them. I know i dont add them all at once because then it would be super OP. So what is the order in which i add these bonuses?

traits+feats+class features or any other order?


Hey all. I have questions abut the rules about adding vampire to an enemy. When it comes to wording a little perspective is all i need thanks.

You can turn an existing living creature into a vampire using the following steps.

Increase the creature's level by 1 and change its statistics as follows.
It gains the undead and vampire traits, and usually becomes evil.
Increase AC, attack bonuses, DCs, saving throws, and skill modifiers by 1.
Increase damage with Strikes and other offensive abilities by 1. If an ability can be used only a small number of times (such as a dragon's breath weapon), increase the damage by 2 instead.
Reduce HP by the amount listed on the table.
The vampire gains fast healing and resistance to physical damage (except silver) as indicated in the table. These abilities are the reason the vampire has less HP.

Now when for the damage increasing by 1 does it mean 1 step or literally just adding 1 to the damage counter? EG I make a 8 lvl swashbuckler and he is using a rapier does it go from d6s to d8s or does it go to 1d6+1?


Hey all... It's been a while on here. Hope everyone's been cool especially WoC crapping the bed lol. Anyways to the meat of why I'm here... My partner and I are trying to come up with a campaign setting and new planet for the pathfinder rule set. That means new races, new gods, new lore, and fancy new rules for magic. The magic part is why i am here.
First off let me say that magic in our world is VERY tangible. You can touch and even taste the stuff that allows casters to function. This what I am trying to build. It would come in multiple states like liquid, solid and gas. The gas is really easy to explain as it allows casters to cast spells. it's the other states that I am struggling with as we want this world to feel like will can accomplish anything and I am struggling with making it FEEL like that. Right now I have a rough draft of a magical material and what it does. Could you guys look at it and tell me what you guys think?

Incantum Stone:
Value varies.
1)Focus. The item can be used as a focus to enhance the Caster Level of the spell being cast to overcome Spell Resistance. The user can gain a +1 circumstance bonus to Caster level checks if the item is over 500g, +2 at 2000gp, +3 at 4500gp, +4 at 8000gp, and +5 at 12500gp. The value of the does not decrease when casting spells in this way.

2) Can be used to cast a spell or spell like effect to accomplish a goal or task. You do not have to be spellcaster in order to use this effect. A user you need to pass a UMD DC equal to 5x2(Spell level). However this effect reduces the cost of the stone equal to: 75gp × HD of user × Spell level. The spell effect is up to GM discretion depending on the UMD check.

3)Spell components. You can use the item in pace of expensive spell components. When used in this way the stone would slowly shrink in size and value. This can take away from the other uses of the stone. Example: you want to cast resurrection and need the 10000gp in diamonds. And you have a 15000gp rock. The value of the rock would now be 5000. You would be able cast less spells, your bonus to dcs goes down from +2 to +1 and the amount of attuned spells you can cast is greatly reduced.

Lastly the stone can be used to boost the abilities of the user. For a very short while the user can get a massive Boon in physical abilities. For 1 minute the user gains:

+2 HD

+1 TO ALL SAVES

+2 TO ATTACK BONUS

+1 SPELL SLOT TO HIGHEST SPELL LEVEL "KNOWN" (IF YOU HAVE SPELLS)

+1 SPELL SLOT TO SECOND HIGHEST SPELL LEVEL "KNOWN" (IF YOU HAVE SPELLS)

+1D6 SNEAK ATTACK (IF YOU HAVE SNEAK)

+2 TO POINT POOLS/ USES PER DAY (ARCANA OR LAY ON HANDS)

+2 TO SP ROUNDS PER DAY (BARDIC OR RAGE)

ALSO YOU WILL GET A +30FT ENHANMENT TO LAND SPEED FOR THE FIRST ROUND.

This effect reduces the cost of the stone by 2500gp. When using this effect, the time it takes to channel your will changes. If you are healthy it will take a full round action, if grazed it will take standard action, if wounded it would take a move action, if in critical condition it would take a swift action. Also, if you use the stone while you are injured you will heal the 2HD. While at full health the 2HD will be provided as temporary hit points. You can only use this effect in 1 minute increments.

If your stone is worth more than 1000gp and you try to use any of these effects and it brings the cost of the below any of these thresholds, those effects will not work.


Hey guys... I was perusing the pfsrd website and I came across the Artificer class.

https://www.d20pfsrd.com/classes/3rd-party-classes/adamant-entertainment/Ar tificer/#TOC-Salvage

I also found https://sites.google.com/site/eberronpathfinder/Home?authuser=0

for those of you into the Eberron world like I am. They also had their own conversion of the old 3.5 Artificer made for the setting.

Well... When I was looking at these 2 classes I found this I liked and didn't like and I tried to make my own version of it. I'm just wondering if it seems balanced to everyone. Here is my version of the class:

Artificer

1: Elbow Grease, Infusions, Artificer Knowledge, Scribe Scroll

2: Bonus Feat, Rugged Craftsman

3: Craft Wonderous Item

4: Brew Potion

5: Craft Magic Arms and Armor, Retain Essense

6: Elbow Grease increase

7: Metamagic Science

8: Craft Wand

9: Forge Ring

10: Bonus Feat, Elbow Grease increase

11: Craft Rod

12: Craft Staff

13: Improved Metamagic Science

14: Bonus Feat

15: Jack of all trades

16: Skill Mastery

17: Master Smith

18: Bonus Feat

19: Exceptional Artisan

20: Extraordinary Artisan

Starting Wealth: 3d6 x 10 gp (average 105gp)

Class Skills:

The artificer’s class skills are Appraise (Int), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Escape Artist (Dex), Knowledge (arcana) (Int), Knowledge (engineering) (Int), Perception (Wis), Linguistics (Int), Spellcraft (Int) and Use Magic Device (Cha).

Skill Ranks per Level: 4 + Int modifier.

Hit Dice: d8

BAB: Medium

Saves: Good Fort and Will, and Poor Reflex

Weapon and Armor Proficiency:

Artificers are proficient with all simple weapons, all crossbows, with light and medium armor, and with shields (except tower shields). If the campaign allows for firearms or siege weapons, artificers also also proficient in these weapons as well.

Infusions:

An artificer casts infusions, which are like spells but are neither arcane nor divine. Like spells, artificers have a limited number of infusions per day, based on their level. Similar to other spellcasters, artificers get additional infusions per day based on their Intelligence attribute and regain their infusions per day after a normal 8 hours of rest and 15 minutes of concentration. Like sorcerers and bards, artificers can cast any infusion he knows without preparing them ahead of time, classifying him as a spontaneous spellcaster. However, given how limited his selection is, he automatically knows all infusions on the infusion list of any level he is capable of casting. Should an artificer encounter some rare or ancient infusion that does not appear on the normal infusion list, he can learn it by studying it for 8 hours and making a Spellcraft check with a DC equal to 20 + the infusion level. However, this is specifically not intended for artificers to reverse engineer normal spells to become infusions.

Infusions, like spells, are subject to concentration checks, using the same DCs as normal spellcaster and using his Intelligence modifier to the concentration check. Likewise, infusions have components (verbal, somatic and material) which must be met when casting an infusion. However, the somatic components are simple enough that artificers do not suffer spell chance failure from light or medium armor or from any shield, except tower shields. While rare, infusions that have saving throws have their DC equal to 10 + the infusion level + the artificer's Intelligence modifier. Infusions can be modified by metamagic feats spontaneously with the same alteration to the casting time as sorcerers. Like spells, infusions are identified using Spellcraft checks with same DCs.

Where infusions differ from spells is that no infusion qualifies for spells when making magical items or activating items, even if they are functionally similar when cast. For example, even though Light appears as both a spell and an infusion, the artificer does not have Light for the purposes of making magical items or activating a wand of Light.

Cantrips:

An artificer automatically knows all 0-level infusions that appear on the infusion list, but unlike normal infusions, they do not require spell slots and can all be used repeatedly. In all other aspects, they act as normal infusions.

Artificer's Knowledge:

Unlike normal spellcasters, artificers count as both casters and manifesters for the purposes of creating magical and psionic items. Likewise, they can create spell trigger, spell completion, power trigger and power completion items without having the ability to cast the necessary spells or manifest the necessary powers. They still need the necessary item creation feats, but the artificer can continue the item creation process with only a working knowledge of each spell or power needed. When an artificer puts their first rank into Knowledge: Arcana, they are considered to have a working knowledge of all 0th arcane spells from any arcane spell list. The same is also true for Knowledge: Religion and 0th divine spells from any divine spell list and Knowledge: Psionics and 0th level psionic powers from any power list. For each additional two ranks placed into a given skill, the working knowledge of the associated spell or power list increases by one level, to a maximum of 9th level spells or powers at 19 ranks.

When determining the spell or power level of a spell or power that appears on multiple lists, search the spells and powers list that have the full 9 levels of spells or powers first (i.e. sorcerer / wizard, cleric / oracle, druid, witch and psion / wilder). If the desired effect is on one or more of those lists, the artificer has the choice of which list to take it from, notating the spell or power level and, in the case of spells, whether it is arcane or divine. If, and only if, the desired effect is not located on any of those lists, check the spells and powers lists that only have 6 levels of spells or powers (i.e. bard, summoner, inquisitor psychic warrior, etc). If the desired effect is on one or more of those lists, the artificer has the same choice. If, and only if, the desired effect is not located on any of those lists, check the spells and powers lists that only have 4 levels of spells or powers (i.e. paladin, ranger, etc). If the desired effect is one or more of those lists, the artificer has the same choice. If, and only if, the desired effect is not on any of the above lists examined, then the artificer is free to duplicate from whatever spell or power list remaining. The choice of exactly which list the spell or power is taken from will determine the spell or power level mimicked and, in the case of spells, whether or not the effect is arcane or divine.

If an artificer needs a spell or power that he does not have a working knowledge of, he can still duplicate it with a successful Use Magic Device check with a DC equal to 20 + twice the spell or power level. Other item creation requirements can also be substituted as well, with the exception of the caster or manifester level. The artificer makes another Use Magic Device check, with the same DC as what is needed to emulate the needed class features, ability scores, race or alignments. Only one check per requirement is allowed.

All other aspects of item creation remain following the same rules for item creation (feats required, time, cost, etc). The artificer uses his caster level as either the caster level or manifester level for comparing to the item's requirements. After all Use Magic Device checks have been made, the normal Spellcraft check to actually create the magical or psionic item still needs to be made to see if the item is successfully created. If a spell or power is required for the item creation (like that for scrolls, wands, dorjes, etc) and it is not successfully emulated, the entire item creation process (time and construction cost) is wasted.

Thus, attempting to create a Minotaur Belt (a Wondrous Item with a CL of 4, requiring Bull's Strength and Feather Step) has a normal Spellcraft or Craft DC: 19 for someone that did not met either spell prerequisites. However, an artificer that does not have a working knowledge of either spell can make two UMD checks (first for Bull's Strength at a DC of 24, second for Feather Step at a DC of 22) to lower the final Spellcraft or Craft DC to just 9.

Elbow Grease:

The artificer gains a +2 bonus to all Craft checks. This bonus raises to +4 at 6th level, and +6 at 10th level.

Bonus Feats:

As an artificer progresses in level, he gains item creation feats as bonus feats. He does not need to qualify for the specified feats listed, but does for any bonus feat he gets to choose.

In addition to these specific feats, at 2nd level and every 4 levels thereafter, artificers gain an additional bonus feat chosen from the following list: any metamagic feat, any item creation feat not already listed (like Craft Construct), Attune Magic Weapon, Extra Ingenuity, Extra Rings, and Wand Mastery or any Combat Feat which he qualifies for.

Rugged Craftsman:

At 2nd level, when an artificer is crafting magical items while adventuring on in a dangerous environment, he gains the full benefit of 4 hours per day, rather than the normal 2 hours of work for 4 hours of effort. The amount of gold piece value achieved per hour is still based on the normal 8 hours per day and divided normally. The artificer can also create multiple magical items in single day, provided that the total gold piece value is still within his gold piece limit per day for enchanting.

Retain Essence:

At 5th level, an artificer gains the ability to salvage the gold piece value from an enchanted item for the sole purpose to create a new enchanted item or further enchant an existing magical or psionic item. In this sense, 'magical' and 'psionic' are interchangeable. The artificer must spend 8 consecutive hours with the item and he must also have all of the necessary item creation feats to create the item he is salvaging. After the 8 hours, the item, including the mundane item the enchanted was original placed on, is destroyed and the artificer now has a collection of reagents with a gold piece value of the construction cost of the enchanted item, which is usually one half the base price of the magical item. See the specific magical item for any unusual requirements in its creation.

This collection of reagents weighs one quarter of the original item and can be used by anyone that has the necessary item creation feats from the original magical or psionic item. These reagents never include talismanic components, like dragonshards or any part that is unique to a specific magical item.

For example, if an artificer with the Craft Wondrous Item feat recovers a Handy Haversack that he needs to convert, he spends 8 hours with the item to break down the item and recovers 1,000 gp worth reagents (the construction cost to make the item in the first place). Those reagents can then be used toward the cost of making any magical item, provided that whomever is making the item has the Craft Wondrous Item feat in addition whatever feats needed for the new item.

Attempting to salvage a cursed magical item can be done, but if the item is not identified as cursed before being salvaged, the artificer must make a Will save with a DC of 10 + the item's caster level or suffer a drawback (as per Corebook, pg. 538) and the cursed item is remains intact. If the cursed item is a specific cursed item, failing the initial Will save also means the artificer is wielding or wearing the cursed item, replacing whatever he might have been wielding or wearing at the time.

Magical items with Hit Dice can be salvaged using this class feature, but the item must be controlled by the artificer for the entire 8 hours, otherwise the item will automatically attack the artificer. Also, if the item is less than full hit points, the amount salvaged is less than it would normally be. If the item's hit points are less than full but more than its Hit Dice, the artificer can salvage 2/3 of the construction cost to make the magical item, rounded down. If the item has equal or less hit points than Hit Dice, but has at least 1 hit point, it can be salvaged for 1/2 of the construction cost to make the magical item. A magical item that is destroyed (either by conditions or 0 hit points) cannot be salvaged. Likewise, if destroying the item would be dangerous, like an Elemental Bound item, the artificer must deal with that situation at a randomly determined time during that process. Any combat that arises from a salvage attempt assumes that the artificer starts the first round of combat prone, but not surprised.

Artifacts (both major and minor), as well as magical items that do not have gold piece value, like living constructs, cannot be salvaged.

Metamagic Science:

At 7th level, an artificer gains the ability to apply a metamagic feat he knows to a spell trigger item (such as a wand). He must have the appropriate item creation feat for the spell trigger item he is using. Using this ability expends additional charges from the item equal to the number of effective spell levels the metamagic feat would add to a spell.

Improved Metamagic Science:

At 13th level, an artificer gains the ability to apply a metamagic feat he knows to a spell completion item (a scroll, for example). He must have the appropriate item creation feat for the spell completion item he is using. The DC for the Use Magic Device check is equal to 20 + (3 times the modified level of the spell).

Jack of All Trades:

At 15th level, the artificer has picked up a smattering of even the most obscure skills. They may use any skill untrained aside from Knowledge skills.

Skill Mastery:

At 16th level, an artificer can take 10 when making Spellcraft or Use Magic Device checks, even if stress and distractions would normally prevent him from doing so. This ability circumvents the normal rule that a character may not take 10 on a Use Magic Device check.

Master Smith:

At 17th level an artificer is truely a master at his art. When he wants to craft an item, an artificer uses 1/10gp value of armor, shields and weapons to determine how much time it takes to craft mundane items, and he requires only half the normal amount of time to enchant magical arms and armor.

Exceptional Artisan:

When determining the time you need to craft any magical item, reduce the final base time by 25%, rounding up to the nearest whole hour. This discount does not stack with any other discount to construction time, but does work with improvement in GP per day rates. Thus, if you normally craft wondrous items at 1,300 gp per day and you are making an item that has a purchase price of 5,200 gp, this feat will allow you to craft the item in three days, instead of four days normally.

Extraordinary Artisan:

When determining the construction cost you need to craft any magical item, reduce the final base price by 25%, rounding up to the nearest whole gold piece. This reduction does not apply to any special component cost of the item. Use the original base price when determining the time needed to create the magical item. This discount does not stack with any other reduction in construction cost.

So let me know what you guys think!! I also grabbed some inspiration from the Soul Forger magus archetype!!


Hey all i was just perused through the rules for modifying monsters (new to the edition) and i just want to know if it's possible to add class levels to a monster to up it's power? or how easy it would be if it is possible?


Hey Everyone...

Ok I am in a gestalt evil game and I am playing a dhampir necromancer. The whole point of the game is to try and take over the world. We are currently lvl 6 in the shackles and trying to lay low and work towards getting a ship of our own so we can go where ever we want. I am trying to plan long term and will be taking Vile/Undead Leadership at lvl 7. Now what I am looking for is someone that can take over command of a bunch of undead if i go down and maybe someone that can make stuff... i have a part 2 of the question coming up. the only thing i dont want is for my minion to be a better necro than me. i am a wizard/dread necro (i can provide link to show the class)
So i guess my requirements are:
-Not as adept as me in undead control
-Able to craft things (possibly golems)
-Try to keep it paizo only.. gm doesnt like 3rd party


hey guys. i have a question. for one of my players i want to build an unorthodox spellbook. they want it to be a bracer where they can store their spells magically. eventually my players will gain mythic and this item will be an artifact. So i want to build this item so i know how much character wealth to take away from the player.

I am thinking a bracer made of ??? and i want it to be able to store spells as a spellbook, and if used with say a bracer of armor the bonus will work.

Does that make sense?


Hey guys it's me again!! OK this question is about Mythic Abilities and how they work and how they work with each other.

The ability in question is:

Perfect Strike (Ex):You can expend one use of mythic power as a standard action to deliver a perfect strike. A perfect strike attack is made using your full base attack bonus. If the attack hits, it deals double the normal amount of damage, and this damage bypasses all damage reduction and hardness. If the perfect strike is a critical hit, increase the critical multiplier for the attack by 1 (so a ×2 weapon deals ×3 damage). Damage that isn't multiplied on a critical hit isn't multiplied on a perfect strike. Perfect strike can be used in conjunction with any champion's strike if you expend uses of mythic power for each ability separately.
Now for the question. If I crit, is the damage doubled and crit? Or is it one or the other?
Now here is the follow up situation. Add in:

Foe-Biting: When this item deals damage, its user can use mythic power to double the total amount of damage it deals. If the attack is a normal attack, the bearer can expend one use of legendary power to double the total amount of damage. If the attack is a confirmed critical hit, the bearer must instead expend two uses of legendary power to double the total damage. Damage from weapon special abilities (such as flaming) and precision-based damage are also doubled.

Now... how would the math go for a regular hit and a crit?


Hi. I am going to be playing in a high lvl game and I have questions about stacking abilities and feats that would heighten a weapons critical multiplier. 1: do they stack?

If they do stack I can get a katana to have a range of 15-20 x5 at lvl 20 (with mythic)


Hey all. So I love gestalt games. I think they allow characters a whole level of customization that normally wouldn't be possible. However in my most recent rise in a game. I am finding the action economy for gestalt characters to be a little shallow...
So I am looking for an opinion. What would you the masses think about gestalting actions as well between the classes.
Now every character still gets the different types of actions: full round, standard, move, swift/immediate. But in the case of mixing to classes together at the same time, you could have 2 class features that use up a swift action that you want to take advantage of. For example you are a Inquisitor/Warpriest, and you want to activate your judgement and your sacred weapon ability. Normally that would take 2 rounds of swift actions which for some big fights you wouldn't have time to do in a major fight. So instead you could activate both abilities in the same swift action.

Would that be too powerful or would that just simplify everything?


Hey all. I am thinking of setting up a game where the main bad guy is Great Cthulhu. The basis of the whole game is that the New gods and old gods battle in the heavens over the material plane. and on a worldly scale the gods pick champions to fight their agents on their home worlds.
Now this group is going to be relatively small due to the size of my friends pool, and possible interested players in my area and covid lockdown. So my idea is get Golorion's mightiest heroes together and get them to fight the forces or chaos and madness...
however i want to inject an evil DMPC into the mix that will function as possible light support and quest giver to lead the party in the right direction and towards their doom at the same time.
How would you play a character that devotes his life to the Sleeper, who is insane, and knowingly helps/sabotages a party at the same time?? How rational would his thought process be? How would he hide his intensions if probed by magic??


hey all! how many class lvls can a skeletal champion have to to be appropraite for a lvl 7 pc with leadership??


Hey guys!! first thing... i dont play summoners. I have an idea for a real cool Big Bad and i wanted advice on how to set up his companion.

https://www.d20pfsrd.com/bestiary/monster-listings/undead/nightshade/nightw ing/

I was planning on modeling his edolion after the nightwing nightshade for reasons. now how would you build it keeping to most of the orginal abilities as possible.

Note: Use everything you can to build it and dont worry about evolution points. if you need more than the base amount from the class, let me know how many times you had to add evolution points.

thank you for the help i will credit you in my campaign.


Hey Hivemind!! I am about to run a OP gestalt game and it will be heavy undead, monster, and demon/devil enemies. I am trying to create a template that I can add to most undead to make them more difficult.

+12 Strength and Dexterity, +6 hit points per HD
+4 Channel Resistance
+1d6 cold damage
+2 Natural Armor
+10ft Enhancement to all speeds
Explodes for 1d6 negative energy per 2 HD

I just want to know what kind of increase to CR this would do to any undead.


Hey guys! Long time no see!
Ok I am in an evil campaign and my GM in her good graces let me use a fan made conversion of the Dread Necromancer from 3.5 Heroes of Horror.

https://paizo.com/threads/rzs2p1g3?Pathfinder-Dread-Necromancer

First off... What are your thoughts on this class?? There are thoughts after the original post about giving it a better BAB because of the HD and I want to know if you think maybe giving it the d6 HD and giving the class more skills points instead. The post hasn't been looked at since 2013 and want a new look at it. I'm just looking at the class itself and not the new spells proposed.

Second.. I have a vision about giving this class a primarily Divine spells dirived from the Cleric/Oracle spell list. The reason I am thinking this is because in 1E the Dread would almost be called an Oracle archetype. Especially with the ability to Channel Energy later on. I don't want to turn it into an archetype but.. what I want help with is the spell list. I want to see what it would look like with an all divine spell list (except for the fast learning :P)

Thanks for reading and let me know!


Ok i am a GM and running skulls and shackles and i gotta know... do the NPCS in the Adventure Path lvl on their own or do i have to keep track of their XP?


Hello everyone i am playing and iajutsu adept in a game. And i know we are going to go mythic at one point. I have a question about mixing a class feature of mine with a mythic ability.

Iajustsu Focus (Ex): At second level, an adept master whose katana is sheathed can focus her will in preparation for battle, adding her Charisma modifier to her initiative check, or when she is observing an opponent to evaluate a creature's martial training as if using the MEASURE FOE feat, with a bonus equal to half her class level on Sense Motive.

She may also use this ability when she draws her weapon and attacks with it in the next action, allowing her to attempt a DC 10 charisma check, adding her class level as a bonus. A successful check deals 1d6 points of additional damage, plus an addition 1d6 for every 5 points she beats the DC. This damage is considered precision damage and can't be multiplied on a critical hit.
She can use this ability 3/day and plus 1 additional for every 4 levels.

Next is the Mythic ability in question.

Display of Charisma (Su): As a free action, you can expend one use of mythic power to attempt a feat of Charisma, gaining a +20 circumstance bonus on one Charisma-based skill check or Charisma ability check.

Now can i use Display of Charisma to augment my precision damage? It is a charisma based check. My GM said to ask here.


Ok i have an interesting question. When a powerful demon is defeated on the material plane, it is banished and cant come back for 100 years. Now does that mean they are locked in the abyss for that 100 years or can they travel to other planes besides the material?


Ok guys i have a big idea for a campaign and i am starting to write it all out, and i want to know something. Demon Lords have certain traits as of Beastiary 4. Now if i were to take those traits and add them to an ordinary demon, what would the CR adjustment be?

Eg. With traits listed for proper help.

A demon lord can grant spells to its worshipers as if it were a deity. A demon lord’s domains are Chaos, Evil, and two other domains relevant to its theme and interests. Like a deity, a demon lord has a favored weapon.

A demon lord’s natural weapons, as well as any weapons it wields, are treated as chaotic, epic, and evil for the purpose of overcoming damage reduction.

Abyssal Resurrection (Ex) A demon lord rules an Abyssal realm, a vast world that not only serves as its home but provides it with power. If a demon lord is slain, its body rapidly melts into corruption (leaving behind any gear it held or carried), its soul returns to a hidden location within its realm, and it is immediately restored to life (as true resurrection) at that location. Once this occurs, a demon lord can’t use this ability again until a full year has passed. A demon lord realizes it is vulnerable during this time and usually doesn’t risk further battles for the remainder of that year, relying on the defenses of its realm and its legions of minions to protect it. A demon lord that is slain again during this year or is killed by unusual methods (such as by a true deity or an artifact created for this purpose) is slain forever—its remains appearing somewhere deep in the Abyss among other dead demon lords from the ages. A demon lord who does not control a domain does not gain this ability.

Frightful Presence (Su) A demon lord can activate its frightful presence as a free action as part of any attack, spell-like ability, special attack, or by speaking aloud.

Immunity to ability damage, ability drain, charm effects, compulsion effects, death effects, energy drain, and petrification.

Regeneration (Ex) Only epic and good damage, or damage from a creature of equal or greater power (such as an archdevil, deity, demon lord, or protean lord) interrupts a demon lord’s regeneration.

Resistance to acid 30, cold 30, and fire 30.

Summon Demons (Sp) Three times per day as a swift action, a demon lord can summon any demon or combination of demons whose total combined CR is 20 or lower. This otherwise works like the summon universal monster rule with a 100% chance of success, and counts as a 9th-level spell effect.

Telepathy 300 feet.

Now add that to a Succubus. What CR would this demon be?


Ok everyone i am the gm for skulls and shackles. And one of my players is wanting to play a wizard. The archetype that he picked is interesting but i have questions.

So this normal:
Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be wielded. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.

But this is the archetype:
Bonded Book (Sp): A Poleiheira adherent forms a bond with a spellbook. This bonded book becomes intrinsically tied to a Poleiheira adherent’s conscious and subconscious mind. The book always opens to the right page, and she can record any number of spells and other information in her bonded book—when she turns pages, more blank pages appear. Other wizards find it difficult to read the book, which displays information in a seemingly random order: the DC of all Spellcraft checks to copy or prepare spells from the book increases by 10.

Each time a Poleiheira adherent attains a new wizard level, she gains four spells (rather than two) to add to the bonded book. The cost and time requirement for writing a new spell into the book are halved. The time to prepare spells is reduced to one third (20 minutes to prepare all spells, and 5 minutes to prepare up to one quarter of her spells). Once per day while holding the book in one hand, she can use it to cast any one spell she has written in the bonded book, even if the spell is not prepared.

A Poleiheira adherent can replace a lost or destroyed bonded book in the same manner as a bonded item. The new bonded book retains a number of spells per spell level equal to the Poleiheira adherent’s Intelligence modifier from the previous bonded book, as well as all the mundane information that was recorded in the previous bonded book. If a Poleiheira adherent replaces her bonded book or dies, the previous book reverts to an ordinary blank spellbook.

This replaces arcane bond.

Now here is my question. Do you guys think it would still function like a bonded object? Or does this mean that the wizard can cast spells without the book on his person?


Ok i know there has this kind of post before but i want to ask weirder questions with this spell.

1) What happens to a person wearing non magical armor and the armor gets shrunk on him? I was thinking about plate mail specifically.

2) What happens when a building gets shrunk with people still inside??

3) Does a corpse count as items for the purpose of the spell?


Ok guys i need your help calculating CR for a monster i am trying to make.
I will list all the things that will go into the monster.
Succubus
Demon lord Trairs
https://aonprd.com/UMR.aspx?ItemName=Demon%20Lord%20Traits
10 mythic Tiers
Magus and antipaladin gestalt level 20
Nightmare cauchamur mount
A minor artifact falchion that can stop regeneration.

This lady will be the end boss to a campaign i am building.


Hey guys. I am playing in an evil campaign trying to take over the world so we as players are allowed to go over the top a bit so i have a few questions.
I kind of want to turn my character into a vampire, however we are in the middle of the shackles. So i know how to get around the sunlight problem, but the main problem i am having is the vulnerability to running water. So what would happen if i had an item that gave me a swim speed? Would that cancel that out?


Hello everyone! So long story short.. i want to take over the world... gm says its ok but i need help i want to convert the Master of Shrouds prestige class from the Libris Mortis for my eventual cohort.

If any of you have watched or read One Piece she will be my Perona and I will be Moria from the ship Thriller Bark.


Hello everyone! Ok i have looked everywhere and I need help understanding something.
Lets say for argument's sake that I have 100 level 1 followers due to leadership.
Now assume i am epic levels and mythic for more arguement's sake lol
Here is where the question starts.

100 followers
Alternate Capstone: Boss Minons ×10
Epic Feat: Legendary Comander minions ×10

Magic Item:Suzerain Scepter minions ×2
Magic Item:Ring of the Ecclesiarch ×2

Mythic Class feature: Crusader ×2

Now how does that math work?
Please explain the method if you can. I have looked through the RAW with no luck.


Hello everyone. I am playing in an evil gestalt game, and i am playing a dhampir wizard/dread necromancer. So i will have a literal ton of undead soldiers, so i need help understanding the templates associated with making undead, as I am trying to be smart with the undead that I have around. I would like to stick to using skeletons as they don't rot and stink and potentially carry diseases aboard ships. (Also easier to pack).

I am looking for ways to get long range (archers) to stay with me and protect me.
Big melee monsters to go attack my enemies.

I kind of understand how it works but i need a refresher and maybe some advise. Please help out thanks.


Anyone know of a good digital sheet to gestalt on?


Hey guys! Ok our GM is allowing us to gestalt and she might be open to homebrew classes. So one of our players found a dragoon class for pathfinder and we know it is NOT balanced at all even for a regular game. So my GM has tasked me to get your help with balancing this class because she is a huge final fantasy fan and wants to see her players happy.

http://www.finalfantasyd20.com/classes/core-classes/dragoon/

The thing we know that isnt balanced is the limit break. And maybe a few other things! Could you guys help us out???


So guys here is my predicament. Our GM in her infinite wisdom and awesomeness has allowed us to gestalt our characters. I am currently playing lvl 5 dhampir cruoromancer, and i currently can control 5HD of undead per caster level plus the control undead feat. Now i have picked the occultist and want to go for the necroccultist archetype to continue with the favor. However i have questions about the resonating power from the Necromancy implement school.
1) How many mental focus points can i use to max out the implement so i can get the most undead (trying to build the biggest army to take over the world)
2) How much undead can i control while doing this?


Ok so first off when i say unkillable i mean "seamingly unkillable". I have an idea for a campaign setting using old characters from a ridiculously high level gestalt 3.5 game i was running, and basically i want to make those characters into the bad guys of the campaign.
We have a ghost bard/sorcerer, human dread necromancer/no idea what to gestalt, a succubus magus/same issue, a vampire rogue/something(archer), and a drow shadowdancer.

Here is what i need help with. The succubus was originally a paladin of slaughter/hexblade. With that she had a nightmare cauchemar mount. What classes and feats would give me this mount legit?


What check do you need to brew coffee and it's different types. I have a person in my party who wants to be an alchemist, but also wants to do a few other things...


Hey guys! So in my newest game I want to play around with charging. And i know there a few magical items and weapon enchantments that help with it but what i mainly want to figure out is how to really use Belt of Thunderous Charging.

So i am a Katana wielder, and I have the feat Daisho Expertise that increase the damage dice of katanas by 1. Then I just enchanted Impact on it, and we also found a belt of thunderous charging as well in the hoard that is likely going to make it to me. And now i need help with the math.

My katana damage was 1d8
Daisho Expertise 1d10
Impact=?
Impact with the belt=?
Impact+belt+Enlarge person=?


Ok guys. I know this topic has already been beaten down so many times but i still have questions.

"Whenever you use Vital Strike, Improved Vital Strike, or Greater Vital Strike, multiply the Strength bonus, magic bonus, and other bonuses that would normally be multiplied on a critical hit by the number of weapon damage dice you roll for that feat."

This is for only when you critically hit your enemy. Now my question is this: Is this math done before or after, your original Criical multiplier?

Eg. Fighter with 21 Str with a +5 bastard sword and all the Vitals..

2(1d10+10) would be his normal critical damage. With all Vital Strikes and Mythic Vital Strike what would that look like?
2(1d10+40)+3d10??


Ok guys. I know this topic has already been beaten down so many times but i still have questions.

"Whenever you use Vital Strike, Improved Vital Strike, or Greater Vital Strike, multiply the Strength bonus, magic bonus, and other bonuses that would normally be multiplied on a critical hit by the number of weapon damage dice you roll for that feat."

This is for only when you critically hit your enemy. Now my question is this: Is this math done before or after, your original Criical multiplier?

Eg. Fighter with 21 Str with a +5 bastard sword and all the Vitals..

2(1d10+11) would be his normal critical damage. With all Vital Strikes and Mythic Vital Strike what would that look like?
2(1d10+44)+3d10??


Hey guys long time no see! I am co-GMing a super high powered game with my girlfriend and she is putting me in charge of gear and designing artifacts. I have a good basis of the weapons, but i have some questions about getting to the final product.
Here is the basic item:
Starts at +1.
Gives mythic 1 mythic tier
Gets legendary bond
Funtions like a rod absortion except:
1)Only absorbs like element.
2)Can use absorbed energy damage up to a max of 12 damage per HD.
Gives Elemental Arcane School
(Gives Forsight and Hand of the Apprentice ability for the knife associated with mind.)

Now here is where the questions come in. By the end of lvl 20 this artifact will bestow 10 mythic tiers (starts off with 1) and be a +5 weapon, with another +5 worth of special abilities. I want to have a progression that covers all of that for the players and is still customizable. How would i do this?


Hey guys long time no see! I am co-GMing a super high powered game with my girlfriend and she is putting me in charge of gear and designing artifacts. I have a good basis of the weapons, but i have some questions about getting to the final product.
Here is the basic item:
Starts at +1.
Gives mythic 1 mythic tier
Gets legendary bond
Funtions like a rod absortion except:
1)Only absorbs like element.
2)Can use absorbed energy damage up to a max of 12 damage per HD.
Gives Elemental Arcane School
(Gives Forsight and Hand of the Apprentice ability for the knife associated with mind.)

Now here is where the questions come in. By the end of lvl 20 this artifact will bestow 10 mythic tiers (starts off with 1) and be a +5 weapon, with another +5 worth of special abilities. I want to have a progression that covers all of that for the players and is still customizable. How would i do this?


Hey guys i am an aspiring necromancer and i have questions about Necrocrafts.

In the entry it says: The creator can’t create a necrocraft with more Hit Dice than her caster level.

Now my question is, does this contribute to the HD per caster level?


1 person marked this as a favorite.

Hey guys. So i am trying make a bad guy, just for the sake of doing it. And i am playing around with the leadership feat and the Kingdom building system in the Ultimate Campaigns book. I've also pulled from the Mythic system and the 3.5 epic rules system to see how ridiculous i could go, and no i need help help with the math lol

So for a lvl 30 mythic dread lich, without any help from magic items, feats or class features, his orginal leadership score is 43. Now here is where the real fun begins mwahaha!
Feats:
Vile Leadership
Epic Leadership
Legendary Commander= followers*10
Mythic Leadership= +10 score
Dynasty Founder= +3 score
Dual Path
Extra Path Ability= Crusader
Traits:
Natural born leader= +1 score
Class features:
Crusader= +10score and double followers
Items:
Ring of the Ecclesiarch= double followers
Suzerain Scepter= double followers
Imperial Army Greathelm= +3 score
Modifiers:
Ruthless= +2
Rewards loyalty= +1
Possesses special power (wizard)= +1
Gained power by eliminating a superior= +1
Has a stronghold=+2
Total score= 87

Nowhere is where the help comes in.
With that kind of score how do i come up with the number of level 1 followers using all the items, and feats, and the Crusader mythic class feature together?
Using epic leadership and the final score you start with 4700 lvl 1 minions


Hey guys! So I am trying my best to come up with a good necromancer prestige class that gives a little more punch than anything that is out there right now. So i have a work in progress and i am looking for some criticism and feedback. This is actually for my big bad guy but how balanced would this be if a player were to try it?

Ultimate Necromancer 10 level prestige

Class Details

Progression:
Attack Bonus: Sorcerer
Saves: Sorcerer

Hit Die: d8
Requirements: To become an Ultimate Necromancer, a character must fulfill all of the following criteria.
Alignment: Any Evil
Skills: Knowledge (arcana) 10 ranks, Knowledge (religion) 10 ranks.
Spells: Must be able to cast animate dead.

Class Skills
The Ultimate Necromancer’s class skills (and the key abilities for each skill) are Bluff (Cha), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Linguistics (Int), Spellcraft (Int), Use Magic Device (Cha).

Skill Points at Each Level: 4 + Int modifier.

Class Features
The following are class features of the Ultimate Necromancer prestige class.

Weapon and Armour Proficiency:
Ultimate Necromancers gain no new proficiencies with any armour or weapons.

Spells per Day
When a Ultimate Necromancer gains a level, he gains new spells per day as if he had also gained a level in a spell casting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained. This essentially means that he adds the level of Ultimate Necromancer to the level of whatever other spell casting class he has, then determines spells per day and caster level accordingly. If the character had more than one spell casting class before he became a Ultimate Necromancer, he must choose which class he adds each lord of the dead level to for the purpose of determining spells per day.

Aligned Class (Ex)
At 1st level, the Ultimate Necromancer must choose a class he belonged to before adding the prestige class to be his aligned class. He gains all the class features for this class, essentially adding every Ultimate Necromancer level beyond 1st to his aligned class to determine what class features he gains. He still retains the Hit Dice, base attack bonus, saving throw bonuses, and skill ranks of the prestige class, but gains all other class features of his aligned class as well as those of the Ultimate Necromancer prestige class.

Necropolitan (Ex)
An Ultimate Necromancer gains a bonus equal to his Ultimate Necromancer level (minimum +1) on Diplomacy and Knowledge checks regarding undead creatures. Because of his obsessive focus on the undead, he takes a –2 penalty when attempting such checks regarding living creatures.

One With Death (Ex)
A Ultimate Necromancer lives at the intersection of life and death. At 2nd level, a living Ultimate Necromancer only receives half damage from negative energy, while an undead one takes half damage from positive energy.

Inspired Necromancy (Ex)
Starting at 2nd level, when determining the maximum number of Hit Dice of undead he can control with spells like animate dead, a character counts his Ultimate Necromancer levels twice. This ability does not factor into how many undead he can create with a single casting of a spell. Thus, a cleric 7/Ultimate Necromancer 3 would be able to control 52 Hit Dice worth of undead with Animate Dead.

Spawn Mastery (Su)
At 3rd level, whenever a Ultimate Necromancer would create a free-willed undead, that undead is instead under the Ultimate Necromancer’s control. A Ultimate Necromancer can control up to 4 HD of undead per Ultimate Necromancer level in this manner. Excess undead are free-willed unless previously controlled undead are released. If there is class feature from another class that might enhance his HD per caster level (as per Aligned Class), then this limit also increases. This is also modified by the Undead Mastery class feature.

Undead Mastery:
All undead creatures created by a Ultimate Necromancer of at least 3rd level gain a +2 enhancement bonus to Strength and Dexterity and 1 additional hit point per Hit Die. In addition, the Ultimate Necromancer adds his Spell Casting Modifier to the limit for controlling undead creatures created by the Animate Dead spell.

At 6th level this bonus increases to +4 Strength and Dexterity, +2 hit points per hit die and the Ultimate Necromancer adds 1.5 Spell Casting modifier to each caster level of his control limit.

At 9th level this bonus increases to +6 Strength and Dexterity, +3 hit points per HD and the Ultimate Necromancer adds twice his Spell Casting modifier to the number of HD of undead per caster level that she can control.

One with Death, Greater (Ex)
At 4th level, the energies that govern the well being of the Ultimate Necromancer become even more ineffective. The Ultimate Necromancer no longer takes damage from harmful Negative or Positive Energy. However if Channel Energy is used for another effect (such as healing or Turn Undead) it still takes effect. Only harmful energies are blocked by this feature.

Undead Manipulator (Ex)
At 4th level, the Ultimate Necromancer gains great insight into the minds and necromantic forces controlling undead creatures. An Ultimate Necromancer’s spells and spell-like abilities with mind-affecting effects treat undead creatures as their original type. Thus, an Ultimate Necromancer can use charm person against a humanoid zombie or confusion against a horde of skeletal champions.

Negative Energy Conduit (Ex)
At 5th level, an Ultimate Necromancer bolsters undead around him. As a standard action, an Ultimate Necromancer manifests an aura identical to the desecrate spell, except this foul aura has a duration of 10 minutes per level. An Ultimate Necromancer can use this ability once per day. In addition, any undead the Ultimate Necromancer creates is treated as having been created within the area of a desecrate spell.

Truly One with Death (Ex)
At 7th level, whenever an Ultimate Necromancer would be affected by harmful energies, he instead heals for 1/2 the damage dealt.

Death’s Shroud (Su)
At 6th level, he learns how to cloak his true intentions, gaining the ability to use nondetection or undetectable alignment once per day. The caster level for this ability is equal to the Ultimate Necromancer’s highest caster level.

Secrets of Death (Ex)
At 8th level, an Ultimate Necromancer gains new insights into the dark arts of necromancy. At the time he gains this ability, the character may add a number of necromancy spells that are not normally a part of his class’s spell list to his spell list. The number of spells that the character may add is equal to his Spell Casting modifier. For example, an Ultimate Necromancer with levels of wizard might choose to add spells like death watch, inflict critical wounds, and slay living to his spell list, while an Ultimate Necromancer with levels of cleric might choose to add spells such as enervation, magic jar, and vampiric touch. An Ultimate Necromancer may choose to add spells he cannot yet cast—this does not allow the Ultimate Necromancer to cast spells of a higher level than he normally could, but rather merely grants him access to those spells when he reaches the level required to cast them.

Undeath Initiate (Ex)
At 10th level, an Ultimate Necromancer has prepared his body and mind for the transition into undeath. He gains a +5 bonus on any ability check, skill check, or saving throw related to the process of transforming into an undead creature. This bonus can be used on any check related to becoming a creature like a lich (the process of which is largely left up to the GM’s discretion). Additionally, if slain by an undead creature with the create spawn ability, the agent of death retains his Intelligence (regardless of the type of undead he is transformed into) and free will (he is never under the control of the creature that killed him). Unless otherwise noted by the undead creature’s create spawn ability, the newly created undead Ultimate Necromancer loses all of his class levels. This makes transformation into a lich and vampire among the most appealing options for an Ultimate Necromancer seeking undeath.


Hey guys! So I am trying my best to come up with a good necromancer prestige class that gives a little more punch than anything that is out there right now. So i have a work in progress and i am looking for some criticism and feedback. This is actually for my big bad guy but how balanced would this be if a player were to try it?

Ultimate Necromancer 10 level prestige

Class Details

Progression:
Attack Bonus: Sorcerer
Saves: Sorcerer

Hit Die: d8
Requirements: To become an Ultimate Necromancer, a character must fulfill all of the following criteria.
Alignment: Any Evil
Skills: Knowledge (arcana) 10 ranks, Knowledge (religion) 10 ranks.
Spells: Must be able to cast animate dead.

Class Skills
The Ultimate Necromancer’s class skills (and the key abilities for each skill) are Bluff (Cha), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Linguistics (Int), Spellcraft (Int), Use Magic Device (Cha).

Skill Points at Each Level: 4 + Int modifier.

Class Features
The following are class features of the lord of the dead prestige class.

Weapon and Armour Proficiency:
Lords of the dead gain no new proficiencies with any armour or weapons.

Spells per Day
When a Ultimate Necromancer gains a level, he gains new spells per day as if he had also gained a level in a spell casting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained. This essentially means that he adds the level of Ultimate Necromancer to the level of whatever other spell casting class he has, then determines spells per day and caster level accordingly. If the character had more than one spell casting class before he became a Ultimate Necromancer, he must choose which class he adds each lord of the dead level to for the purpose of determining spells per day.

Aligned Class (Ex)
At 1st level, the Ultimate Necromancer must choose a class he belonged to before adding the prestige class to be his aligned class. He gains all the class features for this class, essentially adding every Ultimate Necromancer level beyond 1st to his aligned class to determine what class features he gains. He still retains the Hit Dice, base attack bonus, saving throw bonuses, and skill ranks of the prestige class, but gains all other class features of his aligned class as well as those of the Ultimate Necromancer prestige class.

Necropolitan (Ex)
An Ultimate Necromancer gains a bonus equal to his Ultimate Necromancer level (minimum +1) on Diplomacy and Knowledge checks regarding undead creatures. Because of his obsessive focus on the undead, he takes a –2 penalty when attempting such checks regarding living creatures.

One With Death (Ex)
A Ultimate Necromancer lives at the intersection of life and death. At 2nd level, a living Ultimate Necromancer only receives half damage from negative energy, while an undead one takes half damage from positive energy.

Inspired Necromancy (Ex)
Starting at 2nd level, when determining the maximum number of Hit Dice of undead he can control with spells like animate dead, a character counts his Ultimate Necromancer levels twice. This ability does not factor into how many undead he can create with a single casting of a spell. Thus, a cleric 7/Ultimate Necromancer 3 would be able to control 52 Hit Dice worth of undead with Animate Dead.

Spawn Mastery (Su)
At 3rd level, whenever a Ultimate Necromancer would create a free-willed undead, that undead is instead under the Ultimate Necromancer’s control. A Ultimate Necromancer can control up to 4 HD of undead per Ultimate Necromancer level in this manner. Excess undead are free-willed unless previously controlled undead are released. If there is class feature from another class that might enhance his HD per caster level (as per Aligned Class), then this limit also increases. This is also modified by the Undead Mastery class feature.

Undead Mastery:
All undead creatures created by a Ultimate Necromancer of at least 3rd level gain a +2 enhancement bonus to Strength and Dexterity and 1 additional hit point per Hit Die. In addition, the Ultimate Necromancer adds his Spell Casting Modifier to the limit for controlling undead creatures created by the Animate Dead spell.

At 6th level this bonus increases to +4 Strength and Dexterity, +2 hit points per hit die and the Ultimate Necromancer adds 1.5 Spell Casting modifier to each caster level of his control limit.

At 9th level this bonus increases to +6 Strength and Dexterity, +3 hit points per HD and the Ultimate Necromancer adds twice his Spell Casting modifier to the number of HD of undead per caster level that she can control.

One with Death, Greater (Ex)
At 4th level, the energies that govern the well being of the Ultimate Necromancer become even more ineffective. The Ultimate Necromancer no longer takes damage from harmful Negative or Positive Energy. However if Channel Energy is used for another effect (such as healing or Turn Undead) it still takes effect. Only harmful energies are blocked by this feature.

Undead Manipulator (Ex)
At 4th level, the Ultimate Necromancer gains great insight into the minds and necromantic forces controlling undead creatures. An Ultimate Necromancer’s spells and spell-like abilities with mind-affecting effects treat undead creatures as their original type. Thus, an Ultimate Necromancer can use charm person against a humanoid zombie or confusion against a horde of skeletal champions.

Negative Energy Conduit (Ex)
At 5th level, an Ultimate Necromancer bolsters undead around him. As a standard action, an Ultimate Necromancer manifests an aura identical to the desecrate spell, except this foul aura has a duration of 10 minutes per level. An Ultimate Necromancer can use this ability once per day. In addition, any undead the Ultimate Necromancer creates is treated as having been created within the area of a desecrate spell.

Truly One with Death (Ex)
At 7th level, whenever an Ultimate Necromancer would be affected by harmful energies, he instead heals for 1/2 the damage dealt.

Death’s Shroud (Su)
At 6th level, he learns how to cloak his true intentions, gaining the ability to use nondetection or undetectable alignment once per day. The caster level for this ability is equal to the Ultimate Necromancer’s highest caster level.

Secrets of Death (Ex)
At 8th level, an Ultimate Necromancer gains new insights into the dark arts of necromancy. At the time he gains this ability, the character may add a number of necromancy spells that are not normally a part of his class’s spell list to his spell list. The number of spells that the character may add is equal to his Spell Casting modifier. For example, an Ultimate Necromancer with levels of wizard might choose to add spells like death watch, inflict critical wounds, and slay living to his spell list, while an Ultimate Necromancer with levels of cleric might choose to add spells such as enervation, magic jar, and vampiric touch. An Ultimate Necromancer may choose to add spells he cannot yet cast—this does not allow the Ultimate Necromancer to cast spells of a higher level than he normally could, but rather merely grants him access to those spells when he reaches the level required to cast them.

Undeath Initiate (Ex)
At 10th level, an Ultimate Necromancer has prepared his body and mind for the transition into undeath. He gains a +5 bonus on any ability check, skill check, or saving throw related to the process of transforming into an undead creature. This bonus can be used on any check related to becoming a creature like a lich (the process of which is largely left up to the GM’s discretion). Additionally, if slain by an undead creature with the create spawn ability, the agent of death retains his Intelligence (regardless of the type of undead he is transformed into) and free will (he is never under the control of the creature that killed him). Unless otherwise noted by the undead creature’s create spawn ability, the newly created undead Ultimate Necromancer loses all of his class levels. This makes transformation into a lich and vampire among the most appealing options for an Ultimate Necromancer seeking undeath.


hey guys!! I just want to know who out there loves to GM gestalt style games? I have run a bunch and I love it! It gives the chance for player to feel badass and gives a special challenge to GM to give them meaningful challenges and adventures. who else?