Samaritha Beldusk

Inara's page

2 posts. Alias of Bill Schwartz.




Hey all, I been playing the Switch Game called Demon Gazer where the protagonist has a magical eye that allows him to suck the soul out of demons and then summon them to aid in battle or to use their magics.

Are there any similar archetypes out there for the various classes that is similar? Maybe an Inquisitor with the Cold Iron Warden archetype? Did not see any demon related archetypes for Hunter class.

Any thoughts on a class and/or archetype?


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Heya all. I am looking for a magic item I remember briefly from the 80s or 90s for AD&D. It was a ring that could form a suit of armor or a shield about the user. Or it might have been a metal dog that would follow the user and then form over the user as a suit of armor. Cannot remember if it was in a dragon magazine or some other obscure book.


Can an arcane user create magic items that are divine in nature? For example, could a wizard create a wondrous items that cures light wounds? As per RAW, he does not have access to cure light wounds so could do so with the +5 to the spellcraft DC (the CLW spell) correct?

Do most of you disallow arcane caster's from crafting items that use divine spells are a prereq and the same for divine tying to craft arcane?


Skeleton Summoner: Add "human skeleton" to the list of creatures you can summon with summon monster I. Once per day, when you cast summon monster, you may summon a skeletal version of one of the creatures on that spell's summoning list.

Would the summoned creature(s) also have the fiendish or celestial template in addition to the skeleton template?


In regards to the Theologian cleric archetype.

They get the ability at 5th level and every 5 levels after that to permanently modify a domain spell with a metamagic feat from a selected list.

Question: Is this only when they cast the spell using a domain slot or anytime they cast it? I ask as Theologians can remember domain spells in non-domain slots.

Be ruling would suggest it is anytime they cast the spell but wanted to be fair and ask everyone's thoughts.

What about when creating magic items using said domain spell?


Since plant companions are coming out for elves in the advanced race book anyone see any good figures to use?

What would use to depict a small puffball at the gaming stable?


Back in the 90s there was a lead miniature of a warrior with a sword and a perched eagle on his arm. I for the life of me cannot remember the name of the figure. I thought it was Lord Arborius but cannot find it anywhere on the web.

Anyone remember such a figure and the name of it?


Your quest, should you choose it: How to find a way to gain an arane bond/familiar without actually being a wizard. I see no feats that provide this and only dipping 1 level into arcane bloodline for sorcerer gives arcane bond

Need a bard who can have a rat familair or animal companion......

Talk amongst yourselves


Ayone seen any minatures of a female wearing spectacles or eye glasses? Does not matter if it was an old school figure (ala Ral Partha for example) or even a D&D mini (colored plastc).

Need one for a female spell-user with the typical smarty librian appearance.

On a side note, anyway to have a book as an Edilon or as an arcane bond?

Thanks in advance


Wasn't there a feat somewhere in one of the Paizo books where if you took it your effect level for your animal companion was equal to your character level (but could not go over your HD). That way if you were a druid or ranger you did not lose the 3 levels or if you multi-classed.

I for the life of me cannot find it.


There was a thread somewhere about optimizing a sorcerer with crossblood and wildblood archs for a fire-based user. Anyone have a link to the thread? I checked all of the advice posts


The giant Snapping Turtle in the Bestiary 2 has the 'Shell' special quality but I see no mention in its stat block or the apendixes what this does. Any ideas? Is this just an abilit yto account for its high natural AC bonus perhaps?


Is there a trait to allow disguise as a class skill?


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I came up with a wheezy idea which is all per RAW. Talk amongst yourself. Would you allow it, what gear would you give it, etc.

So an Eidolon gains a feat at level 1 and then 1 every 3 levels as a standard character.

So AS per the rules. At 1st level I give it the additional trait feat. One of the traits I give it is wealthy. So it starts with 900gp worth of gear.

Wouldn't that mean that every time I summon my Eidolon it has 900gp worth of established gear already equipped and on it? Which could be potions, healer kits, rope, and stuff which are renewed every time you resummon it daily? This is as per RAW. Just like a summoned deva always has a +2 hammer with it and it disappears when it is slain or dismissed.


Is there a feat out there somewhere that allows a sorcerer to take a spell from the druid or cleric spell list?

Thanks in advanced.


So I was watching League of Extraordinary Gentlemen the other day and I noticed how the Jekyll character carried this large padded carrying box of all his drugs, exilirs, and serums on a strap around his shoulder. Anyone see any rules for such a device floating around? Such as weight, cost, gaming stats for item removal and damage, etc.

Race

Male Tiefling Wizard (Conjuration) 2 Treasure

Classes/Levels

Stats:
Init +5, darkvision, Perception +2(+4), AC 13 t: 13 ff: 10, hp: 18, F +3, R +4, W +4; CMD: 14

About Haroon Falstaff

Haroon Falstaff

Male tiefling wizard 2
CG medium outsider (native)
Init +5; Senses darkvision 60 ft.; Perception +2 (+4)
-Defense--------------------
AC 13, touch 13, flat-footed 10 (+0 armor, +3 dex)
hp 18 (2d6+7)
Fort +3, Ref +4, Will +4
Resist cold 5, electricity 5, fire 5
-Offense--------------------
Spd 30ft.
Melee cold iron dagger +1 1d4 (19-20/x2) (P or S) (4gp, 1 lb) or cold iron cestus +1 1d4 (19-20/x2) (B or P) (10gp, 1 lb)
Ranged cold iron dagger +4 1d4 (19-20/x2) (P or S), 10 ft.,
or acid dart +4 1d6+1 (7 / day), 30 ft.
Special Attacks
Spell Like Abilities (CL 2nd, concentration +8)

1 / day-darkness

Arcane School Spell-Like Abilities (CL 2nd; concentration +8)

7 / day-acid dart (1d6+1) (5/7 remaining)

Wizard Spells Prepared:
(CL 2nd; concentration +8)

1st - ear-piercing scream (DC 15), grease (DC 15), protection from evil, summon monster I (DC 15)
0th (at will) - detect magic, dancing lights, prestidigitation, read magic

Opposition Schools enchantment, necromancy

-Statistics--------------------
Str 10, Dex 16, Con 14, Int 18, Wis 10, Cha 8
Base Atk +1; CMB +1; CMB 14
Feats Scribe Scroll, Toughness
Skills Acrobatics +3, Appraise +7, Bluff -1, Climb +0, Craft (alchemy) +8, Diplomacy -1, Disguise -1, Escape Artist +3, Fly +7, Handle Animal -1, Heal +0, Intimidate -1, Kn(arcana)+9, Kn(dungeoneering) +8, Kn(engineering) +8, Kn(history) +8, Kn(local) +8, Kn(nature) +8, Kn(planes) +8, Kn(religion) +8, Perception +2(+4), Perform -1, Profession -1, Ride +3, Sense Motive +0(+2), Spellcraft +9, Stealth +3, Survival +0, Swim +0
Traits Reactionary (+2 Initiative), Riftwarden Orphan (+2 Concentration, Archmage Mythic Path)
Languages Common, Abyssal, Draconic, Elven, Infernal, Orc
SQ arcane bond (raven), prehensile tail, summoner’s bond, vestigial wings
Gear traveler's outfit (5 lbs), masterwork backpack (50gp, 4 lbs), a belt pouch (1gp, .5 lbs), a spell component pouch (5gp, 2 lbs), a canteen (2gp, 1 lb), a spellbook (3 lbs), a cold iron dagger (4gp, 1 lb), a cold iron cestus (10gp, 1 lb), 4 flasks lamp oil (4sp, 4 lbs), 1 flask holy water (1 lb), 2 candles (3cp), 3 pieces chalk (3cp), earplugs(3cp), whetstone (2cp, 1 lb), 1 tindertwig (1gp), 1 bandolier (5sp), powder (1cp, .5 lbs), 50' string (1cp, .5 lbs), waterproof bag (5sp, .5 lbs), caltrops (2 lbs) 940gp, 23sp, 27cp, 122.5 gp in spell/scroll scribing materials, light crossbow (35gp, 4 lbs), bolts (20) (2gp, 2 lbs)
Items left at The Defender's Heart Millorn's spellbook (160gp, 3 lbs), Nightwing Spellbook (700gp, 3lbs), 1 blanket (5sp, 3 lbs), 1 bedroll (1sp, 5 lbs), 35 crossbow bolts (3.5gp, 3.5lbs)
Weight Carried32.5 lbs
Light: 0-33 (0-38) Medium: 34-66 (39-76) Heavy: 67-100 (77-115)
Spellbook

0th-acid splash, arcane mark, dancing lights, detect magic, detect poison, flare, ghost sound, light, mage hand, mending, message, open/close, prestidigitation, ray of frost, read magic, resistance, spark

1st-alarm, *burning hands, color spray, detect secret doors, ear-piercing scream, enlarge person, feather fall, grease, identify, mage armor, magic missile, *obscuring mist, protection from evil, silent image, summon monster I, vanish

*spells marked with an asterisk purchased with starting wealth

Magic Items:
Terendelev's Glittering Scale (3/3 remaining)
Potion of cure light wounds
Potion of lesser restoration
Scroll of resist energy (CL 3)
Scroll of shocking grasp (CL 3)
Scroll of dimensional lock (CL 15)
cloak of resistance +1

Millorn's spellbook:

160 gp - a ratty old and stained thing, singed on one corner and many of the pages near the end contain nothing but inkblots and smudges, however within the other pages you find the following spells:
0th - acid splash, detect magic, ghost sound, read magic
1st - color spray, detect secret doors, grease, mage armor, magic missile, shocking grasp, silent image
2nd - blur, fog cloud, invisibility, levitate, resist energy

Blackwing Spellbook:

700gp - the few legible remaining pages contain the following spells:
1st - alarm
2nd - resist energy
3rd - dispel magic, magic circle against chaos, versatile weapon
5th - dismissal

Appearance:

Haroon has ruddy flesh, thick black hair, kept close-cropped on head and jaw, an aquiline nose and maroon eyes. He typically wears a long cloak to try to hide the small, batlike wings and long hairless tail that evidence his fiendish heritage.

Background:

Haroon was found, naked and squalling in a field, surrounded by slain Mendevian crusaders. Though the priest of Abadar and his cohort intended to abandon the infant, or even slay the obvious fiend, the grizzled mercenary mage they had hired interceded on the babe’s behalf, and took the shrieking tiefling as his own. Haroon grew up in taverns and campsites, and proved a quick study of every arcane art that his adopted father, Merten Falstaff, imparted to him. Despite the fear and outright hostility towards his appearance, Haroon does his best to maintain a positive outlook, seeking the good in himself and others. As Merton once advised him, “Whatever you seek for in others, good or bad, that you shall find.” Unfortunately, Haroon’s appearance has stunted his facility with social interactions, and while he is usually polite, he has a hard time picking up on social cues, and can come across as strange and callous.

As Haroon grew to adulthood, he began to question whether there was more to learn of his heritage. Though his father counseled him that no good would come of any knowledge he should find, Haroon’s curiosity outstripped his father’s wisdom. Determined to learn where he came from, Haroon seeks to travel into the Worldwound and learn its secrets for himself.

Haroon sees Merten as a loving father, but feels that the old man is holding him back from knowledge that he needs. Out on his own, he feels that he has the chance to truly understand himself, and reach his true potential.

Haroon understands the need to repel the demons from Golarion, but believes most crusaders to be thoughtless sheep, lacking the intellectual capacity to understand the creatures and master them.

Familiar:

Raven (Obregon)
N Tiny Animal
Init +2; Senses: Low-Light Vision, Perception +7
----------------------------------------------------------
Defense
----------------------------------------------------------
AC 15, touch 15, flat-footed 13 (+2 Dex, +2 size, +1 natural)
hp: 9 (2HD)
Fort +1, Ref +4, Will +4
Special Abilities: Share Spells, Empathic Link
----------------------------------------------------------
Offense
----------------------------------------------------------
Speed 10ft., fly 40ft. (average)
Melee: bite +5 (1d3-4)
Space: 2-1/2ft, Reach: 0ft.
----------------------------------------------------------
Statistics
----------------------------------------------------------
Str 2, Dex 15, Con 8, Int 6, Wis 15, Cha 7
BAB: +1, CMB +1; CMD 7
Feats: Skill Focus(Perception), Weapon Finesse, Improved Evasion
Skills: Fly +5, Perception +7, Stealth +10
Languages: Draconic