Sabina Merrin

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Hello.

What happens if a cleric takes warpirest levels?

As i understand: the cleric should take the same deity, the same domains (blessings), same spell restrictions and code of conduct.

About BAB and saving throws, are literally the same numbers

But about spellcasting: here is when i don´t have it really clear:
The speell allotment per day would stack? so lets say: A 7th level cleric, 6th level Warpirst would have 9+1 spells per day?
Also: if the are both divine spellcasters, their levels would stack to determinate Spellcaster level for spells and feats?

PS:
If you are wondering: Why would yo like to cross these classes?
Because Cleric's cool domain powers and Warpirest's Favored weapon and bonus feats.

Thank you.


Nathan Monson wrote:

Acid Arrow;

Snowball, if your GM allows it, plus its big brother Flurry of Snowballs.
oh, and at low levels stone call is great allowing neither saves nor SR it doesn't scale into high levels at all, but its still good.

Yes i have found those spells, so i wnat to know if there are more at higher levels (specially for the psychic).


At this level of my campaign, the party has been facing some difficulties, specially with creatures inmune to magic or with high SR.

I'm specially looking for spells like this from de Psychic, Sorcerer/wizard, Bloodrager and Cleric lists.

Thanks for your help


I´m considering to build a "magical" firearm, but i don´t know if you can craft firearms with special materials, like adamantine, mitrhal or stainless steel, also, i don't know if the rules of magical weapons would apply to firearms

For example,
Crafting a +5 flaming burst pepperbox riffle made of mitrhal.

Also, should it be trated as a proyectile weapon for the porpousse of determinating HP and hardness?


Hello.

I had the idea to create an android and give it kineticist levels, but i find myself overwhelmed with an abundance of options.

It's my first time using this class, and i have no idea how well it works on combat, what are your experiences? wich element is your favorite? can you show me your favorite builds and how you use them?

So far, theese are her ability scores:
Str: 16
Dex: 20
Con: 18
Int: 18
Wis: 12
Cha: 9

Feats: Point-black shoot

Also, when i thought about this character, i had the idea of a Futuristic combat android that can be used as an effective body-guard (i thought that the kineticist would be good because and android atacking with energy blasts sounds perfect for me) Should i keep the idea? or should i give up and try with another class?


Hello.

Well, specifically, with will o'wisps.

I´m stuck in this situation: an 8lvl Bloodrager, a wyven cohort and a 4lvl Psychic are exploring some kind of abandoned church/temple in the middle of nothing.

We faced some nagas and a huge ooze, but then we came to a room where we were catched flat-footed and received electricity damage, after a succesful knowledge check, my psychic identified them as will o'wisps.
The dragon tried to track them with scent, but DM said that they can´t be smelled.
For now, my psychic only knows "mind thrust II" as 2nd level spell, so im not able to cast see invisibility or something similar.
Casting burst area spells seems useless, they are inmune to magic.

So, we are traped with theese enemies, unable to see them, smell them or pinpoint them, our Hp is dropping fast and i have no certain idea of what to do.
Please help.


Hello.

I just obtained new gear and i would like to know their resistance.

For weapons: Obtained an Adamantine Earth-breaker and Great axe, i know their hardness should be 20 for the adamantine, but i don´t know how much hit points they would have.

Also i don't remember well, but i read that enhancement bonus on weapons grants extra hardness and hit points, can someone tell me how much specifically?

Also, the same question for a "Celestial armor" how much hardness and hit ponits does it have?


well...

I have this doubt:

A lot of creatures have fly speed, even some classes allow the player to fly when reaching certain levels.

So that makes think that those creatures can make some kind of nosedive as a charge attack.

According to the laws of physics, this would deal much more damage, am i right?

How do the rules apply to this?


Well, as i keep rading about fets i've found lots of combat feats for martial classes, but i think that spellcasters are a little forgotten in this area, i can´t decide any good feat for my spellcasters.

I think Improved initiative and Eschew materials are basic. but beyond that.. i have no idea.

I thought Expanded arcana would be a nice choice for a spountaneous spell caster.

But i would like to know if there are other useful feats.

For example:
A feat that allows me to take a spell from a spell list from another class spell-list? (For example: a 4th level psychic taking scorching ray)
A feat that allows a cleric to cast more spells per day beyond those granted by WIS score?

Or anything you think is useful for spellcasters.

Thanks for your feedback!


Based on my experiences:
1.-Shocking gasp
2.-Scorching ray
3.-Firebolt and Lightning bolt
4.-Dragon´s breath
5.-Cone of cold
6.-Chain Lightning and disintigrate
9.-Wail of the banshee

About 7 and 8 level spells, im' not quite sure, but theese ones are pretty good for my personal taste


I really liked the Raging vitality, i'm surely picking it soon, also, where i can find information about Dirty fighting and Martial focus?


avr wrote:
BTW, are you playing all of this group of characters in the same game? As in, are you the only player?

Sometimes y play them separately, sometimes two at the same time, but im looking for a way to play most of them at the same time, since my gruop is slowly disolving


avr wrote:
The bloodrager looks to have average offence, well below average defence (suicide in a high risk game), random feats including leadership - which might be a saving grace or might just be more meat into the grinder. With those feats the brawler's martial flexibility is largely wasted. More bloodrager is the best save, and maybe retrain the brawler level back into bloodrager if you can, or retrain the feats into something which makes martial flexibility useful if you really want the brawler.

When your whole party is kidnapped by "the bads", imprissioned,all your gear is taken, and you are forced to escape with your bare hands, you literally would kill for a brawler/monk level, i don´t want to repeat that bitter experience again or something similar.

Also, i think martial flexibility is really exploitable, you know... investing one use to give you vital strike, then, atack with power atack+furious focus(no power atack penalty in your first atack)+bloodrage... if you land that hit, your face may be the last thing your foe sees

avr wrote:
The psychic is an embarrassingly bad blaster with none of the battlefield control which a psychic is actually good at. As a blaster I'd rebuild her as a different class entirely, as a battlefield controller the main thing which needs to change is her spell selection and probably better feats.

What spells and feats dou you recommend me? these have been working well, i would like to know if she can do it better

Also, forgot to mention: Psionic-boom it´s an evocation spell, exclusive from the psychic class that deals 1d6 of force damage per caster level, the affected area and maxium damage varies by the version of the spell you are using (Psi boom, I, II& III)if you combine this with the focused force amplification, you get devastating results.

ElSilverWind wrote:

. . . Why did you change Wisdom into SAB? What even is SAB supposed to stand for? Is CAR meant to be Charisma? Isn't the generally accepted abbreviation for Charisma "CHA"?

(normally Wizard/Witch/Arcanist and Cleric/Druid/Shaman).

Oh my bad, i used the spanish(my mother language) abbreviation yes, you are right SAB=WIS (Sabiduría) and CAR=CHA(Carisma)

As for the cleric/sorcerer cross, i needed a spellcaster who can give an additional help in battle when needed, and cast healing spells


Hello, for the last months i've been building this set of characters, i think everyone is really competent in their own way, i want to hear opinions from various people, to evaluate how well they would survive in a high risk game, also looking for suggestions for furtther developing.
So here they are:

Eli
NB Female human, Celestial Bloodrager 6, Brawler 1
Ini: +7
HP: 80 (7D10+14)
AC: 19 (+6 armor, +3 dexterty)
Ability scores:
STR: 20
DEX: 17
CON: 15
INT: 13
SAB: 14
CAR: 16
Savings: Fort: +7 (+9 in bloodrage) Ref: +6 Will: +4 (+6 in BR)
BAB: +7
CMD: 25
CMB: +12
Melee weapons: Great halberd(2d6)(weapon provided by DM), Eartbreaker (2d6), Unarmed strike (1d6)
Rangerd: Composite longbow (1d8)
Spells known:
Lvl 1(2 per day):Icicle dagger, Shield, True strike
Feats:Quick Draw,Power atack, Cleave, Eschew materials, Improved initiative, Furious focus,Improved unarmed strike, Leadership.
Skills: +12 acrobatics, +9 Climb,+11 Handle animal +11 intimidate, +8Mount, +11 Perception, +8 survival,+8Swimm

Emeline
CN (good tendencies) Female Undine, Psychic 7
Ini:+4
HP:50 (7D6 +7)
AC; 20 (+4dex, +6 Psychic, +1 Dodge)
Ability scores:
STR: 10
DEX: 18
CON: 12
INT: 18
SAB: 20
CAR: 16
Savings: Fort: +3 Ref: +6 Will: +10
BAB: +3
CMD: 22
CMB: +3
Melle weapons: Morningstar (1d8)
Ranged: Light crossbow:(1d8)
Spells known:
Cantrips: Telekinectic proyectile, Stabilize, Bleed, Detect magic, Detect pyschic significance, know direction, Read magic
lvl 1(7 per day): Mage armor, Psionic boom I(spell provided by DM) Mental Thrust I, True strike, Magic missile
Lvl 2(7 per day): Anticipate thoughts, Provoke pain, Mental barrier I
Lvl 3(5 per day): Mental thrust II, Force punch
Psychic dicipline: self-perfection
Phrenic amplifications: Focus force, Will of the dead
Feats: Dodge, Eschew materials, Alertness, spell focus
Skills: Acrobatics: +10,Bluff +8, Diplomacy, +13, Intimidate +13, Knowdlege (all) +10, Linguistics +7, Perception: +17, Sesne motive: +12

Korina
CG female catfolk, ninja 7
Ini:+5
HP: 70 (7D8 +21)
AC; 19 (+5dex, +3 armor, +1 natural)
Ability scores:
STR: 16
DEX: 20
CON: 16
INT: 13
SAB: 12
CAR: 18
Savings: Fort: +5 Ref: +10 Will: +3
BAB: +5
CMD: 23
CMB: +8
Melle weapons: Lightning katana (1d0)(weapon provided by DM) 2 Wakizashi (1d6 each)
Ranged: Compossite shortbow (1d6), Pepperbox riffle (1d10)
Ninja tricks: Bleeding atack, Fast stealth, Slow reactions
Feats: Weapon finesse, two-weapon figting, quick draw, Exotic weapon proficency (firearms)
Skills: Acrobatics +15, Bluff +14, climb +7, Diplomacy +10, Disable device +15, Ecape artist +15, Perception +10, Sleight of hand +9, Stealth +17, Swim +9, Use magic device +7

Minako
LG female human, Samurai of the warrior order 7
Ini:+6
HP:90 (7D10 +21)
AC; 20 (+2dex, +8 armor)
Ability scores:
STR: 20
DEX: 15
CON: 16
INT: 10
SAB: 14
CAR: 14
Savings: Fort: +8 Ref: +4 Will: +4
BAB: +7
CMD: 24
CMB: +7
Melle weapons: Katana (1d8)Lucerne hammer (1d12)
Ranged: Composite longbow (1d8)
Challenge 3 per day
Resolute: 4 per day
Weapon experetise 8katana)
Feats: Improved initiative, power atack, cleave, furious focus, mounted combat, vital strike
Skills: Climb +8, Diplomacy +6, Handdle animal +12, Intimidate +6, Ride: +12, Swim +9

Niramour
NG female aasimar, cleric of Sarenrrae 1, Celestial Sorceress 1
Ini:+7
HP:18 (2HD 1d8+1d6 +4)
AC; 17 (+3dex, +4 armor)
Ability scores:
STR: 12
DEX: 16
CON: 14
INT: 13
SAB: 18
CAR: 20
Savings: Fort: +3 Ref: +3 Will: +6
BAB: +1
CMD: 15
CMB: +2
Melee weapons: simitar (1d6)
Channel energy 1d6
Domains: Fire, Healing
Rebuke death 1d6+1
Firebolt 1D6+1
Celestial fire 1d4+1
Spells known:
Lvl 0: Stabilize, Dancing lights, disrupt undead, Flare, Touch of fatigue
Lvl 1: Mage armor, Shocking gasp, Burning hands, Cure light wounds
Feats: Improved initiative, Eschew materials
Skills: Diplomacy +11. Heal +9, Knoedledge (Arcane & planes) +5 Use magic device +8

I must mention that the cleric is relatvely new, so that's why it has a low level, i plan to give her 5 more cleric levels and the rest in sorceress leveles.
With the bloodrager i'm not quite sure if i should keep spending more levels feeding the brawler class.
Also, the Expanded arcana feat works with pyschic spells?

Thank you for your time and suggestions


Hello.

Recently one of my players came to me with a peculiar cohort, it´s a doppelganger, or something like that.

Well the idea is that it resembles an anime character called Fredericca from Hitsugi no chaika, wich is a girl who can change from a girl, to a dragon and a cat.

In someway, i liked the idea, the human form works as a samurai(lvl 6), the animal form is a domestic cat and the dragon form is a wyvern (CR:6) that can be used as mount.

But i really have some doubts about how this works

First of all: how should he handle the abilty scores of each form? would it be the same for the three forms? or one diferent for each form?
Second: How should he handle de HD's?
Third: Could the cohort change form in the middle of the game? or should it adopt a single form for the entire session?
Fourth: Wich would be the minium leadership score to handdle it?
Fifth: Is this even legal?

I think the idea is great and i want to help my player to use it right.
In case anyone has a better idea of how to make a special cohort who can change forms to be a Proud warrior, a Majestic dragon and an inoffensive small animal, i would REALLY appreciate if you share it with me.

Thanks.


Hello.

Recently, i wanted to build an android PC, but im having some troubles with it.

First of all, how you should name an android? o couldn't find any appropriate for a female android. suggestions please.

Also, can androids have gender? or they are genderless?

In case anyone was wondering how she looks like, here's a doodle of her: (http://tinyurl.com/hgayylb)

The second one, im not very sure about the class, im between the brawler and the kineticist, i'm not quite sure, i have never played with a kineticist (have you? what are your experiences?) so i don´t know how much well multi-classing would work for this combination.

Thanks for your feedback.


Oh sorry! i forgot to say, the witch is not an NPC it's a PC that belongs to another of my players


Well, the monk is a human, and the witch is a kitsune.
If they have a child, y would roll a D%, if 50 or less, its a kitsune, if 51 or more, its a human, i guess


Hello.
Recently one of my players wanted to get a girlfriend, i couldn´t find any rules about that, so i decided that if he can succed 3 consecutive charisma checks (DC=10+the girl's HD+ her wisdom modifier)she would accept to become his girlfriend.
He actually succeded.
Well now i have a new lovely couple (A Monk with a Witch) but i don´t know how to handle it properly.

Should they get any morale bonus when fighting together?
What would happen if the break up?


Sorry, but i have this dumb question and i need it to be answered:

Is it possible to wear the celestial armor with another armor at the same time?

This question came to me when i read the armor description: "This +3 chainmail is so fine and light that it can be worn under normal clothing without betraying its presence"

So i understand that you can use another armor over it, of course, the armor check penalties would stack, but also the AC bonus, i guess

I was searching for a rule that caontradicts this, but i couldn't find it, taking me to a neutral point


I'm a bloodrager, and yes, i have the leadership feat (also speak draconic)


Hello.
I recently started thinking about getting a mount for combat porpouses, i tought a regular horse would be good, but then i saw that the horse may not be able to move due to my weight and my equipment, so i discarded the otion. (I'm a medium human that weights 143 lbs +50 lbs of equipment)

I have handle animal and ride as class skills, and about 5 ranks in each one.

So it came to me a crazy idea: Is it posible to have a dragon-like mount?

I read about the wyvern (http://www.d20pfsrd.com/bestiary/monster-listings/dragons/wyvern) and i tought it would be a viable choice due to the neutral alignment and it's few HD (7HD)

My DM said that it may be possible, but he asked "How do you plan to feed it?" "wouldn't you get poisoned by just touching it?"

Well, i still have my doubts, i want a dragon-like mount (If is possible) that endures with me in battle.

So the questions are:
Is it possible to have a dragon-like mount?
What kind of dragon-like mount can i have?
If not, what is your favorite mount or wich one would you recommend for combat purposes?


Well i thought this method would be effective because a i have a character with a martial class (fighter), and i liked some of the deffensive abilities of the sorcerer ( i don't really care much about the spells)
So im trying to find a way to keep having the benefits of the fighter, but the defensive abilities of a sorcerer at a fair price.
What should i do?


Chess Pwn wrote:
this belongs in the homebrew forum since you're talking about a homerule to multiclassing.

Uhhmm sorry, i don´t have much experience using this forums, how do i move the post (and where is the homebrew forum?)


Hello.

I need some advice with this "multi-classing" thing, i have read about traditional multi-classing, but i think that the cost of the little benefit is too high (sacrficing whole levels) so i discarded it, then i found the "Gestalt charcter creation" (http://www.d20srd.org/srd/variant/classes/gestaltCharacters.htm) but i looks so OP and my DM may not allow me to use it.

So i decided to theorize a "new method" much more balanced, to get some beneffits of other classes with a fair price, please note that this method is just a proposal, so comment what do you think?, what would you change?, do you think it´s fair? would you use it?

So... this is it:

Multi-classing method by Master-apprentice

Benefit:
The character is capable of using his/her experiences lived in diverse fields to learn; to say: it’s not the same to gain experience by crushing a goblin head with a hammer, than gain it by incinerating orcs.

Prerequisites:
The total sum of the character’s Intelligence, Wisdom and Charisma scores must sum a total of 35 minimum, free time, and someone disposed to teach you (a teacher)
Optional: for every five points that the total exceeds 35, you can gain another apprentice class (For example: a 3rd class with a total sum of 40, a 4th class with a total sum of 40 etc...)

Functioning:
A character picks a favored class and levels up with it normally, at any moment he/she can entrust him/herself with a teacher that guides him/her in a second career.
Before choosing an apprentice class, check if you fulfil de alignment requisites.
To get your first apprentice class you must spend 20 hours (Don´t need to be consecutive) taking lessons from your teacher, (a PC or NPC with the class you are willing to get) and succeed DC 10 Intelligence check, if you fail, you can invest other 20 hours and pay the price again to retry. If your Teacher is an NPC you must pay 100gp; if your teacher is a PC you must pay 20gp.
Optional: If you fail 5 consecutive times, your teacher will consider you unworthy for the class and will refuse to teach you, you must find another teacher.

Once you get your first level in your apprentice class, you get all of the class skills and features at lvl 1, weapon and armor proficiency spells known and spells per day (if any)
Different from the common multi-classing method, with this method you can invest experience points to feed your new class instead of sacrificing whole levels.
When you gain experience points you decide in which class you want to spend them, the total XP points necessary to level up is usually one-category lower than your favored class progress (For example: slow progression characters use medium progression, and fast progression for medium progression characters, the fast progression just stays like that)
Once you get the XP points necessary to reach a new level in your apprentice class, you must go with your teacher to take a test, your teacher must be of the same level or higher from the level you just reached, otherwise, it will be impossible for him to keep teaching you.
You must spend 8 hours with your teacher, succeed a DC 10 Intelligence check and pay the beginning gp price again.
If you fail the test you can´t level up on your apprentice class or spend XP points on it, you can retry the next day.
Once you get a new level on your apprentice class, you won´t gain increments on your Base attack bonus, Saving throws, Ability ranges, Hit dice or Skills. (Unless your class features say the contrary, for example: if you are a Fighter, Gunslinger or Monk you gain the bonus feats at level 1, 2,4,6,8, etc...)
In case that your favored class and apprentice class are both Spell-caster classes, the spells known and spells per day from each class are threaten independently

Note that your Apprentice level CANNOT be higher than your favored class level.


Hello.

i ve' been reading the properties of some metals such adamantite, cold iron, mithral and stainless steel, they are all so good that it's hard to decide.

This takes me to another question: is it posible to alloy different metals to mix their properties, if yes, wich are the restrictions?

And so...
What is your favorite material to craft metal weapons? and why?


Hello.

I don´t have much time playing this game, and sometimes i have some dumb questions.

So i was reading the core rules book and i found a lot of interesting magic objects.

My question here is: can i buy them anytime i want?
For example: I found a "Mithral Full Plate of Speed" and it costs 26,500 gp, if i have enough gp, can i buy it just like that? or do i need to go to a special place or make an abilty roll?

PS: sorry for my bad english