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Character Basics
Name: Wart (might change it, but that is what it will mean in undercommon)
Half Elf (Darkborn)
Sorcerer/Arcanist (Level 1 character mechanics in second post)

Wart was a slave among the Drow, one of thousands who toil in the unseen underdark. While thinblooded by birth, he was able to “pass” for human. The whip was a constant reminder to him where he stood…However when he was allowed to sleep, the story was different. Where all he knew was the dark caves illuminated by moss, in his dreams he could see bright light coming from the heavens, and the burnt man would teach him tricks, tricks that when he awoke he could still do…

However, Wart knew that his masters would not appreciate a slave knowing how to do these tricks so he kept them to himself, each day was a struggle, then one day the burnt man told him he would send him a friend, to help him greet the son. Wart had no idea who the son was, but anything was better than dealing with his lot.
The next day, a small creature, like a bat but different (a thrush he would later learn flew) around the cave. Following it he was led to an exit from the underdark. The sun at first blinded him, but soon his eyes adapted to it. Along the way out he found the remains of a human, however unlike the slaves he had fine clothes and gear. He took the gear...

Personality: his time in the underdark has made him weary of others. He is a bit paranoid if truth be told. He also has a compassionate side for the downtrodden, and a curiosity in the new world he finds himself in.


Character is a sorcerer 1/arcanist 4/evangelist 10
Has Bloodline Development

Quote:
"SNIP If the arcanist already has a bloodline (or gains one later), taking this exploit instead allows her arcanist levels to stack with the levels of the class that granted her access to the bloodline when determining the powers and abilities of her bloodline."

Preforms his Obedience daily...

Chose Arcanist for his Aligned class
Quote:


Aligned Class (Ex): Evangelists come from many different backgrounds, and they show an unusual range of diversity. At 2nd level, the evangelist must choose a class she belonged to before adding the prestige class to be her aligned class. She gains all the class features for this class, essentially adding every evangelist level beyond 1st to her aligned class to determine what class features she gains. She 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 her aligned class as well as those of the evangelist prestige class

Would the bloodline development still function, granting the Evangelist to the bloodline abilities


Arcanist with 1 level of tattooed sorcerer and bloodline development exploit

As I understand the rules, the character would "learn" bloodline spells but having no spells at that level it would normally be academic

However the tattooed sorcerer allows basically a bloodline spell to be a tattooed spell

Question any reason it could not be an Uncasville spell?


Does anyone have a point by point eval comparison of Paladin's vs War Priests?

I know BAB and Hit points for the

Paladin,
* Full BAB (v 3/4)
* D10 HP (v d8)
* Divine Grace (saving throws)
* Lay on hands & Mercies/ Fervor (Lay on hands is larger effect with added bonuses, but no selfcast)

War Priest
* Level 6 Spell Casting (v Lv 4, detect evil)
* 3 Additional Class Skills (Intimidation, Swim, Survival)
* Sacred Weapon (v Divine Bond, no mount option)

Equal
* Weapons & Armor
* Skill Progression
* Aura of Good/Aura
* Channel Energy

Unclassified: Paladin
* Smite Evil
* Aura of Divine Courage
* Divine Health
* Aura of Resolve (charm protection)
* Aura of Justice (Share Smite)
* Aura of Faith
* Aura of Righteousness
* Holy Champion
* Code of Conduct

Unclassified War Priest
* Blessings
* Focused Weapon (Free feat), + Bonus Feats (1 per 3 levels)
* Sacred Armor
* Aspect of War


So been working on a character that I am calling a series of Unfortunate choices. I know that many of the choices I am making are not optimal, however they are things that I want. I KNOW that I am giving up spell levels for the build, I know that is drowning puppies bad, doing it anyways :) . So what I am looking for is help with getting the most out of a poor build.

Right now, I am planning on the following:
Tattooed Draconic, Sorcerer-1. Arcanist-9, Evangelist (Prestige)-10

I am debating (a little) on the evangelist. I am familiar with Blood Arcanist and have dismissed it, as the only way to get a couple mechanics I need (I call them character beats) are unavailable at level 1 or 2 with that archetype.

Obviously will take Bloodline development to allow the Sorcerer bloodline to grow.

------------------BACKSTORY------------------
Keldor was born in a slave pit of the Drow to a human mother. At birth he had what the Varisian's call a birth tattoo on the back of his neck, that developed as he aged into the shape of a small bird.

Survival was tough for the young thinblood, for the slaves did not trust him, and the slave masters were extremely rough with the half blood. However, his mother knew the tattoo meant something, what she had no idea. Her reputation among the slaves as a caring and wise woman protected her son some but did not create acceptance.

As he grew, he learned to listen to a little voice in the back of his head, a voice that would warn him of danger, tell him he was born for some other reason than to just be a slave. The voice also started to talk about how to channel the power growing in his veins.

Then one day, the slave masters killed his mother and the voice in the back of his head screamed RUN! Which he did. The next year was rough, as he started to climb out of the Darklands. Avoiding the various denizens, surviving on what he could. When he finally reached the surface, he was next to dead. However, a traveling band of Varisian's found him. He stayed with them for a few years, becoming a part of their band. Here, he learned more about the tattoo, for one thing it was a living being, (Familiar name). Eventually, he decided it was time to leave his adopted family, explore this upper world, and find his destiny.

--------------------Character--------------------------
Keldor
Male half-elf sorcerer (tattooed sorcerer) 1 (Pathfinder Campaign Setting: Inner Sea Magic)
CN Medium humanoid (elf, human)
Init +2; Senses darkvision 60 ft.; Perception +6
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 8 (1d6+2)
Fort +2, Ref +2, Will +2; +1 Charm & Compulsion, +2 vs. enchantments
Immune sleep
Weaknesses light blindness
--------------------
Offense
--------------------
Speed 30 ft.
Melee bladed scarf -1 (1d6-1) or
. . quarterstaff -1 (1d6-1)
Ranged light crossbow +2 (1d8/19-20)
Spell-Like Abilities (CL 1st; concentration +2)
. . 3/day—dancing lights
. . 1/day—dancing lights, darkness, faerie fire
Sorcerer (Tattooed Sorcerer) Spells Known (CL 1st; concentration +2)
. . 1st (4/day)—identify, true strike
. . 0 (at will)—detect poison, flare (DC 11), penumbra[UM], prestidigitation
. . Bloodline Draconic
--------------------
Statistics
--------------------
Str 8, Dex 14, Con 14, Int 16, Wis 10, Cha 12
Base Atk +0; CMB -1; CMD 11
Feats Elven Spirit[ARG], Varisian Tattoo[ISWG]
Traits BETRAYAL, VARISIAN TATTOO, dungeon dweller (any subterranean dungeon), - Magical Knack: Arcanist,
Skills Knowledge (arcana) +7, Knowledge (religion) +4, Linguistics +4, Perception +6, Spellcraft +7 (+9 to identify magic item properties); Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Common, Draconic, Elven, Gnome, Sakvroth, Undercommon, Varisian
SQ bloodline arcana (energy spells that match bloodline energy deal +1 damage per die), bloodline tattoos, drow heritage, elf blood, elven magic, familiar tattoo
Other Gear bladed scarf[ISWG], blunted bolts (10), crossbow bolts (10), light crossbow, quarterstaff, backpack, belt pouch, flint and steel, spell component pouch, trail rations, traveling spellbook[APG], waterproof bag[UE], waterskin
--------------------
Special Abilities
--------------------
Bloodline Arcana: Draconic (Ex) +1 damage per die for [Fire] spells.
Bloodline Tattoos (Ex) Bloodline spells are cast at +1 caster level.
Darkvision (60 feet) You can see in the dark (black and white only).
Drow Heritage Count as a drow for pre-reqs.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +3 bonus on Diplomacy You gain the Alertness feat while your familiar is within arm's reach.
Familiar Tattoo (Su) A tattooed sorcerer gains a familiar as an arcane bond, as a wizard equal to her sorcerer level. Her sorcerer levels stack with any wizard or witch levels she possesses when determining the powers of her familiar—this ability does not allow her to
Light Blindness (Ex) Bright light blinds for 1 rd, then dazzled as long as remain in it.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Varisian Tattoo (Evocation) Spells from chosen school gain +1 caster level.
--------------------
Brass Dragon: Actually "solar" dragon, all game mechanics as Brass Dragon

TRAITS
BETRAYAL
Source Spymaster's Handbook pg. 6
You were reported to a dangerous authority such as the Gray Gardeners of Galt, the high inquisitors of Cheliax, or the Council of Mwanyisa of Mzali, and narrowly escaped death. You second-guess your instincts constantly, leaving you never sure whether or not to trust someone and endangered if you encounter that group’s agents again. You can roll twice and take the lower result on Sense Motive checks to get hunches. You cannot reroll this result, even if you have another ability that would normally allow you to do so.

VARISIAN TATTOO:
Source Varisia, Birthplace of Legends pg. 8
Requirement(s) Human—Varisian
You bear the elaborate tattoos of your people, marking you as a free son or daughter of the road. You gain a +1 trait bonus on saving throws against charm and compulsion effects. Additionally, you are proficient with bladed scarves and starknives.

Source
Varisia, Birthplace of Legends pg. 8
Spymaster's Handbook pg. 6

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Am I right in understanding that a Sorcerer with the Light spell and the Eclipsed Feat basically has unlimited Darkness castings (However they would be full round instead of standard actions)


If for some reason you wanted to, could you cast a "Harmful" spell on yourself?


Okay, so I have a character rattling in my head I need to build. Not sure when I will play it (if ever)... but I need to get him out of my head :)

Now, I will start with saying that a lot of this character is probably not going to be optimal, however I am hoping for still "useful". Due to my day job I tend to think using the A,B,C,D, F scale. Happy not being an A, would like to be a C+ or greater however...

There are some mechanics I want to use, and some character beats I want to hit.

Instead of posting a bunch of different threads I thought I would gather the various helps in one spot, a summary of the questions is at the bottom :)

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

Okay, the Character is going to be a Sorcerer 1, Arcanist 4, Evangelist (Arcanist) Prestige Class. Race is a Duskborn (Half Drow). I see his spellcasting as being more damage than control, but some of both...
---Key feature is having a Familiar from level 1 on (100% needed by level 2, 90% want by level 1).
The character is very much about duality, almost everything should have an opposite

The plan right now for first level:
Race Half Elf: Drow Magic, Drow Blooded, Drow Descended
Str 8, Dex 14, Int 16*, Con 12, Wis 10, Char 14
* Racial Modification (+2)

Tattooed Sorcerer-1 Dragon Born (Fire breather). The Dragon will be reskinned to represent a solar Dragon, I know it is possible to use a solar dragon as is, but, I think the reskin makes things easier (less books is a good thing, especially one like the dragon book)...

Feats: Elven Spirit
Traits: Magical Knack (Arcanist), Dungeon Dweller
---------------------------------

First opportunity to help with the bad choices :0, at level 1 I am looking at spells. I do plan on using feats to get some spell like effects from the Drow Nobility line (at least 1, probably 2 dedicated to this), so this puts me in an odd spot on taking Detect Magic @ level 1

So, looking at spell selection, this is an area where I want to look long term without killing myself in the short term. As I won't be gaining spell levels in sorcerer, they should probably not be extremely level based. I have 4 slots for level 0 and two slots for level 1.

A secondary issue is whether or not to keep with tattooed as I will lose a couple higher level bloodline traits (Arcanist exploit is obviously planned) and could just use the Bloodline Familiar instead. I like the turning into a tattoo (A LOT) and thinking the trade of Eschew Materials for Varisian Tattoo is top notch. Loosing Dragon Breath at level 10 and (depending on your opinion) a feat at level 7 is a little high (and I do mean little high, not very high by any means) for what I am getting.
--------------------
Questions put simply
What spells should I be looking at for the long term?
Tattoo Sorcerer v. Bloodline Familiar?


First let me put out some disclaimers

1) It looks like I asked about this a couple of years ago, however until I searched for it, I had forgotten

2) this stems in part from a facebook debate I was in. I do not feel the answer is different from back then

3) really looking for something "official" instead of assumed/inferred, would be helpful if you tell me wither you consider your comments to be RAI or RAW

4) This is really what I consider "Fine tip point" issues, 90% of the time it won't matter one way or another, but that 10% it might

Root Question: When an Archtype changes a bloodline ability, is the new ability a bloodline ability.

An example, a Seeker replaces his 3rd level power, then gets a robe of arcane heritage (+4 levels for powers), would he be able to use the 3rd level power (assuming he could not already :) )

Seeker archtype: https://www.aonprd.com/ArchetypeDisplay.aspx?FixedName=Sorcerer%20Seeker


Can a Cross Blooded Sorcerer (Elemental Water/Silver Dragon) take a Bloodline familiar (based on elemental). I DON'T think Bloodline Familiar is an archetype...


Other than the obvious (get more levels): What ways can Sorcerers learn new spells?


What movies would you all recommend for the pathfinder feel?


What Prestige classes allow for full (or loose 1) divine spellcasting?


So something that has been on my mind a little bit. I'll warn you now, it's more a semantic thing than anything else...

I am currently running two level 1 characters, and I am one of those guys who plans ahead way to much.

Funny thing is both of them "dipped" at level 1, one for RP reasons, the other is more a mechanical thing.

This got me thinking, is it really a "dip" if it happens at level one? A dip is usually a drop in and back out type of thing, this is starting somewhere and going somewhere else...


What are the most common combat feats be used as prereqs?


Here is the situation

Character is a Warpriest with a 1st level dip into Swash (Dex to damage level 1)

If I delay my extra feats by one level (human preferred class trait) I can take Critical Focus on level 8. I can easily do this by taking a hit point or skill point instead of the +1/6 feat

Other feats have or planed (4 feats to get Dex to damage on Sword). WF Wushu Darts (warpriest), Quick Draw, Aldori Dueling Mastery

3 undecided

Catch is, that if I don't do it I will have to wait till level 10 for it, however it will make every sixth level (starting at 7) 2 feat instead of 1.


Hey, wondered if you guys could help me polish up this background. Character is a Level 1 Swashbuckler who will most likely go into Warpriest (Arsenal Chaplain) at level 2 (as the group has no healers). The GM had all three of us make 2 characters each, this is the second one for Kingmaker

Mortian Azure "The Blue Death" was born as a blue baby in a temple of Pharasma. He was not suppose to survive, but he did, his mother did not. With no known father (assumed a young fool who passed away in a duel) the church took him in.

He never completely recovered from his birth, he is sickly and weak of limb. His complexion is pale and gaunt, while his hair is also sickly in appearance. his eyes are a grey that look almost dead inside.

He has taken up the dueling blade and become quite adept at it, however the sisters believe Pharasma has other plans for him.

A chance encounter a few nights ago with a trapper named Remlin caused a bit of a street fight. Good time, since then he and his new friend has been hitting the taverns in town

Character behind spoiler, we already played the first session so no changes to him is allowed)

Spoiler:

Mortian Azure
Male human (Taldan) swashbuckler (rostland bravo) 1 (Pathfinder RPG Advanced Class Guide 56, Pathfinder RPG Adventurer's Guide 23)
NG Medium humanoid (human)
Init +4; Senses Perception +5
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 10 (1d10)
Fort +0, Ref +6, Will +1
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger +5 (1d4-1/19-20) or
. . aldori dueling sword +7 (1d8+4/19-20) or
. . wushu dart +5 (1d3-1)
Ranged longbow +5 (1d8-1/×3)
Special Attacks deeds (derring-do, opportune parry and riposte), panache (2)
--------------------
Statistics
--------------------
Str 9, Dex 19, Con 10, Int 14, Wis 13, Cha 14
Base Atk +1; CMB +0; CMD 14
Feats Exotic Weapon Proficiency (aldori dueling sword), Slashing Grace[ACG], Weapon Focus (aldori dueling sword)
Traits child of the temple, sword scion
Skills Acrobatics +1 (-3 to jump), Bluff +6, Intimidate +6, Knowledge (local) +6, Knowledge (nobility) +7, Knowledge (religion) +7, Perception +5, Sense Motive +5
Languages Common, Dwarven, Elven
SQ swashbuckler finesse
Combat Gear potion of cure light wounds, holy water (2); Other Gear studded leather, aldori dueling sword[ISWG], arrows (20), dagger, longbow, wushu dart[UC] (10), backpack, bedroll, belt pouch, belt pouch, cleric's vestments, flint and steel, hemp rope (50 ft.), holy text (Pharasma)[UE], mess kit[UE], silver holy symbol of Pharasma, soap, torch (7), trail rations (7), traveler's outfit, waterskin (2), whetstone, light horse, bit and bridle, blanket, feed (per day), riding saddle, saddlebags, 45 gp, 11 sp, 5 cp
--------------------
Special Abilities
--------------------
Deeds
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Slashing Grace (Aldori dueling sword) Treat chosen weapon as 1-handed piercing weapon and can add Dex instead of Str to dam.
Swashbuckler Finesse Use Dex for att with light/1-hand pierce wep. Use Cha instead of Int for combat feat pre-reqs.
--------------------
Mortian Azure "The Blue Death" was born as a blue baby in a temple of Pharasma. He was not suppose to survive, but he did, his mother did not. With no known father (assumed a young fool who passed away in a duel) the church took him in.

He never completly recovered from his birth, he is sickly and weak of limb. His complexion is pale and gaunt, while his hair is also sickly in appearancxe. his eyes are a grey that look almost dead inside.

He has taken up the dueling blade and become quite adept at it, however the sisters beleive Pharasma has other plans for him.

A chance encounter a few nights ago with a trapper named Remlin caused a bit of a street fight. Good time, since then he and his new friend has been hitting the taverns in town

Character plan, subject to change on a whim...
2) Warpriest (Arsenal Chaplain) , Weapon Focus wushu darts
3) Quick Draw Feat
4) Aldori Dueling Mastery Feat
5) Combat Experience???
6) ---
7) Improved Feint???, Aldori Style???,. Alertness???

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I debated what forum this should go into, chose this one...sorry if it belonged in rules or advice

Are the Aldori Sword Feats any good? seriously looking at a lot of them I feel like I can get the same effect somehow else without the penalties. Example +2 Damage when using combat Expertise or +2 Damage period. Am I missing the obvious?

Our GM asked us to make two characters for kingmaker, my secondary is a swordsman with an Aldori dueling blade (and a weird relationship with Pharaasma). Level 1 I rushed to be able to do Dex damage with it (Bravado Swashbuckler, Weapon focus, slaashing Grace). As I look at things to take I see a few of these, but most I feel I can get elsewhere cheaper...Am I wrong?


Anyone know a good free hex map making software?


So been working on a character. Concept is basically a young sorcerer turning into a Arcanist. There are some "reskins" going on , but I have been asking a lot of rules questions and advice so thought I would share...He is pretty much "Locked in" now, so no real changes are going to be made. I KNOW a lot of him is not the best it can be...and I don't care at this point. I am happy with him, and just sharing in case anyone was interested

Remlin
Male half-elf (drow-descended) sorcerer (tattooed sorcerer) 1 (Pathfinder Campaign Setting: Inner Sea Magic, Ultimate Wilderness 213)
NG Medium humanoid (elf, human)
Init +2; Senses darkvision 60 ft.; Perception +4
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 8 (1d6+2)
Fort +2, Ref +2, Will +3; +2 vs. enchantments
Immune sleep
Weaknesses light blindness
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger -1 (1d4-1/19-20) or
. . quarterstaff -1 (1d6-1)
Ranged sling +2 (1d4-1)
Spell-Like Abilities (CL 1st; concentration +3)
. . 3/day—daze (DC 12)
. . 1/day—dancing lights, darkness, faerie fire
Sorcerer (Tattooed Sorcerer) Spells Known (CL 1st; concentration +3)
. . 1st (4/day)—comprehend languages, shield
. . 0 (at will)—detect magic, mage hand, prestidigitation, read magic
. . Bloodline Arcane
--------------------
Statistics
--------------------
Str 8, Dex 14, Con 14, Int 18, Wis 12, Cha 14
Base Atk +0; CMB -1; CMD 11
Feats Favored Prestige Class, Varisian Tattoo[ISWG]
Traits - custom trait -, magical lineage
Skills Bluff +6, Knowledge (arcana) +8, Linguistics +5, Perception +4, Spellcraft +8, Survival +2; Racial Modifiers +2 Perception
Languages Common, Draconic, Elven, Gnome, Goblin, Sakvroth, Undercommon
SQ able assistant, bloodline arcana (+1 DC for metamagic spells that increase spell level), bloodline tattoos, drow heritage, elf blood, familiar tattoo
Combat Gear scroll of sleep (CL 2nd); Other Gear dagger, quarterstaff, sling, sling bullets (10), backpack, bedroll, belt pouch, belt pouch, flint and steel, ink, inkpen, mess kit[UE], pot, soap, spellbook, torch (10), trail rations (5), waterskin, 8 sp
--------------------
Special Abilities
--------------------
Able Assistant (Ex) Treat valet as it possesed Cooperative Crafting and all Craft skills and item creation feats you have.
Bloodline Arcana: Arcane (Ex) When a spell level is increased by a metamagic feat, it gains +1 DC.
Bloodline Tattoos (Ex) Bloodline spells are cast at +1 caster level.
Darkvision (60 feet) You can see in the dark (black and white only).
Drow Heritage Count as a drow for pre-reqs.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +3 bonus on Diplomacy You gain the Alertness feat while your familiar is within arm's reach.
Familiar Tattoo (Su) A tattooed sorcerer gains a familiar as an arcane bond, as a wizard equal to her sorcerer level. Her sorcerer levels stack with any wizard or witch levels she possesses when determining the powers of her familiar—this ability does not allow her to
Light Blindness (Ex) Bright light blinds for 1 rd, then dazzled as long as remain in it.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Varisian Tattoo (Enchantment) Spells from chosen school gain +1 caster level.
--------------------
Remlin has had a hard life up to this point, with an uncontrolled "gift" of magic coursing throuhg his veins. After a couple accidents and the curse of his birth he has ran away

He is trying to learn to control his "gifts" as best he can, however in his sleep he sees a man whose body is destroyed by magic on one side, while glowing on the other laughing at him....

Notes:
A) Do not have datapack for Multidiciplined 1/2 elf Racial trait. Gives +1 CL to two spellcasting classes (cannot exceed actual character level), no bonuses to # of spells etc...This is added as adjustments. Replaces multitalented, thus one favored class marked as "commoner"

B) going to have to use some adjustments to get Bloodline development and Evangilist to play nice...

C) Character plan, subject to change
...2) AEt: metamagic feat (Toppling?)
...3) Deific Obedience Nethys (Combat Casting)
...4) Arcanist Exploit (AE)- Bloodline development
...5) Predigious spellcaster
...6) Evangilist of Nethys
...7) AE: craft magic armor, ????

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Sorry I have been out for 3 years, and my Learning challenges is making things hard for me to comprehend....So a lot of questions I have are probably somewhat basic, and I am sorry for that...

So I made a thread for the simple questions, so I don't clutter

Can you apply the "Intensify" Metamagic Feat to Magic Missiles to get more missiles (after level 9)?


1) Not planning on doing this, but my ADHD latched on and wondering if this works the way I think it does.

2) No, I don't know why I care

Oracle level 1
Wizard level 5 (takes a divine spell with Faith magic; level 3-2+1=2)

goes into Mystic Theurge


1 person marked this as a favorite.

So planning out some stuff, want to make sure I understand how Fabricate works from a scroll

Character has a Craft weapons at +13 (Valet Familiar, Int, Skill, masterwork tools)

Wants to make a quarterstaff out of Mitheral and Darkwood (I know this is not allowed, but cool idea, in play will be darkwood but cost more gold for Rule of cool)

Level 4 caster with a fabricate scroll. Needs 440 gold worth of darkwood and Mitheral (1/3 the cost of the staff normaly), the scroll, some time

After gathering everything together he goes to his workshop/forge/whatever and casts the scroll

This is where I start to get myself confused. The scroll would be DC 10, so as a CL 4 I would need a 6 to succeed, but can take 10 to auto pass.

I now need to make crafting rolls
One for the staff (DC 12)
two for Masterwork, as it is a duel headed weapon (DC 20)
All 3 can be done as "Take 10's)

I accept that as a role play aspect my character spent 1565 gp for a 640 gp weapon mechanically...


I am finally going to get to run a concept character (maybe more story arc based???) I have had in the back of my head for a while

I know choices are not optimal, while I appreciate the advice, and I want to be "good", I don't need to be "Great". I am willing to take a lot of less optimal choices to get the feel I want. Thus some "bad" choices.

The campaign path is Kingmaker

The character's name is Remlin and he is starting off as an Arcane Sorcerer with a Valet Magpie (Thrush) Familiar named Zebra. Their relationship is somewhat difficult, with Zebra pushing Remlin to be better.

Remlin will move at level 2 to Arcanist (Bloodline development) and basicaly stay there.

So looking for spell ideas for level 1. The idea is that he is a bit of a "Wild Talent". He has been living in the woods, surviving with survival (after some "accidents"). I only need one more spell (taking Mage armor and non combat cantrips). I want something that is not to "level dependent". Right now I am leaning towards Feather Fall, Blend, True Strike. Which one do you think I should go with and why?

Thoughts?


So, reading rules for a character I start running on Friday...I noticed something that I think I am wrong, but read it a few dozen times now and can't see why I am wrong. So asking the unthinkable, Am I right? Notice if Paizo was still doing 1st edition FAQ I would want them to change this

Level 1 sorcerer
Level 2+ Arcanist

Arcanist takes bloodline development (note the last line that basically says: arcanist levels now stack on sorcerer for bloodline abilities)

Flip over to sorcerer, Various powers are granted as a bloodline, in addition, under bloodlines you get Bonus spells & Bonus Feats

Now, other than the 3rd level bonus spell (as they are level 1 spells) don't matter as she does not have any spell slots to cast them...but the feats, this is interesting to me, would they still get them

My gut says they should not get them. but my reading says they do...


Hey guys, this might not be in the right place, but it seemed to fit:

Over on my website I am starting a project to convert the characters from the Red Box of D&D to pathfinder. They are not "Exact" conversions as the goal is to make them Pathfinder characters, not to bend the Pathinder rules...

I am also trying to keep them fairly simple, stats similar to the sample characters in the book, 20 point buy, and have the right "feel"...In all honesty it is more of an art than a science :)

Come take a look at Eric the Red (Fighter)

http://jawedel01.wixsite.com/kountry-gaming/copy-of-pathfinder-lionell-1


Can you use Intensified spell on magic missile to get more missiles?


Hey, I had a question about the new Newcromunda game. I know this is not that companies forum, but I don't want to sign up for another forum and thought that someone around here might know the answer...hopefully this sub-forum is not intended only for D&D and Pathfinder games...:)

My question is, for the campaign style games how many creds does each gang start with?


Today I was thinking about GISH classes, you know Part warrior, part Arcane caster.

I thought I would compare two "gishes" for the benefits and negatives of the builds. For our purposes we will be using a Magus (The gish class) and a Eldrick Knight build. We will be taking a "Snap shot" of level 1, 5, 10, 15, 20

Level 1

Our Fighter/Wizard/EK build. Starts with a level of Fighter
+2 HP, +1 BAB, +1 Feat, Medium/Heavy Armor/shields
-1 Trait (to continue casting levels), -1 Favored Class bonus

Magus
+Spell Casting, +2 Will save, Light armor Casting, Arcane Pool, Spell Combat Ability
------------------
Level 5

Multi-class is now a Fighter 1/Wizard 4
+ Scribe Scroll, Arcane Bond, Arcane School (Assume +1 First level spell, plus school powers), Medium/Heavy Armor/shields
- Arcane Failure if wearing armor or using shields, -1 Trait (to continue casting levels), -1 Favored Class

Magus 5
+1 Fort Save, +2 HP, Light Armor Casting, Spell Combat, Arcane Pool, Spell Strike, Magus Arcana, Spell Recall
---------------------------
Level 10

MC, Now Fighter 1/Wizard 5/EK 4
+ +1 HP, Scribe Scroll, Arcane Bond, Arcane School (Assume +1 First level spell, plus school powers), +2 Bonus Feats, Diverse Training, Heavy Armor/shields. +1 3rd level, +2 4th level spell,
- Arcane Failure if wearing armor or using shields, -1 Trait (to continue casting levels), -5 Favored Class

Magus 10
+2 Fort Save, +1 Reflex, +1 Will, Med Armor Casting, Spell Combat, Spell Strike, +3 Magus Arcana, Spell Recall, Fighter Training, Improved Spell Combat, Knowledge Pool

---------------------------
Level 15

MC, Now Fighter 1/Wizard 5/EK 9
+ +6 HP, +1 BAB, Scribe Scroll, Arcane Bond, Arcane School (Assume +1 First level spell, plus school powers), +3 Bonus Feats, Diverse Training, shields. Better spellcasting
- Arcane Failure if wearing armor or using shields, -1 Trait (to continue casting levels), -10 Favored Class

Magus 15
+1 Fort, +1 Reflex, +2 Will, Hvy Armor Casting, Spell Combat, Spell Strike, +5 Magus Arcana, Spell Recall, Fighter Training, Improved Spell Combat, Knowledge Pool, Improved Spell recall, Greater spell Combat
-------------
Level 20

MC, Now Fighter 1/Wizard 5/EK 10/Arcane Archer 4
+ +11 HP, +2 BAB,
Scribe Scroll, Arcane Bond, Arcane School (Assume +1 First level spell, plus school powers),
+2 Bonus Feats,
Diverse Training,
shields,
Spell Critical,
Enhance Arrow (magic, Element), Imbue Arrow, Seeker Arrow.
Better spellcasting
- Arcane Failure if wearing armor or using shields
-1 Trait (to continue casting levels)
-15 Favored Class

Magus 20
+2 Fort, +4 Will, +1CL,
Hvy Armor Casting,
Spell Combat, Improved Spell Combat,Greater spell Combat,
Spell Strike,
+6 Magus Arcana,
Spell Recall, Improved Spell recall, Greater Spell Recall,
Fighter Training,
Knowledge Pool,
Counterstrike,
True Magus


So, I have an arcanist, do to some RP reasons (His brother is a level 1 MAGUS, 7 levels of "other") I want to be able to imitate his abilities? HOW...obviously I could take a level in Magus, but would rather not.

That leaves taking Quicken Spell, and Arcane Weapon Exploit (Should be just about right). Is there another way?...that is a lot of resources for something I want simply because my character should have been the one to teach him magic...


I had an idea for a character, not really far into the process at all, but wanted him DEADLY with daggers, a warpriest of Pharasma

Human (Prioritize: Dex(>15), Wis (>13), Con (>13) Str, Int, Cha)
Traits: River Rat, (something to add perception as a class skill)
Vanilla Warpriest

1) Weapon Focus (Daggers), Weapon Finesse, Slashing Grace
3) Two-Weapon Fighting, Two Weapon Grace
5) Deific Obedience
6) Not sure, but if using ART will have two combat feats here...


Is a 1 always a failure and a 20 always a success? Specifically looking at skills and concentration


Ok, I know some will say "ABUSE" but this idea came to me for a wizard's weapon. I would have little problem with it for a non gish spellcaster, a gish one I would have to really consider for but here is the idea

Weapon +1 Training (Arcane Strike). Total cost 8150+Weapon. Obviously as the character advances levels it becomes more and more powerful for less cost

Level
1-4 +2 (0 savings)
5-9 +3 (saves 10k)
10-14 +4 (Saves 24k)
15-20 +5 (saves 42k)

However a spell caster should not be in melee if they can help it. Yes VERY ABUSABLE for a Magus or other GISH


If a character has a "hand held" Arcane bond (Weapon, wand, etc...) and a storing glove, is the item considered "In hand" while in the glove


1 person marked this as a favorite.

So last night we were fighting an ogre mage who cast mirror image (The visuals of a basically nude ogress might haunt me for a while...especialy when there were 4 of them...)

Knowing that she was going to be a challenge (and was probably "The boss") I cast my Magic Missile spell and split the darts to one on each of her...

Okay, my damage sucked (I only rolled one d4 and got a 1), because we knew only one of the images was "Real"

It got me thinking, the spell is not designed to get rid of images (Basically a dispel) but it worked, what I call the butterknife screwdriver principle...What other stories do players have that they used something in an unintentional way that worked?

Another story comes from 2.5 era (Players options days), where my wizard cast cantrip (I was out of other spells) at the top of a tower where 3 ogres were chasing us. The party was out of resources, low on hit points, and basically screwed...

Cast cantrip (3 glowing balls) "This is the cantrip of DEATH!!!, when the arcane ball strikes you your flesh will dissolve, every inch of you will be as if you were on fire, and you will die. slowly. painfully. while you will not care, you will also stink up the room worse than you do already...leave NOW!

One (Terrible) moral roll later and we are safe...


So taking a bit of my day off to think about where I am going with my character.

My current character at level 7 is below. We don't use retraining rules...

The staff of Nethys is a custom magic weapon (quarterstaff). Basically a very expensive staff of entwined serpents, special materials and provides a +1 Shield bonus (priced as X^2 x 2500 x 1.5). I'll be developing it, to a higher weapon and shield bonus.

Spoiler:

Meriel The Magnificent
Male elf arcanist 5/evangelist 2 (Pathfinder Campaign Setting: Inner Sea Gods, Pathfinder RPG Advanced Class Guide 8)
NG Medium humanoid (elf)
Init +4; Senses low-light vision; Perception +10
--------------------
Defense
--------------------
AC 21, touch 15, flat-footed 16 (+4 armor, +4 Dex, +1 dodge, +1 natural, +1 shield)
hp 43 (7 HD; 5d6+2d8+16)
Fort +4, Ref +6, Will +6; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +5 (1d4+2/19-20) or
. . dagger +5 (1d4+2/19-20) or
. . staff of nethys +6 (1d6+4)
Ranged sling +7 (1d4+2)
Special Attacks arcane reservoir (3/9), arcanist exploits (bloodline development [arcane][ACG], potent magic[ACG], school understanding [arcane bond [object], universalist][ACG]), consume spells, hand of the apprentice (5/day)
Arcanist Spells Prepared (CL 7th; concentration +15)
. . 3rd (3/day)—haste
. . 2nd (5/day)—cat's grace, fox's cunning
. . 1st (5/day)—burning hands (DC 15), grease, mage armor, magic missile
. . 0 (at will)—acid splash, detect magic, light, mage hand, prestidigitation, ray of frost, read magic
. . Bloodline Arcane
--------------------
Statistics
--------------------
Str 15, Dex 18, Con 14, Int 18, Wis 12, Cha 15
Base Atk +3; CMB +5; CMD 20
Feats Amateur Investigator[ACG], Breadth Of Experience[APG], Deific Obedience, Eschew Materials, Noble Scion Of Lore[ISWG]
Traits magical knack, scholar of the ancients
Skills Appraise +9, Craft (Drawing) +13, Craft (weapons) +10, Knowledge (All) +6, Knowledge (arcana) +18, Knowledge (dungeoneering) +11, Knowledge (engineering) +11, Knowledge (geography) +11, Knowledge (history) +18, Knowledge (local) +11, Knowledge (nature) +11, Knowledge (nobility) +13, Knowledge (planes) +11, Knowledge (religion) +13, Linguistics +10, Perception +10, Profession (All) +5, Spellcraft +14 (+16 to identify magic item properties), Stealth +11, Use Magic Device +11; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Abyssal, Common, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Orc, Thassilonian
SQ arcane focus[ARG], elven magic
Combat Gear scroll of comprehend languages, scroll of mirror image, scroll of see invisibility, scroll of sleep, wand of silent image (5 charges); Other Gear staff of nethys, dagger, dagger, sling, sling bullets (20), amulet of natural armor +1, golembane scarab, handy haversack, traveler's any-tool[UE], arcanist starting spellbook, belt pouch, belt pouch, candle (10), chalk (2), crowbar, flint and steel, grappling hook, ink (2), inkpen, journal[UE], masterwork tool, mess kit[UE], parchment (5), scroll case, silk rope (50 ft.), spell component pouch, string or twine[APG] (5), trail rations (5), waterskin, whetstone, donkey, animal harness, artisan tools, bedroll, blanket, cauldron, masterwork tool, pack saddle, silver/gold-smith anvil, soap, light horse, bit and bridle, riding saddle, saddlebags, 4,377 gp, 8 sp, 4 cp
--------------------
Special Abilities
--------------------
Amateur Investigator (4/day) Your knowledge is more than plain smarts - it's inspired.

Prerequisites: Int 13, 1 rank in at least one Knowledge skill, no levels in a class that has the inspiration class feature.

Benefit: Like an investigator, you have the abil
Arcane Bond (Staff of nethys) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Arcane Focus +2 to concentration checks to cast arcane spells defensively.
Arcane Reservoir +2 DC or CL (9/day) (Su) Pool of points fuel exploits, or can expend to add +2 CL or DC while cast spell.
Bloodline Development (2 rounds) Use 1 reservoir as a swift action to treat bloodline ability at full level for 2 rds.
Consume Spells (2/day) (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir.
Deific Obedience Purify yourself daily to prove devotion to a deity and gain benefits.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Hand of the Apprentice (5/day) (Su) As a standard action, throw melee weapon (use Int instead of Dex) and instantly returns.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
School Understanding (2 rounds) Use 1 reservoir as a swift action to treat school ability at full level & gain other ability for 2 rds.
--------------------
Meriel was always slightly odd, while a gifted mage he was always thinking about the world beyond his forest home. He was a wander at heart, and when he reached the age of maturity he set out to see the world. He has an innate curiosity about the world that cannot be quenched.

His most prized possession is a small journal that he keeps in a belt pouch. He can often be seen writing notes about what is going on around him.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Current "plan"

level
08 ... Evang 3 ... Int +1 ... Discovery (Dimension slide or Quick Study)
09 ... evang 4 ... Spell Penetrating
10 ... Evang 5 ... Metamagic Discovery (Selective)
11 ... Evang 6 ... Magical Aptitude
12 ... evang 7 ... Int +1 ... Greater Metamagic (???)
13 ... evang 8 ... ???
14 ... evang 9 ... Discovery (Other of level 8)
15 ... evang 10 ... Spell Perfection
16 ... Arcan 6 ... Charisma +1 ...Craft Items Discovery (Wondrous?)
17 ... Pathfinder Savant 1 ... ???
18 ... Pathfinder Savant 2
19 ... Pathfinder Savant 3 ... ???
20 ... Pathfinder Savant 4 ... Str +1

I am mostly concerned with the order I am taking things right now, but would like opinions over all


If a character belongs to multiple classes that require spell prep (Say cleric/Wizard or Wizard/Magus) do they need to spend 2 hours each day prepping?


What would you consider the most important books for a Players (not GM's) collection to be

------

*Core Rulebook
* APG


So I have been following the other gallery of magic items, and it got me thinking about items that people say "Terrible" that you may feel are actually well worth the cost. My thoughts is that there will be many who disagree with items on the list, but so is life. Let's not get personal, okay? Also I think some will think that an item is disrespected when it is not.

The first one I will suggest is the Robe of the Archmage

Lets take a look

Cost break down on this

16 K +4 saving throws (Cloak of Resistance)
25 k +5 Armor (Bracers of Armor)
39 k Spell Resistance (based on adding +3 to bracers)
---
80 k

Not included in the above is a +1 to spell resistance and the +2 to Caster level vs spell resistance, all in one slot

all for 75 k, that seams like a good deal to me...

IF you have light armor proficiency you could make a passable simulation for ~65k, still giving up the +2 CL and 1 point of spell resistance and taking 2 instead of 1 slot (Admittedly one is armor)---However I think it would still be worth the 10k for the difference


Robe of Runes

Spoiler:

This robe is made of crimson silk and emblazoned with dozens of spindly Thassilonian runes, each symbolizing a different type of magical effect or syllable of power. Though favored by wizards, this robe can provide some benefit to any spellcasting creature. While worn, it grants a +4 enhancement bonus to Intelligence and allows the wearer to recall, as a free action, up to four levels of spells per day that he had prepared and then cast. Each time a spell is recalled and prepared again in this manner, the sudden rush of magical energy infuses the wearer with power. For 1 round after recalling a spell, the wearer’s spell save DCs and attack rolls made with spells gain a +2 enhancement bonus.

Des the arcanist get the extra spells?


What are some good items for an arcanist?

Looking at the following

Belt of Dex
Boots of Striding & Springing
Gloves of Elvenkind
Headband of Char/Int
Ring of Protection/Ring of Wizardry
Robes of the Archmagi

Looking for items that increase spell penetration


3 people marked this as a favorite.

I like figuring out options for various builds...it's weird, but well...

Anyways, so I am trying to figure out all the ways to get dex to damage by level 1, Obviously we are looking closely at Slashing Grace, Fencing Grace, and Starry Grace (Did I miss any?). Dervish Dance is out because prereqs of dance 2 is outside of most builds (I think)
---------------

Any race
* Inspired Blade (rapier only)
* dawnflower dervish bard (scimitar)

Human (Martial finesse weapons)
* Warpriest
* Swashbuckler
* Fighter
* Unchained Rogue
* daring champion cavaliers
* virtuoso bravo paladins
* id rager bloodragers with the hatred spirit
* flowing monks (restricted weapons)

Exotic weapon human
* Bravado Swashbuckler (dueling sword)
* Kensei Magus (any one light finesse weapon)

Temperary
* Occultist (transmutation/magic weapon spell/legacy weapon agile)
* Human Brawler


For a level 1 boon, does the character get to change the spell each day, or does he choose one at sticks with it?


Working on my level 7 (we will hit it next game, and we bring are "upped" characters to the table when we think we will hit it...

Anyways, two issues have propped up. The first one is "What is to high of a knowledge skill at level 7"

The second is what feat to take....I am orbiting around Amauter Investigator, Skill Focus (arcana), or Extra Exploit (Quick Study)

The character is mainly "The smart guy" in the group. The group is magic heavy

*Dwarf CLeric of Phantasma
*Elven Fighter/Magus/Rogue
*Half-Elven Rogue/Sorcerer/Dragon Disciple
*Dwarf Ranger
*Human Swashbuckler

Spoiler:

Miril The Magnificient
Male elf arcanist 5/evangelist 2 (Pathfinder Campaign Setting: Inner Sea Gods, Pathfinder RPG Advanced Class Guide 8)
NG Medium humanoid (elf)
Init +4; Senses low-light vision; Perception +10
--------------------
Defense
--------------------
AC 21, touch 15, flat-footed 16 (+4 armor, +4 Dex, +1 dodge, +1 natural, +1 shield)
hp 43 (7 HD; 5d6+2d8+16) (currently 42)
Fort +4, Ref +6, Will +6; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +5 (1d4+2/19-20) or
. . dagger +5 (1d4+2/19-20) or
. . (custom) staff of nethys +6 (1d6+4)
Ranged sling +7 (1d4+2)
Special Attacks arcane reservoir (3/9), arcanist exploits (bloodline development [arcane][ACG], potent magic[ACG], school understanding [arcane bond [object], universalist][ACG]), consume spells, hand of the apprentice (5/day)
Arcanist Spells Prepared (CL 7th; concentration +15)
. . 3rd (3/day)—slow (DC 17)
. . 2nd (5/day)—blindness/deafness (DC 16), invisibility
. . 1st (5/day)—burning hands (DC 15), grease, mage armor, magic missile
. . 0 (at will)—detect magic, disrupt undead, ghost sound (DC 14), light, mage hand, prestidigitation, read magic
. . Bloodline Arcane
--------------------
Statistics
--------------------
Str 15, Dex 18, Con 14, Int 18, Wis 12, Cha 15
Base Atk +3; CMB +5; CMD 20
Feats Breadth Of Experience[APG], Deific Obedience, Eschew Materials, Noble Scion Of Lore[ISWG]
Traits magical knack, scholar of the ancients
Skills Appraise +8, Craft (Drawing) +13, Craft (weapons) +10, Knowledge (All) +6, Knowledge (arcana) +18, Knowledge (dungeoneering) +11, Knowledge (engineering) +11, Knowledge (geography) +11, Knowledge (history) +18, Knowledge (local) +12, Knowledge (nature) +11, Knowledge (nobility) +13, Knowledge (planes) +11, Knowledge (religion) +13, Linguistics +10, Perception +10, Profession (All) +5, Ride +8, Spellcraft +14 (+16 to identify magic item properties), Stealth +10, Use Magic Device +11; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Abyssal, Common, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Orc, Thassilonian
SQ arcane focus[ARG], elven magic
Combat Gear scroll of comprehend languages, scroll of mirror image, scroll of see invisibility, scroll of sleep, scroll of whispering wind, wand of silent image (5 charges); Other Gear staff of nethys, dagger, dagger, sling, sling bullets (20), amulet of natural armor +1, golembane scarab, handy haversack, traveler's any-tool[UE], arcanist starting spellbook, belt pouch, belt pouch, candle (10), chalk (2), crowbar, flint and steel, grappling hook, ink (2), inkpen, journal[UE], masterwork tool, mess kit[UE], parchment (5), scroll case, silk rope (50 ft.), spell component pouch, spellbook, spellbook, string or twine[APG] (5), trail rations (5), waterskin, whetstone, donkey, animal harness, artisan tools, bedroll, blanket, cauldron, masterwork tool, pack saddle, silver/gold-smith anvil, soap, light horse, bit and bridle, riding saddle, saddlebags, 63 gp, 5 sp
--------------------
Special Abilities
--------------------
Arcane Bond (Staff of nethys) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Arcane Focus +2 to concentration checks to cast arcane spells defensively.
Arcane Reservoir +2 DC or CL (9/day) (Su) Pool of points fuel exploits, or can expend to add +2 CL or DC while cast spell.
Bloodline Development (2 rounds) Use 1 reservoir as a swift action to treat bloodline ability at full level for 2 rds.
Consume Spells (2/day) (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir.
Deific Obedience Purify yourself daily to prove devotion to a deity and gain benefits.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Hand of the Apprentice (5/day) (Su) As a standard action, throw melee weapon (use Int instead of Dex) and instantly returns.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
School Understanding (2 rounds) Use 1 reservoir as a swift action to treat school ability at full level & gain other ability for 2 rds.
--------------------
Miril was always slightly odd, while a gifted mage he was always thinking about the world beyond his forest home. He was a wander at heart, and when he reached the age of maturity he set out to see the world. He has an innate curiosity about the world that cannot be quenched.

His most prized possession is a small journal that he keeps in a belt pouch. He can often be seen writing notes about what is going on around him.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


It happens at times, a character idea will not leave me alone until I take pen to paper, this little goblin has been running havock with me for a few days now. My GM will never let me play him, core races only, so I decided I needed to stat him out and put him up here for you guys to tell me why he is a bad character and for those who want to play him
------------------------------------------------
Squat was just your normal gobo, he raided villages, burned thing, and just had a good old time. He did have a problem, because while he did like the burning things and causing havoc, he didn't like hurting things weaker than himself...but what was a gobo to do.

Then one day while raiding the local town (They were going to burn the church) he got separated from his party...so he hid in the basement.

The next couple days he would sneak into the storerooms and eat (Good yums), and hide. However when the long legs realized that the food was disappearing, a guy in armor came looking.

Squat was found by a Paladin of the church of Sarenrae, who saw a chance of redeeming the little monster. Kept hidden in the basement of the church, the Paladin started teaching him the lessons of Sarenrae.

Squat found it interesting, the idea of burning to help little guys who needed it...this had to be the perfect god, after a year he took the vows of a Paladin himself (However he could never get the whole "lawful" side of things down, so in truth he is a Warpriest).

He began his adventuring career first as a squire to the Paladin, but eventually it was time for him to make a mark on the world by himself
--------------------------------------------
Squat For Freedom
Warpriest-1 of the Dawnflower
Goblin CG

Str 8 (10-2) Dex 20 (16+4) Con 14 Int 10 Wis 14 Chr 8 (10-2)
Will +4 Reflex +5 Fort +4 Init +7 HP 10 AC 18 (Studded Leather & Dex)

Skills: Perform: Heal +3, Knowledge Religion +1, Stealth +9, Survival +3 Ride +9
Traits: River rat, Reactionary
Feats: Weapon Finesse, Weapon Focus: Dagger
Blessings: FIRE!!!, Healing

Gear Studded leather, Dagger, misc...


Can a magic Item have two of the same quality if the qualities do different things. I am specifically looking at the Training quality (with two different feats). I am not talking about trying to get "Double flaming" or something that would directly add to each other...


Asked about this earlier, but there was a miscommunication about a couple things, so posting it again... but different...

When a sorcerer takes an archtype that replaces some of their bloodline abilities are the new abilities considered part of the bloodline?

The reason this is important is that there are magic items such as the Robe of Arcane Heratige, or the Arcaniast Exploit Bloodline Development that influences this

Example
--------------------------------------------------------------------
Arcanist, level 8: Arcane Exploit: Bloodline Development, other irrelevant stuff
Eldrick Brawler Sorcerer (Draconic) Level 1

Quote:


If the arcanist already has a bloodline (or gains one later), taking this exploit instead allows her arcanist levels to stack with the levels of the class that granted her access to the bloodline when determining the powers and abilities of her bloodline.
Quote:


Martial Flexibility (Ex): At 1st level, an eldritch scrapper gains the brawler’s martial flexibility class feature, using her sorcerer level as her brawler level for the purposes of uses per day. The scrapper treats Arcane Strike and Combat Casting as combat feats for the purpose of this ability.

At 9th level, an eldritch scrapper can use this ability to gain the benefit of two combat feats at the same time. She can select one feat as a move action or two feats as a standard action. She can use one of these feats to meet a prerequisite of the second feat; doing so means she cannot replace the feat that is currently fulfilling another feat’s prerequisites without also replacing all feats that require it. Each individual feat selected counts toward her daily uses of this ability.

...

This ability replaces the sorcerer’s bloodline powers gained 1st, 9th, and 15th levels.

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

Specifically looking for how the Martial Flexibility works at this point

1) level 6, so 6 uses, use 1 as a moveaction?

2) level 1, so 4 uses, Standard action


Wondering if there are a couple magic items that do what I am looking for

1) An item that will turn a normal animal into a familiar

2) An item that will allow my ranged touch attacks (spells) to have the precise shot feat

Full Name

Thale Nyus

Race

Human

Classes/Levels

Monk 1 -- Cleric of Nethys 3

Gender

Male

Size

5' 2" 145#

Age

25

Alignment

Neutral Good

Deity

Nethys

Location

Bosh

Languages

Common, Celestial

Occupation

Wandering Monk

Strength 10
Dexterity 15
Constitution 8
Intelligence 14
Wisdom 15
Charisma 13

About Thale Nyus

Thale Nyus
Seventh Warden of the Western Pavilion

Rolled Abilities: S 10, D 15, Co 7, I 14, W 12, Ch13 (racial +2 to wisdom, fourth level +1 W, +1 Co)
Current Abilities: S 10, D 15, Co 8, I 14, W 15, Ch13

Monk 1/ Cleric of Nethys 3 (Favored class, cleric +1 to HP)
BAB +2 F+4 R +5 W +8 Speed 30' ==> Monk1, 2,2,2 ; Cleric3, 3,1,3
Initiative +6, Full HP: ? Current HP: 3 ==> MOnk1 d8, CLeric 3d8

Description:Thale is a short lightly built man in his early 30s. His head is normally shaved; sometimes he sports a bristly stubble when a razor is not available. He wears the faded yellow robes under a plain brown cloak, carries a staff, and a two-faced mask of Nethys hangs from his belt. Often the cloak is worn over one shoulder so that from a distance he appears to be clothed in yellow on his left and in brown on his right. On his back is a voluminous pack with a crossbow strapped to it. His robes and gear are dirty and travelworn.

AC normal, flat-foot, touch : 15, 12, 15 monk wisdom, dodge

Attacks and Weapons:
Melee:
Improved Unarmed Strike, +2, 1d6
Flurry of Blows, +1/+1, 1d6/1d6
Quarterstaff, +2, 1d6, X2
Quarterstaff (Flurry) +1/+1, 1d6/1d6
3x Dagger, +2, 1d4, 19-20, X2

Ranged:
3x Dagger, +4, 1d4, 19-20, X2, 10'
Light Crossbow, +4, 1d8, 19-20 X2, 80'

Skills:

Spoiler:

Monk (6), Cleric (12):

Know-Arcana 3 +3 class +2 I
Know-History 3 +3 class +2 I
Know-Religion 3 +3 class +2 I
Spellcraft 1 +3 class +2 I

Acrobatics 2 +3 class +2 D
Climb 1 +3 class +0 S
Stealth 2 +3 class +2 D
Perception 1 +3 class +2 W
Sense Motive 2 +3 class +2 W

Untrained:

Appraise 0 +2 I
Bluff 0 +1 Ch
Craft 0 +2 I
Diplomacy 0 +1 Ch
Disguise 0 +1 Ch
Escape Artist 0 +2 D
Forgery 0 +2 I
Intimidate 0 +1 Ch
Jump 0 +0 S
Ride 0 +2 D
Swim 0 +0 S

Feats and Traits:

Spoiler:

Reactionary: You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.

Magical Knack?

1st Level : Toughness , Dodge (Monk bonus)
3rd Level : Scribe Scroll

Monk:
1: Wisdom Bonus to AC
Flurry
Stunning Fist {DC 13 (10+W+L/2)} 1/4L per day Target drops objects, no action, no AC Dex bonus, -2 AC for 1 round
UNarmed strike

Cleric:
Channel Positive Energy:
A neutral cleric who worships a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric casts spontaneous cure or inflict spells (see spontaneous casting).

Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability.

Knowledge Domain

Granted Powers: You are a scholar and a sage of legends. In addition, you treat all Knowledge skills as class skills.

Lore Keeper (Sp): You can touch a creature to learn about its abilities and weaknesses. With a successful touch attack, you gain information as if you made the appropriate Knowledge skill check with a result equal to 15 + your cleric level + your Wisdom modifier.

Remote Viewing (Sp): Starting at 6th level, you can use clairvoyance/clairaudience at will as a spell-like ability using your cleric level as the caster level. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.

Domain Spells: 1st—comprehend languages, 2nd—detect thoughts, 3rd—speak with dead, 4th—divination, 5th—true seeing, 6th—find the path, 7th—legend lore, 8th—discern location, 9th—foresight.

Magic Domain

Granted Powers: You are a true student of all things mystical, and see divinity in the purity of magic.

Hand of the Acolyte (Su): You can cause your melee weapon to fly from your grasp and strike a foe before instantly returning. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Wisdom modifier to the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Dispelling Touch (Sp): At 8th level, you can use a targeted dispel magic effect as a melee touch attack. You can use this ability once per day at 8th level and one additional time per day for every four cleric levels beyond 8th.

Domain Spells: 1st—identify, 2nd—magic mouth, 3rd—dispel magic, 4th—imbue with spell ability, 5th—spell resistance, 6th—antimagic field, 7th—spell turning, 8th—protection from spells, 9th—mage's disjunction.

Protection Domain

Granted Powers: Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.

Resistant Touch (Sp): As a standard action, you can touch an ally to grant him your resistance bonus for 1 minute. When you use this ability, you lose your resistance bonus granted by the Protection domain for 1 minute. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Aura of Protection (Su): At 8th level, you can emit a 30-foot aura of protection for a number of rounds per day equal to your cleric level. You and your allies within this aura gain a +1 deflection bonus to AC and resistance 5 against all elements (acid, cold, electricity, fire, and sonic). The deflection bonus increases by +1 for every four cleric levels you possess beyond 8th. At 14th level, the resistance against all elements increases to 10. These rounds do not need to be consecutive.

Domain Spells: 1st—sanctuary, 2nd—shield other, 3rd—protection from energy, 4th—spell immunity, 5th—spell resistance, 6th—antimagic field, 7th—repulsion, 8th—mind blank, 9th—prismatic sphere.

Spells/day 0,1 : 3,2+1 DC: 11,12 (level +3 wis - 2 quirk)
Utility Load:

Spoiler:
Orisons: mending, guidance, light 1st: endure elements (d), protect(evil),

sanctuary


Combat Load :
Spoiler:
Orisons: 2x virtue, guidance 1st: protect(evil) (d), bless, shield of faith

Background:

Spoiler:
Thale hails from a remote monastery built around a small interdimensional rift. While the nature of the rift precludes it from being closed completely, by focused prayer, spells, and meditation the monks seek to bar passage to malign outsiders that would enter. The monks also practice the martial arts as part of a healthy mind, healthy body philosophy and as a last resort should something breach the rift.

Thale was dedicated to the monastery by his parents during an extended drought that caused the crops to fail. He was eight years old, older than most such dedicants. He adapted well to the temple discipline, but had difficulty finding his exact niche. He had not the physical strength and stamina of the warrior-priests. While he learned magical theory quickly enough, he could not concentrate the power to cast arcane spells conventionally. He did not find favor with the major gods of the temple who were aspects of Iomedae and Sarenrae. Yet, he was marked by one of the elder priests as too unique to be consigned to the lay brotherhood that handled the maintenance of the monastery. The elder led him through a course of study that eventually revealed his affinity to Nethys, God of Magic. No great powers were revealed however and upon passing the challenge of full brotherhood, Thale was given a minor administrative position.

Years ago Thale's elder had a vision of disturbing events in the West, an eruption of shadow creatures similar to those threatening the rift in the monstery. He sent a senior member of the monastery to investigate and Thale went as the man's assistant and scribe. When the senior man died, Thale decided to continue instead of returning to the monastery.

Other traits:

Spoiler:
Thale seldom speaks, when he does it is usually in a hoarse stage-whisper. Where his parents had let his hair grow long, the temple had it shaved. Although he accepted it, he didn't like it. He often runs his hand unconsciously over his head, but it has been so long that he doesn't even know he is feeling for his lost hair.

Gear:

Spoiler:

Masterwork Quarterstaff, silvered 780 gp. 4#
3 Masterwork daggers, silvered 66 gp
Laquered Wood holy symbol of Nethys, two-faced mask.
Masterwork Light Crossbow, 10 bolts.

Travellers Clothes - Rough yellow Robes and Drab cloak.

Backpack
Fine yellow robe.
Masterwork Calligraphy Tools:
Spellbook/Manual of Magic
Blanket, bedroll.

Wooden Scroll case: scrolls of bless, bless water, comprehend language, detect evil
Bone scroll case: 3 scrolls of cure light wounds, purify food and drink
4 Candles

Beltpouch
3 gems
cash
flint and steel
3 tindertwigs