Batsel Hoon

Gol Xykal's page

16 posts. Alias of Xykal.


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Gregory Connolly wrote:

Dazing Call Lightning is decent for a 6th, good for a 5th, and insane for a 4th. Magical Lineage and Wayang Spellhunter really make a lot of difference.

Animal Growth is pretty good if you have an animal companion and the room to maneuver.

Scrying is either useless or mandatory depending on the campaign in my experience.

Interesting... I hadn't considered the fact that Magical Lineage and Wayang Spellhunter appear to stack. Dazing stone call as a third level spell would be pretty serious, too...


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I'm playing an Enchantment focused Arcanist in a Way of the Wicked game right now. I'll post the character below. I went with the Blood Arcanist (Serpentine) archetype to gain access to the Serpentine bloodline arcana. I took the School Understanding (Controller) exploit to gain access to the "Force of Will" power from that school and I took the Potent Magic exploit so I could really juice my DCs or boost the spell level to overcome DR.

I took SF and GSF for enchantment and then extra exploit (School Understanding).

Very fun character but I have learned to keep some non-enchantment spells memorized. Also, make sure you are not "good" or "evil" so that you won't get jacked by first level "pro from X" spells.

Here you go...

Malakai
Male peri-blooded aasimar (emberkin) blood arcanist 5/diabolist 1 (Pathfinder Campaign Setting: Book of the Damned Volume 1, Princes of Darkness; Pathfinder RPG Advanced Class Guide 8, 77; Pathfinder RPG Advanced Race Guide 84)
LN Medium outsider (human, native)
Init +4; Senses darkvision 60 ft.; Perception +3
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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 53 (6d6+17)
Fort +6, Ref +5, Will +8; +2 vs. Charm and Compulsion Effects
Resist acid 5, cold 5, electricity 5
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Offense
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Speed 30 ft.
Special Attacks serpent's fangs
Spell-Like Abilities (CL 6th; concentration +8)
. . At will—serpentfriend
. . 1/day—pyrotechnics (DC 14)
Blood Arcanist Spells Prepared (CL 6th; concentration +12):
. . 3rd—fireball (DC 19)
. . 2nd—create pit{super}APG{/super} (DC 18), hideous laughter (DC 20)
. . 1st—charm person (DC 19), comprehend languages, magic missile, memory lapse{super}APG{/super} (DC 19)
. . 0 (at will)—daze (DC 18), detect magic, mage hand, mending, open/close (DC 16), prestidigitation, spark{super}APG{/super} (DC 16)
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Statistics
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Str 8, Dex 14, Con 14, Int 22, Wis 12, Cha 14
Base Atk +2; CMB +1; CMD 13
Feats Extra Arcanist Exploit[ACG], Greater Spell Focus (enchantment), Spell Focus (enchantment)
Traits clever wordplay, focused disciple, overwhelming beauty, reactionary
Skills Acrobatics +5, Appraise +10, Bluff +12, Diplomacy +15 (+13 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Disguise +15, Intimidate +6, Knowledge (arcana) +15, Knowledge (dungeoneering) +10, Knowledge (engineering) +10, Knowledge (geography) +10, Knowledge (history) +10, Knowledge (local) +10, Knowledge (nature) +14, Knowledge (nobility) +10, Knowledge (planes) +14, Knowledge (religion) +12, Linguistics +12, Perception +3, Sense Motive +14 (+12 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Spellcraft +15, Stealth +6
Languages Abyssal, Celestial, Common, Custom Language, Draconic, Elven, Custom Language, Infernal, Sylvan
SQ arcane reservoir, arcanist exploit (potent magic, school understanding), bloodline (serpentine), consume spells, damned, dazing touch, infernal charisma, pride, school (controller), scion of humanity, truespeaker
Combat Gear scroll of fly (x3), fox's cunning (x9), mage armor (x6), wand of haste (6 charges), wand of mage armor (28 charges), wand of shield (45 charges); Other Gear cloak of resistance +2, hat of disguise, headband of vast intelligence +2, 128 gp
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Special Abilities
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Arcane Reservoir +2 DC or CL (8/day) (Su) Pool of points fuel exploits, or can expend to add +2 CL or DC while cast spell.
Consume Spells (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir.
Controller Associated School: Enchantment
Damned It is difficult to raise your soul from Hell when killed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Dazing Touch (9/day) (Sp) Touch attack dazes foe for 1 rd, if HD <= wizard level.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Familiar Bonus: +3 to Bluff checks You gain the Alertness feat while your familiar is within arm's reach.
Focused Disciple When weaker wills falter, you keep a clear mind. You gain a +2 trait bonus on saving throws against charm and compulsion effects.
Greater Spell Focus (Enchantment) +1 to the Save DC of spells from one school.
Infernal Charisma +2 (Ex) +2 to your Charisma when dealing with infernals.
Overwhelming Beauty Mind-affecting effects +1 DC vs. creatures of same subtypes.
Pride -2 to diplomacy and sense motive vs. those who threaten, accuse, or challenge you, until they apologize
School Understanding Use 1 reservoir as a swift action to treat school ability at full level & gain other ability for 2 rds.
Scion of Humanity Count as a human for any effect related to race. Pass as human without using disguise.
Serpent's Magic Fang + Poison (1d2 CON, 5 rounds/day, DC 14) (Ex) Bite attack (magic) deals 1d4 damage + Poison (Bite-injury; DC 14; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 1 save)
Serpentfriend (At will) (Ex) Speak with Animals (reptilian) at will.
Serpentine Your mind-affecting and language-dependent spells can affect animals, magical beasts and monstrous humanoids as if they were humanoids who understand your language.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spell Focus (Enchantment) Spells from one school of magic have +1 to their save DC.
Truespeaker Learn two languages for each rank you put in Linguistics.
Wand of haste (6 charges) Add this item to create a wand of a chosen spell.
Wand of mage armor (28 charges) Add this item to create a wand of a chosen spell.
Wand of shield (45 charges) Add this item to create a wand of a chosen spell.
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Size is small w/no mechanical benefit. Height is 4' and weight is 80 lbs.

Background: Sedition

You have attempted to covertly stir up rebellion against
your rightful sovereign. This differs from high treason
in that you attempted to convince others to make war
against Talingarde instead of taking direct action yourself.
A subtle difference to be sure. But it is the difference
between receiving the swift justice of the axe instead
of the slow suffering upon the rack.
Punishment: Death by beheading

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Goblin Squad Member

For a while I had "crusader" (heavy armor) slotted while I was wearing medium armor and there was a very noticeable difference from having "evangelist" (medium armor) slotted.

Goblin Squad Member

Giorgo wrote:

It is around 5 am PST at GW, anyone coming to work on a Sunday morning?

For the record, over at the Alpha forums there is a dead silence on this issue. :(

There's a thread in the technical forum. No dev response as of right now, however.

Goblin Squad Member

Same thing here... the login server seems to be down. Pinging alpha.goblinworks.com results in a complete time out...

Goblin Squad Member

DeciusBrutus wrote:
So far it's just a list. I don't think it's very useful to list every refining skill that produces an item that is used in a crafting skill, but meh.

Well I for one find this list useful. Thank you, Giorgio.

Goblin Squad Member

Guurzak wrote:

There's no reason for him to have rolled as an elf when dwarves will be available day 1.

The race change isn't intended to help people who don't have a clear character concept or who want to switch to "whatever race gives me the best mechanical benefit". It's there for people who specifically want to play a gnome, halfling, half-elf, or half-orc and cannot create that character at launch.

You forgot to include the letters "IMO".

Goblin Squad Member

Nihimon wrote:
<Tavernhold>Malrunwa Soves wrote:

"That suicide is painless

It brings on many changes
and I can take or leave it if I please."
I'm somewhat curious how many folks knew without looking it up that those were the lyrics to the theme song to M*A*S*H (I did). I'm also somewhat curious how many folks don't know what M*A*S*H is.

I'm old and recognized it instantly. =/

Goblin Squad Member

Interesting. Do we know if there are any prerequisites to creating a company? Can you, for example, log in to your first character and immediately create a company?

This has quite a lot of impact on the early days of EE...

Goblin Squad Member

I like commoner. =)

Goblin Squad Member

Personally, I like the fact that crafting is complicated enough so that you have to make decisions that matter. "Do I use this resource vs that resource", for example. I also like the fact that it's not instantaneous. Crafting should be rewarding and time consuming enough to make it truly rewarding for those who wish to focus on it.

Goblin Squad Member

Valkenr wrote:

Trying to compare SWG to WoW, or most other crafting systems is like comparing a sundial to a Rolex. It is the one good thing to come out of Sony Online Entertainment.

I wholeheartedly agree. SWG had the best crafting system of any MMO I've ever played.

Goblin Squad Member

shameless bumpage!

Goblin Squad Member

And you can affiliate Xykal with Pax Golgotha please.

Thanks!

Goblin Squad Member

Welcome and best of luck to you!

Goblin Squad Member

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/em points proudly at his shiny new Pax tag.

/em looks around for spiky bits...