Hellknight

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Organized Play Member. 1,151 posts. No reviews. No lists. No wishlists.




There are several Barbarian class feats that don't have the Rage trait but in the text, say something like "When you're raging", or "while you're raging". By RAW,, do these feats require you to be raging or not? Examples include Raging Athlete, Fast Movement, Acute Scent and Acute Vision. Thanks!


For those of you who have the new Mwangi Expanse book, I have a question: does the Shisk Barbed Quills ability work with Wild Shape? The Polymorph trait says you can only use attacks granted to you by your new form. However, Barbed Quills isn't an attack, it's a reaction to a successful attack against you. So, would it work while you're Wild Shaped?


So, I didn't read the Players Guide until after our first session, my mistake. I made an Animal Instinct Barbarian, and now I realize that may have been a terrible choice. Since dragons are the main bad guys in AoA and Animal Barbarians have no way to fight flying creatures, I'm worried I may be screwed. How prevalent are flying creatures in the AP? Do I need to change characters?


Like the title says, is 2e going to have those short Pathfinder Player Companion books like 1e had? I ask because I picked up the Lost Omens Character Guide and was disappointed by how little "crunch" there was in it. I hunger for more options!


....Or do they have to stay in the Druid's possession at all times?


So, I love the idea of playing a Wild Shaping Druid but Animal Form seems very lackluster until level 7. Armor Class in particular at lower levels is laughably low, practically making the Druid an auto-hit for bad guys. Is there any way to raise that AC through feats or multiclassing? I couldn't find anything.


Hey everyone, my Pathfinder Meetup group has our session zero planned for Friday 3/29 from 6-10 PM, and we plan on meeting twice a month on Friday evenings. Problem is, we don't have a GM. Any Pathfinder GMs out there looking for a new group? Message me or join our Meetup. Here's the link: https://www.meetup.com/Westside-Pathfinder-and-Dungeons-Dragons-Meetup/


Hi all, I live in West LA and am Looking for a Wednesday or Friday night Pathfinder game to join. Anyone have room at their table for one more? Cheers!


Everyone,

I'm trying to put together a Pathfinder game twice a month in the West LA/Culver City/Santa Monica area. We have a possible location, days/times TBD (probably Friday evenings). We need a few players and hopefully someone who would like to GM. Anyone interested please reply to this post or message me. Thank you!


Hi everyone, I'm looking for a Pathfinder group in the Los Angeles area. If you're in the area and looking for new members for your group, respond to this thread or message me. Cheers!


Trying to get a game organized via Meetup. We have at least 4 players ready to jump into a Pathfinder game. Any GMs out there in LA Looking for a group?


My gaming group converted to 5E, which really isn't my cup of tea. I'm looking for a Friday night Pathfinder game to join. Anyone looking for more players?

Thank you, and have a Happy Thanksgiving!


Hi,

Just a friendly request for the Paizo staff maintaining these forums: Would it be possible to add a "Looking for Group" subforum? I ask because the existing resources out there for finding players, in this case for Pathfinder, are laughably inadequate.

Does anyone else agree that such a subforum would be useful? Thanks!


Hi everyone, just a quick question: do players have downtime to enchant magic items and/or shop for magic items in CoCT? My group will probably start this campaign soon and I'm trying to figure out if I need to play a Class that isn't too gear-dependent. Thanks!


Heya all,

I checked out the Mooncursed Archetype for the Barbarian in Horror Adventures, and I had a thought: Why not apply that archetype to a Bloodrager and have a spellcasting (kinda) shapeshifting martial? Am I mistaken or would that be really easy to do? It seems like the archetype doesn't alter or change any class abilities that are missing from the Bloodrager. I might be mistaken though.

First, can anyone think of any gamebreaking reasons why applying this archetype to the BR wouldn't work or would be a bad idea? Also, and I'm confused about this, is my idea already allowable by RAW or would it be a house rule?


Hey all, I've been interested in playing a melee Oracle for a while, but I have such a hard time finding a Mystery I actually like. Two Mysteries really stand out to me as flavorful, but are completely unplayable due to bad game design. Those are: Lunar and Dark Tapestry.

Lunar has some great stuff: Prophetic Armor, for example. Then I see Form of the Beast and I think "Sweet, I can become a Werewolf type of thing." WRONG. You can only turn into a garden variety animal. Really boring right? But that's not even the worst of it. You can't change back and forth, and you can't cast spells as an animal. A full caster can't cast spells for 7 hours a day minimum. What the heck were they thinking?? That's an extra curse, not a power.

Then I see Dark Tapestry and I think awesome, I can shapeshift into cool stuff. Wrong. Alter Self is nice, but what comes after that? More f@#king animal forms!

Why is this a thing? Why would anyone play a 9-level caster and never cast spells cause they're stuck in a form that can't cast? Is it just that the Developers don't know the rules, or am I missing something?


Heya all,

I just picked up Horror Adventures, and I've always wanted to play a melee Spiritualist, but the base class doesn't seem to fit a melee build very well. I was hoping the Exciter archetype would be the solution for me, but after reading it, I'm not so sure.

The +4 Str and Con is really nice, but -2 AC for a class that can only wear light armor with d8 HD seems really frail. Level with me guys, is the Exciter archetype just an elaborate way to suicide a character or is it actually viable as a melee combatant?


I'm sorry if this topic has already been covered, I searched but couldn't find it. Does the Aberrant Aegis from Ultimate Psionics get the Damage Reduction class ability that the base Aegis gets? The text says "When the Aegis is wearing his Astral Suit, he gains damage reduction 2, regardless of what suit he's wearing".

The Aberrant doesn't get a suit, but transforms his body in a similar way, and he does get the Increased Damage Reduction customization. So my question is: does the Aberrant keep or lose this class ability?


Hey all,

I was trying to think of a way to make the Medium class into a melee monster, and not full of suck the way it is now. What do you guys think of combining the Champion and Guardian spirits, and losing access to the other spirits? Otherwise keeping everything else the same: 2/3 BAB, d8 HD, 4 lvl psychic caster.

Do people think that would be overpowered, underpowered, or just right for a melee character? My issue is that the Champion and Guardian both feel like half of a martial class, so by combining them I hope to make an effective martial. Do you guys think that would work?

Thank you all for your help!


Hey everyone,

A friend of mine wants to create a magic item. He's playing an Alchemist and has Craft Wondrous Item, and wants to create a head slot item, kind of like the Greater Hat of Disguise, but with a higher level spell. For those of you who are unfamiliar with that item, the Greater Hat of Disguise gives the user at-will Alter Self, which is a 2nd level spell. My friend wants to create a similar item that gives the user at-will Monstrous Physique I, which is a 3rd level spell (Caster level 7).

What would such an item cost if he crafted it, and what would the crafting DC be? Also, can you show me the math behind the cost as well? I want to get more familiar with the crafting rules. Thanks all!


Hello all! For our next PF campaign, I have my heart set on playing a shapeshifter. Now, in my own opinion, Paizo hasn't created a decent shapeshifting class or archetype yet. Despite that unfortunate situation, I'm going for the "least bad" option.

My preferences include:1) No animal shifting, I find animal forms boring and don't want to deal with them. I want humanoid forms or some other kind of monster form. 2) No animal companions, don't like 'em at all.

Which shapeshifter class/archetype do you all think is best in the following areas:

1. Versatility (skills, class abilities, spells, etc)

2. Raw physical power and combat ability

3. Mobility (flying, swimming, climbing, etc)

Cheers all, thanks for your help!


Heya all,

I need some help coming up with a backup character in case my current one dies. I'm playing a melee Inquisitor, and I'm supposed to be covering the "skill/stealth guy" role. My big issue is our campaign is limited to CRB and APG only, and my choices are very limited. Ideally I'd like to have a character with 2/3 BAB, some magic, and 6+ skill points/lvl.

Unfortunately I really hate "traditional D&D" classes, which is why I'm playing an Inquisitor. I'm hoping someone can either provide me with an "out of the box" interpretation of a core class, or some multiclass combination that will feel fresh and not done to death. Remember that I'm restricted to only CRB and APG, which is why this has been a difficult problem for me to solve. And please don't suggest I play another Inquisitor, I'm well aware of that option. Cheers and thanks all!


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Hiya all!

I have a lvl 5 Human Inquisitor, and I'm looking for advice on what feat to choose when I hit lvl 7. I use a longspear and my strategy is to try to maximize my opportunity attacks with my reach weapon and try to keep bad guys at a distance. My feats are/will be:

1 - Dodge
H - Combat Reflexes
3 - Power Attack
5 - Pushing Assault
7 - ???
9 - Lunge

I'd love to pick up Lunge at lvl 7 and use it in conjunction with Pushing Assault, but my BAB isn't high enough. Our campaign only uses the Core Rulebook and the APG. Let's hear some ideas for a lvl 7 feat to work with my reach fighting theme!

Cheers all!


Hiya all,

I'm gonna start playing a melee Inquisitor in a new campaign, and I wanted to poll all Inquisitor players out there about judgement. There are several different options you can use when you kick in Judgement, so which option do you like best and why? Also, do you use the same option every time or do you change it up depending on the situation?

Cheers!


My group is currently playing (and very much enjoying) Rise of the Runelords, and I've started thinking ahead about which AP we may want to tackle next. Problem is, I keep hearing about all these APs like Jade Regent, Iron Gods and Kingmaker which had bizarre experimental rules and sub-systems (caravan, kingdom building, technology) and all the complaints about these rules not working.

Which APs DON'T introduce crazy new rules? Of these, which would you recommend for pure awesomeness (of course I understand that "awesomeness" is purely subjective), and what makes your recommendation awesome? No spoilers please!


Heya all! I have a pet project and I wanted to pick the brains of all the system masters on these boards for help. I want to play a sentient non-humanoid creature for a character, something different. I was thinking of modifying the eidolon creation rules to make it happen. In other words, the Eidolon without the Summoner. Here are my criteria:

1. Should be balanced with other classes, I like my GM and don't wanna make him cry.

2. Spellcasting and speech in beast form if possible.

3. Keep the eidolon evolution progression and mechanic.

4. Dump all the Summoner class features.

5. Normal healing.

6. No set stat array by form, this is a PC and should roll/buy stats like other PCs.

7. Otherwise, feel free to remove/modify the eidolon mechanics to create a playable character.

Challenge accepted??


1 person marked this as a favorite.

Hiya all,

I tried doing a search on this topic but couldn't find the answers to these questions:

1. When a Druid Wild Shapes into another form, do they receive the feats that animal/beast has in its stat block in the Bestiary?

2. How do you calculate AC when you shift forms? Do you use your base AC modified by the size of the form you've taken? Do you get to keep any Natural Armor the creature has?

3. I understand armor you wear doesn't help your AC while you're Wild Shaped. However, I have read conflicting things about shields. Do you still get a shield bonus to AC when you're Wild Shaped?

Cheers all, and Happy New Year!


Hiya all, Merry Christmas/Happy Holidays!

I have a question from a GM perspective, I tried searching for the answer but couldn't find it. At what level should PCs start finding magic items as treasure? Also, what item bonus is appropriate for which levels? For example, at 3rd level is a +1 item appropriate? At 5th level are +2 items appropriate? I have no idea how to match up the character level with the strength of magic items they would be buying/finding. Any ideas on that front would be greatly appreciated.


Hiya all,

Considering that ranged weapons don't benefit from strength bonus (unless a specially constructed composite bow), how do Rangers, Inquisitors and other ranged specialists do so much damage? What feats, class abilities, and/or other means do these classes have to pump out so much damage? I'm looking at possibly playing an Inquisitor, so I'm curious.


Posted this in another thread, but I feel it needs to be discussed more ;)

In the casters vs. non-casters argument, casters may be more powerful than non-casters, but casters can never compete with non-casters in the getting laid competition. Who is the hot, rich, horny young princess that the PC group just rescued from the dragon gonna grapple between the sheets with: The pale, stringbean Wizard with braces, bifocals and acne? The smelly, pipeweed smoking, dirt-poor hippy Druid?

Or, would she rather get naked with the bronzed martial god (Fighter or Barbarian) who has sculpted abs and 24-inch biceps? Even Rogues score better than Wizards here cause they got the rebellious "bad boy" factor going for them!

Casters have power but non-casters get the girls!

However, my number one go-to class to win the poon competition is the Bard. IMHO, no other class can compete with their boy-band appeal.

Sound off gamers! Which character class would get laid most (in-game)?


Hey all,

I remember at one point someone created a Cavalier archetype called the Hound Master. Can anyone point me to it?

Thanks all!


Hey all,

I'm building a lvl. 9 Fighter who uses a Falcata (I bought the feat for it) with the Keen property and Critical Focus for a "crit-fishing" build. I'd like to ask for input from anyone who has tried this type of build before (I'm sure many people have), were you happy with the results?

At first glance the benefits seem pretty good to me: Keen Falcata gives me a crit range of 17-20 with x3 dmg. With the confirmation bonus from Critical Focus I think I could tear some fools up. In addition, at higher lvls I was planning to invest in some critical feats (blinding, bleeding, critical mastery, etc.) to maximize this potential.

Is this a good idea or am I missing some heavy drawbacks? I welcome any and all comments.

Thanks Paizo community!


Hey all,

I'd really like to get some community input on feat chains (such as the TWF chain, the shield bash chain, the intimidation chain, etc.). Personally, I can't stand the bloody things and refuse to go further than 2 deep in any string of feats. Despite the fact that I play a Fighter and have more feats to play with than other classes, I still can't stand feat chains.

I think the main reason for my distaste is that there always seems to be 2 or 3 bad feats you have to take to get to the one capstone feat, which is usually pretty cool.

However, I compare that to someone making me eat 2 or 3 horse turds before they offer me a cut of prime filet mignon. No matter how much I like filet mignon, I won't eat the turds to get to it.

Maybe there's a positive side that I'm not considering though. Comments?


Hey guys,

I had a question: if you have a Fighter with Combat Reflexes and Vital Strike, could you use Vital Strike to augment your Opportunity Attacks?
Also, if two enemies both provoke opp attacks from you, can you use Vital Strike on both of them?

Thanks for the help!


Heya guys!

I have a question about the feat Power Attack. It starts off as taking a -1 penalty to attack rolls to gain a +2 to damage. At higher levels, you can take additional attack penalties to gain higher damage.

My question is: at higher levels, can I choose to use this feat at a lower level? For example, at my current level I could take a -3 attack penalty to gain +6 to damage. Can I voluntarily choose to take only a
-1 attack penalty to gain +2 damage instead?

I'm asking because sometimes you run into high AC critters, where I may not want to take the full -3 attack penalty. I'd like to know if that option is available.

Thanks guys!


Hey all!

I wanted to get some feedback from players and DMs regarding the strengths and weaknesses of the Phalanx Soldier Archetype for the Fighter class.

I also have some questions:

Are the defensive/shield abilities worth the loss of Weapon Training?

Is going with a polearm with reach a good fit for this archetype?

If you use a reach polearm one-handed with this archetype, does it lose it's reach quality?

Thanks guys!

Race

|HP:61/61)| AC: 18 (18 Tch, 13 Ff) | CMB: +4, CMD: 17 | F: +5, R: +7, W: +7 | Init: +8 | Perc: +0, SM: +0

Classes/Levels

| Speed 40ft |Active conditions:

Gender

N Male Dwarf Wizard 9

About Dasur Deepborn

Crunch:

Dasur Deepborn Wizard 9
N Medium humanoid (dwarf)
Init +8; Perception +0
XP:

------
Stats
------

Str 10 Dex 16 Con 12 Int 22 Wis 10 Cha 9

Spd 20 ft
Init +8 (+4 dex, +3 feat, +1 Ioun stone)

AC (13 +3 dex)
-Touch 13 (+3 dex)
-Flat footed 10

Hp 61/61 (Condition: none)

Fort +5 (+3 class, +1 con, +1 enchantment)
Ref +7 (+3 class, +3 dex, +1 enchantment)
Will +7 (+6 class, +0 wis, +1 enchantment)

BAB: +4

Languages Int: [Common, Dwarven, Undercommon (Int bonus 1), Draconic (Int bonus 2), Aklo (Int bonus 3), Gnome (Int bonus 4), Terran (Int Bonus 5), Abyssal (Linguistics rank 1), Giant (linguistics rank 2), Ignus (Linguistics rank 3), Aquan (linguistics rank 4), Elven (linguistics rank 5)]

Favored class- Wizard 1st, 2nd, 3rd, 4th, 5th, 6th, 7th, 8th, 9th (+9 hp)

Melee:

+4 (+4 bab)

Ranged:

+7 (+4 bab, +3 dex)

Combat Maneuver:

CMB: +4 (+4 BAB, +0 strength)
CMD: 17 (10 + 4 BAB + 0 STR, + 3 Dex)

ACP:

Armor check Penalty: 0 Total [-0 Light Load, -0 Armor]

--------------
Feats/Traits
--------------

Feats-

Scribe Scroll (Wizard Free)

1st: Improved Initiative (1st level feat)

3rd: Sacred Geometry (Reach Spell, Extend Spell)

5th: Sacred Geometry (Piercing Spell, Elemental Spell)

5th lvl Bonus Feat: Craft Wondrous Item

7th: Sacred Geometry (Heighten Spell, Silent Spell)

9th: Sacred Geometry (Still Spell, Widen Spell) (4/4 uses per day. 1 use per day for every 2 ranks in Knw: Eng)

Traits-

Clever Hands: +2 Dexterity, +2 Intelligence, -2 Charisma

Focused Mind: +2 trait bonus on concentration checks

Mathematical Prodigy: +1 bonus on Knowledge (arcana) and Knowledge (engineering) checks

----------------
Racial Abilities
----------------

Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.

Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Craftsman: Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to metal or stone. This racial trait replaces greed.

Stonesinger: Some dwarves' affinity for the earth grants them greater powers. Dwarves with this racial trait are treated as one level higher when casting spells with the earth descriptor or using granted powers of the Earth domain, the bloodline powers of the deep earth bloodline or earth elemental bloodline, and revelations of the oracle's stone mystery. This ability does not give them early access to level-based powers; it only affects the powers they could use without this ability. This racial trait replaces stonecunning.

Darkvision: Dwarves can see perfectly in the dark up to 60 feet.

Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.

Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

-------
Skills
-------

(10 per level (2 Wiz, +6 int, +2 campaign bonus))

Skill Name: Bonus (Breakdown)

Appraise: 17 (+9 rank +5 int +3 class wizard)

Fly: 3 (+3 dex)

Craft (Jewelry) 19 (+9 rank +5 int +3 class wizard, +2 stone or metal)

Knowledge (Arcana): 18 (+9 rank +5 int +3 class wizard +1 trait)

Knowledge (Dungeoneering): 17 (+9 rank +5 int +3 class wizard)

Knowledge (Geography): 10 (+2 rank +5 int +3 class wizard)

Knowledge (History): 17 (+9 rank +5 int +3 class wizard)

Knowledge (Local): 9 (+1 rank, +5 int, +3 class wizard)

Knowledge (Nature): 17 (+9 rank +5 int +3 class wizard)

Knowledge (Nobility): 10 (+2 rank +5 int +3 class wizard)

Knowledge (Planes): 17 (+9 rank +5 int +3 class wizard)

Knowledge (Religion): 17 (+9 rank +5 int +3 class wizard)

Linguistics: 13 (+5 rank +5 int +3 class wizard)

Spellcraft: 17 (+9 rank +5 int +3 class wizard)

BACKGROUND: (2 per level)

Craft (Gemcutting): 17 (+9 rank +5 int +3 class wizard)

Knowledge (Engineering): 18 (+9 rank +5 int +3 class wizard +1 trait)

------------------
Special Abilities
------------------

Bonded Object: Amulet (Zhashilgeax. Also known as: The Contemplative King in the Unknown Stronghold of Reaching Mysteries)

Daily Focus casting: (1/1)

---------
Earth Elementalist
---------

Opposition School: Air

Earth Supremacy (Su)

You gain a +2 enhancement bonus to your CMD to resist bull rush, drag, reposition, trip, and overrun attempts as long as you are touching the ground. This bonus increases by +1 for every five wizard levels you possess. In addition, you gain a +1 insight bonus on melee attack and damage rolls whenever both you and your foe are touching the ground. At 20th level, earth and stone do not block the line of effect of your spells, although they do still block your line of sight.

Acid Cloud (Su) 9/9, (DC 20 fort or sickened)

As a standard action, you can create a 5-foot-radius cloud of acid vapor within 30 feet that lasts for 1 round. This cloud deals 1d6 points of acid damage + 1 point for every two wizard levels you possess to all creatures in the cloud and sickens them for 1 round. A successful Fortitude save negates the sickened effect and halves the damage. The DC of this save is equal to 10 + 1/2 your wizard level + your Intelligence modifier. Creatures that begin their turn inside the cloud can move out that turn without penalty, but those that enter the cloud are affected. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Earth Glide (Su) (9/9 rounds)

At 8th level, you gain the ability to move through earth, dirt, and stone for a number of rounds per day equal to your wizard level. You cannot move through worked earth or stone; only natural substances can be traversed. If your total duration expires before you exit the earth, you are flung back to the point where you entered the stone, take 4d6 points of damage, and are stunned for 1 round. Your burrowing does not leave a hole, nor does it give any sign of your presence (although you can be detected by creatures with tremorsense). These rounds do not need to be consecutive.

-------
Worldsong Notes
-------

The magical obsidian staff Dasur and crew discovered near an elemental rift. It came with a spellbook describing four rituals.

The ritual of closing requires wielding the stave, sacrificing four jewels worth 100 gp each (halite, amethyst, sapphire, fire opal). Speaking prayers in all four Elemental languages. If you don't know a language, make a DC 15 Linguistics check to cover the ones you are missing.

The ritual of widening requires wielding the stave, sacrificing the same jewels, and speaking different prayers.

To empower the stave, you have to widen the rift, then hold the stave in the elemental power that pours from it. This would be very dangerous to the wielder.

To destroy the stave, simply heat it in fire from the rift and then smash it on the stone around the rift.

-----
Gear
-----

Currency: 30.1 gp

Traveler's Outfit (free)

Focus (Free, Mwk Amulet) (imbued with Adaptation (can breathe fresh air in any environment), Protection from Curses (2nd saving throw on curses). and Periapt of Health (Immune to all diseases, including supernatural ones)

Ioun stones:

Cracked Dusty Rose Prism (+1 initative)

Cracked Pearly White Spingle (1 hp regeneraton/hour)

Clear Spindle (No longer needs to eat/drink)

Worldsong (magical obsidian quarterstaff 4lb)

Cloak of Resistance +1

Spell Component Pouch 2gp 2#

2 potions of Cure Light Wounds

Backpack

Flint and Steel 1gp
Bedroll 0.1 gp 5#
4 Trail Rations 2gp 4#
Mess kit 0.2 gp l#
Soap 0.5 gp 1#
Waterskin (full) 1gp 4#
Ink (black) 8 gp
Ink pen 0.1 gp
Jeweler's Kit (artisan tools) 5gp 5#
100 gp of raw amethyst
500 gp of cut fire opals
4500 gp worth of uncut rubies

Waterproof bag (0.5 gp, 0.5lb)

Spellbook (free) (71/100 pages occupied) (3lb)

Teak box of Preservation (Filled with various writing tools and ink, including glowing)

Scroll case (1gp 0.5lb)
Parchment (1)

Scroll of Burning Hands x2 (CL2)
Scroll of Color Spray (CL2)
Scroll of Shield (CL2)
Scroll of Mage armor (CL2)
Scroll of Feather fall (CL2)
Scroll of Cat's Grace
Scroll of Haste

Belt pouch
Gemstones (various types and quality, including diamonds, sapphires, rubies, and emeralds taken from the gnomish observatory)

-----------------
Carrying Capacity
-----------------

Current load: 32.5lbs

Light: 0-33 lbs
Medium: 34-66 lbs
Heavy: 67-100 lbs

Overhead lift: 100 lbs
Staggering lift: 200 lbs
Push/drag: 500 lbs

Prepared Spells:

Dasur's current spell list

1st: (DC 17)
+ Unseen Servant
- Mage Armor
+ Magic Missile
- Enlarge Person
- Comprehend Languages
+ (Earth) Grease

2nd: (DC 18)
- Mirror Image
+ Scorching Ray
+ Stone Call
+ Knock
+ Flaming Sphere
+ (Earth) Create Pit

3rd: (DC 19)
+ Dispel Magic
+ Fireball
+ Dispel Magic
+ (Earth) Shifting Sands

4th: (DC 20)
+ Arcane Eye
+ Wall of Fire
- Protection from Energy, Communal
+ (Earth) Protection from Energy, Communal

5th: (DC 21)
+ Hungry Pit
+ Passwall
+ (Earth) Wall of Stone

Spell Stats:

Caster Level: 9 (10 for Earth Spells)

Concentration Check: 1d20+9+6+2 (caster level+int+trait, CL 10 for earth spells)

Spell slots:

0th: 4

1st: 6 (4+ 2 int +1 school)

2nd: 5 (4 + 2 int +1 school)

3rd: 4 (3+ 1 int + 1 school)

4th: 3 (3 +1 int +1 school)

5th: 3 (2 +1 int +1 school)

Known Spells (Spellbook):

0th: (DC 15)

Acid Splash
Arcane Mark
Dancing Lights
Detect Magic
Detect Poison
Flare
Light
Mage Hand
Mending
Message
Open/Close
Prestidigitation
Ray of Frost
Read Magic
Resistance
Spark

1st: (DC 16)

Unseen Servant
Burning Hands
Enlarge Person
Color Spray
Grease (Earth)
Mage Armor
Magic Missile
Obscuring Mist
Feather Fall
Expeditious Construction
Shield
Shocking Grasp
Magic Weapon
Endure Elements
Comprehend Languages
Animate Rope
Identify
Ant Haul
Monkeyfish
Stone Fist
Air Bubble

2nd: (DC 17)

Create Pit
Stone Call
Glitterdust
Invisibility
Scorching Ray
Mirror Image
Rock Trick
Flaming Sphere
Erase
Acid Arrow
Knock

3rd: (DC 18)

Spider Climb, Communal
Resist Energy, Communal
Dispel Magic
Swarm of Fangs
Waves of Blood
Stinking Cloud
Shifting Sands
Burrow
Fireball

4th:

Wall of Fire
Arcane Eye
Stone Shape
Protection from Energy, Communal
True Form
Protection from Arrows, Communal

5th:
Wall of Stone
Passwall
Hungry Pit

Custom Spells:

-------------------------

Rock Trick

School conjuration (creation); Level sorcerer/wizard 2, summoner/unchained summoner 2; Subdomain caves 2; Elemental School Earth 2

CASTING

Casting Time 1 standard action
Components V, S, F (miniature shovel costing 10gp)

EFFECT

Range touch

Target: A section of solid rock with the dimensions of at least 5 ft x 5 ft

Duration 1 hour/level (D)

Saving Throw none; Spell Resistance no

DESCRIPTION

When this spell is cast upon a section of solid stone at least 5 ft wide and 5 ft tall, a shallow vertical seam forms on the rock face where it was touched. Unless present when the spell was cast, a creature must succeed a perception check equal to 10 + the caster level of the caster to notice the seam. This 5 x 5 section of stone can not be altered in any way for the duration of the spell, except to be used as a door.

If a creature pushes on the seam with the same force to open a door, the rock face noiselesly swings inward at the seam and forms a threshold that is proportional in size to the creature that pushed the seam. However this door can only be as large as the surrounding rock face allows, and will automatically close after a creature has crossed the threshold unless it is held open from the inside. The door has a handle on the interior side.

Beyond the doors is an box-shaped extra-dimensional space consisting of impenetrable walls of force covering smoothed stone identical to the type that was touched on spell casting. The space holds as many as eight creatures (of any size) and the dimensions of the room grow to accomodate creatures as they enter. This space is outside the usual multiverse of extra-dimensional spaces and contains enough air to support all the creatures inside for the duration of the spell.

Creatures inside are beyond the reach of all spells (including divinations) unless those spells works across planes. Spells cannot be cast across the extra-dimensional threshold, nor can area effects cross it. Creatures in the extra-dimensional space can be seen on the other side of the space if the door has been opened.

When the spell duration ends the door opens to a size matching the largest creature within (outer rock permitting) and the walls begin to slowly collapse. Anything inside the extra-dimensional space is uncomfortably squeezed together and ejected out the door, after which it closes and the seam disappears.

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Appearance:

Dasur Deepborn stands at an average 4'1 and an average 170lbs, an average 70 winters old. In fact, the physical appearance of Dasur is so startlingly mundane he could be mistaken for any one of the approximated faces of the ancient Dwarven kings stamped on the currency circulated between strongholds. Dull grey eyes, set in a squarish skull under a heavy brow, look past the surrounding physical world into something beyond. Unfocused they gaze through stone, dwarfs, and the concerns of those around him. Coarse chestnut hair is pulled tightly against his skull, forming into a tight and oily rope that lays down his back, held together by intermittent bangles of stitched leather strips. His beard is the same deep brown and stylized into the same rope-thick length as his hair, uncommonly frizzy hairs poking in wild directions near his sternum. The skin of his face is ashen (a hallmark of his mother, who was known as "The Mountain's Midnight Beauty"), yet clear, as is his apparent avoidance of sunlight.

He is swathed in quickly purchased, stock underground traveling gear (down to the battered, antique mining helmet to protect from falling debris), and leans against a body-length dowel of ash wood. All things considered, the unfocused and wandering Dasur would seem ripe for a good mugging; especially considering the glimmer of a gold chain around his neck is a stark beacon of wealth when set against the backdrop of his boring clothes.

This amulet, a masterful trillion cut of ruby the size of a sling stone set into warm yellow gold, bears scrollwork resembling creeping lichens and delicate fruiting mushrooms. Usually tucked into his shirt, the amulet and its occupying ruby Zhashilgeax (aka The Contemplative King in the Unknown Stronghold of Reaching Mysteries) was recently crafted by Dasur himself as a focus of magical power. The amulet and the spellbook tucked into a waterproof bag in his backpack are the only indication this unassuming dwarf's head is a vast repository of arcane knowledge.

Personality:

Dasur is usually slow-speaking and unassuming, often found lost in his own thoughts or staring into the depths of a gemstone or other natural formation for secrets only his mind cares to find. The prodigal mathematician and wizard sees balance and power in all things connected to the earth, finding the same joy in the reflective depths of a masterfully cut fire diamond, the dusty yet colorful undulations of an unpolished growth of natural opal, or the simple sweep of a limestone cavern roof. His obsession with gemstones and mathematical fractals runs deeper than a vein of mithral, and Dasur will compulsively hoard certain gems or stones that he claims are vital for his research into the nature of matter, magic, and the very structure of the universe. He is continually working on a equation that will tie all three together, which he theorizes is the foundation for the power of gods. The fractals found in living organisms do not usually interest him- in his mind, life is simply copying the forms that are already present in stones or other materials to strength themselves.

He is not afraid to offer stern words of advice or quick corrections, and he sees misinformation and incorrect facts as a sad reality in a world where it takes many different types of dwarfs to make up a kingdom. He does not blame other people for their ignorance, but instead seeks to educate them. Unfortunately the wizard is far from straightforward and will often, without knowing it, offer roundabout explanations (with extensive background) to questions that could be answered in a few words, further confusing those he seeks to educate. As a result those seeking his advice are advised to make sure their entire day is free, acquire a lexicon or two for reference, and bring a packed lunch just in case.

Some humor Dasur and his eccentric views on the foundation of the world and magic, as while he is difficult to get focused on outside tasks, few can argue against his usefulness to Dwarfkind. His engineering and mathematical prowess are seen with awe by those able to pick out the useful bits in his ramblings, his few examples of commissioned gemcutting and goldsmithing are exemplary, and his earth magic (while rebuffed by his opponents for being "near occult in nature" and "based on absurd foundations") is growing exponentially more powerful with every new calendar. Some, however, lament how difficult it is to draw his attention away from his strange studies- he could accomplish great things if set on public works, they say sadly, while others shrug and take what they can get.

A poignant quirk, Dasur will rarely be afflicted with manic episodes. The usually quiet and contemplative dwarf will go into a frenzy of activity, scattering carefully stacked books and scrolls in search of a single "important concept", filling chalkboards with drawings only he can possibly comprehend, and performing magical gemcutting experiments for hours without stopping. Occasionally, after passing out from exhaustion, he will wake and remember a discovery of some importance, dragging himself over to a discarded blank scroll to carefully record a derived equation or arcane observation before beginning to clean his study.

He is neutral in all matters, and as some will say, "has the morality of the stone", likening him more to an underground druid than wizard. His research and its progress was the most important of activities, until rumors of the Tharnhammer expedition trickled its way into his study...

Background:

Grummick Deepborn was a court wizard of a budding Dwarf kingdom, set high in the mountains and founded shortly before the fall of Dammerhall. His brilliant, if eccentric, rise to fame and power spawned several tales of heroism and wall murals with fantastic tales of magical prowess. In return for his faithful service to the Dwarf Lords, he was offered the marriage of one of the court's most special royalty- Alalin Tharnhammer, "The Mountain's Midnight Beauty", descendant of the surviving Tharnhammer that had been present at the mountain settlement for consecration duties that occured during the fall of Dammerhall. She was a nymph among dwarves and famous diplomatic envoy, and Grummick accepted without hesitation. As the songs go, the two were very happy, Grummick entertaining the fair Alalin with his (strange, but amusing) wit, and she providing him with warmth his arcane mysteries could not provide.

What the songs do not tell, however, is Grummick's eccentric experiments into arcane breeding, one he took to his grave. For when Alalin and Grummick planned to conceive, the wizard enchanted his loins with a spell that, based on his research with badgers, would give rise to a new breed of Dwarf sorcerer with incredible powers over the earth.

Alas, Grummick did not live to see the results of his experiments. Afraid of the fact each new generation of sorcerous badger was exponentially more powerful than the last, he sought to end the magical creatures when one started bending the bars of its metal cage by squeaking spells of force. While he was crafting a wand of Disintegration (the only spell he found that could reliably kill the enchanted mammals), a freak accident occurred and the grand wizard suddenly became a pile of dust. His remains were then blown out of his tower study through a window by an equally sudden and freak gust of wind (that an apprentice, to this day, swears was all perpetuated by the badgers). The tower was sealed and the badgers were eventually eradicated by a group of adventurers-for-hire, resulting in a massive explosion, the destruction of the tower, and four dead. Thus ends the tale of Grummick Deepborn.

Dasur was born shortly after his father's death, and had high expectations placed on him. These expectations were met, and then exceeded, for his intellect and deep interest in the arcane came naturally- especially in the field of applied, theoretical, and arcane mathematics. However, as he grew older, his other interest- gemstones and goldsmithing, came to overshadow his work in strange ways. Dasur was obsessed with the contours and shapes of gemstones, proposing radical equations and models to precisely predict the shapes of gemstones down to their flaws. This was met with skepticism, but much of it was eventually shown to be correct, yet terribly useless and time consuming to calculate.

Deeper into this obsession his mind delved, until one day he proclaimed, with a stack of scrolls taller than a human and a natural cluster of ruby in his hand, that he had discovered a formation of ruby predicting future events. Specifically, the return of the Tharnhammers as a clan, the revival of Dammerhall, and a new, grand era of Dwarfkind. This prophecy was laughable to his peers. There was no magic involved, just stacks of incredibly complicated and unproofed mathematical theorems that would take years of calculations to substantiate. With no interest in his claims, Darus' prophecy caused him to be firmly shoved into the "eccentric" category his father once held, minus the tales of grandeur.

Disgraced, Dasur seemed to spontaneously enter a manic state and used his amassed funds to purchase the ruby cluster, cutting and setting it into a brilliant amulet. As he performed the arcane rituals to bond with the object as his new arcane focus, a revelation occurred. He swears, to this day, that the gemstone spoke to him not as a focus, but as a familiar, claiming its name was Zhashilgeax (roughly translated from Terran to: The Contemplative King in the Unknown Stronghold of Reaching Mysteries). It affirmed his theories, and as the last of the magic faded from the binding ritual, beseeched him to wait, for his prophecy would soon unfold. Dasur took the now "silent" gemstone and shared the discovery with his peers, who met this tale with rolling eyes and dismissals of hallucinations brought on by his manic state. Even his mother, who was proud of his accomplishments, tried to downplay her son's... ambitious statements.

Now shoved into the "quack" category tighter than a rivet in a suit of Dwarf full plate, Dasur sulked and continued his studies, waiting, believing... until the rumors of a Tharnhammer expedition to Dammerhall reached his ears. This was the moment, the start of the prophecy! Despite the protests of his mother and peers, he quickly purchased traveling gear and rushed out to make history and prove his theories correct.

Relationship to the Tharn Family:

Son of Alalin Tharnhammer

First Cousin of Snorri Thranhammer, heir to the throne. Dasur and Nalnera are both second in line to the throne.

Character planning and Notes:

Skills:

Craft: Sculptures?

Feats:

Combat Casting

Bouncing Spell

Intensified Spell

Selective Spell

Quicken Spell

Other Top Feats:

Spell Focus (?)

Arcane discoveries:

Golem Construction

Opposition Research

Desired equipment:

Spells:

Cone of Cold
Teleport

Items to craft/abilities to place in bonded object:

https://www.d20pfsrd.com/magic-items/wondrous-items/e-g/gem-elemental

https://www.d20pfsrd.com/magic-items/wondrous-items/m-p/pearl-of-power

Group loot:

2040 gp

2 +1 chain shirts

2 +1 elven curveblades

1 +1 full plate

3 potions of cure moderate wounds,

2 potions of pass without trace,

Golden, functional timepiece (unappraised)

300 gp worth of rare metal cogs, springs, handles, collars, and other mechanical bits and bobs

bloody knives with golden blades worth 600 gp

a solid gold but rudely made statuette of Camazotz worth 3200 gp

Bag of Holding Type II (500lbs max)(Currently contains 425 pounds of iron rations)

Magical telescope eyepiece (worth 10,000 gp toward creating a perception-enchaning item)

Climbing kit x2
400 ft silk rope
Manacles (small)
Manacles (medium)
Grappling hook (3)

Oil (10)
Twindertwig(10)

Weapon blanches: 1 adamantine, 5 cold iron, 5 silver

mwk greatsword
20 crosssbow bolts

Gnomish steel-covered spellbook containing copper plates with: Starsight, Greater Starsight (just as Starsight, but a 3rd level spell that lets you see the stars through buildings and underground.) Contact Entity 1,2,3, and 4.

Vampire Spellbook