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RAW from above, it seems since you are effectively wielding a one handed and a light, and you are choosing not to attack with the one handed weapon,
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Charlie Bell wrote: IDK, protection from evil, shield of faith, aid, resist energy, bull's strength, and the like are pretty good buffs to use with legion's blessing. They are great buffs to use... at level 3 when you get them. At 9th level you can legions blessing on a 2nd level spell most likely once (maybe twice depending on your wisdom) using your 5th level domain spell slot to power it. Assume you choose one of the +4 stat bonus spells.
Anyone who wanted +4 to that stat definately already has +2 maybe even +4 making the legions blessing extremely nerfed. Perhaps the 5th level domain spell would be better then giving your wizard +2 hit and dmg (because your fighters sure as heck don't get the bonus) The same goes for most shield spells since they give deflection bonuses. (Cancelled by rings of protection) I am not saying there are zero options. What I am saying is that there are spells that do cool "lets group up" effects by buffing weapons and armor that should be included but definitely are not.
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Legion’s Blessing (Su):
------------------------------------------------------------------------ At 8th level, a crusader gains the ability to confer beneficial spells quickly to a large group of allies. As a full-round action, the crusader may confer the effects of a single harmless spell with a range of touch to a number of creatures equal to half her cleric level. The spell’s range remains touch, so all intended recipients must be within the crusader’s reach when the spell is cast. Using the legion’s blessing expends the prepared spell, but it also requires the crusader to sacrifice another prepared spell three levels higher, as when spontaneously using a cure or inflict spell. The higher-level spell is not cast but is simply lost, its magical energy used to power the legion’s blessing. ------------------------------------------------------------------------ At first glance I thought this ability would give a cleric the ability to buff the party for a big fight,
The restriction of harmless and touch limits you to spells mostly cast on objects.
Can I get some sort of Paizo sanctioned intent ruling that makes this archetype what it is supposed to be? RAW Qualifying Spell List (currently 0 and 1) 0th level:
1st level:
2nd level:
3rd level:
4th level:
5th level:
6th level:
I will edit this post till I have all Paizo cleric spells up to level 6. ![]()
When it is possible that combatants are unaware of each other perception rolls are made to determine who sees who.
1)The players fail perception and the orcs are granted stealth until they make any action that would justify a new perception check vs stealth. 2)The orcs can use their surprise round when ever they like.
Most of these posts are correct in that any time they move out of cover or concealment,
technically this wasted their surprise round since the players are aware of the threat. (automatic success on perception check) THUS:
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When a new book comes out, no one can get a hold of you because your cell phone doesn't get reception from the bat cave. When you build a character you use a cork board that ends up looking like the FBI is tracking a terrorist cell. You don't ever really NEED to roll for damage do you?
When you use diplomacy, the GM does not pass "GO" and does not collect 200 dollars. When you show up for the first game, you leave a few feats blank because you didn't have time to optimize them yet.
You put non multicast characters and NPC level commoners into the same group. Your characters don't die, they simply retire when you get board with them. You can give someone the page number for most spells and class abilities.
You collect Gods like they are Pokemon. You are reading this post to get some new ideas.
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Well Paladin restricts your alignment to LG so if you want to play an actual paladin,
Quotes from the inner sea guide:
So this is good,
Play a paladin from Cheliax who helps only those who will bow down to your ability to help them. (boot kissing etc) Those who ask for help but do not give praise have too much pride, and need to be taught humility! Your word is unbroken. You hold people to their word and bring them to justice upon ANY infringement not to your liking. Likewise, you hold yourself to your own word, and will not break it even under penalty of death. You perspective isn't that Asmodeus is evil, he is just the rightful ruler of this world. And as such you pay him the homage he deserves, for you know one day, all will bow to him and his fair rule will govern all to peace. ![]()
I am starting a new level 1 custom campaign. One of my players wants to play a druid,
Because the druid domain choices are very limited,
He offered to give up wild shape, so my question is this:
They get it at level 4 and it gets tougher till level 12. Domains should be more or less balanced anyway, so I suspect limiting druids to a select choice of domains is based on RP rather then power level. If he gives up wild shape, and he can choose any one domain, how much power does he need to supplement level 4-12? ![]()
I am pretty sure you can not end a spells duration early
Also if you cant dismiss your own spell, is it possible to cast it at a lower level? The answer is probably no to this as well, but I suspect most would house rule its okay. I know its not something most casters would want to do, but if you created a situation where magical auras would get you detected, and were using magic to speed up your travel, you would want to be able to end it on time with your arrival to the stealth zone. (with out having to waste a dispel magic on your own magic) ![]()
When you use mending or make whole, does this bypass the cost of repairing a magic item? The rules seem clear. Option 1. Have applicable craft feat, spend a lot of money and time.
IF the magic item is destroyed Option 1. Cant repair it, throw it away.
But option 1 is so bad it shouldn't even exist, which is making me feel like I am missing something. I mean its almost like natural healing vs cure light wounds but I just don't see the point. ![]()
Of all the prereqs;
Everything else can be missing but its harder to do.
Although the spell can not be missing,
This could be a scroll you bought,
If the finish product is a spell completion item, and that spell is not on your spell list, this will require a UMD check for you to use. Hopefully that is clear.
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Wizard, craft a lot of scrolls to be paired for weird situations. Spell slot guide:
Buy a staff with a good level 3-4 spell. make it so your spell uses up all 10 charges of the staff and the cost formula will look like this. (800 X caster level (minimum 8) X spell level) / number of charges used per casting lvl 4 spell
lvl 3 spell cl 10 (800X3X10)/10 = 2400 Staves DCs are better then scrolls so if you need the get out of jail free card, a staff is the way to go. If you need to carry a few staves efficient quiver is 1800 i think and allows you to carry 6 staves. (900 if you craft it yourself) ![]()
Conversation history:
Runaway Panda wrote:
My favorite game ever I was playing a pretty actively lawful paladin(Canadian mounty style) with my counter weight being a super greasy rogue.
EVERYONE got involved, and characters started to take shape at the low level of 3.
One tip I just thought of, is to talk about your characters OOC to see how he feels about the relationship.
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Personally, among mature groups, character conflict is what makes the game still interesting.
The world you live in really determines what level of conflict is reasonable.
I really like how it turned out. Keep me posted on this relationship :D Another option is the greater good thing.
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Owly wrote:
Feeblemind cursed item: Robe of Powerlessness![]()
Adamantine Dragon wrote:
What he said. Anti magic field works well, then toss them against a bunch of sundering power attackers with Adamantine weapons :DDon't actually do that. You will probably end a 15 year group with that. Traps could help,
Good luck, I would be honest and tell them if they are gonna take away my tactical fun, then I would like for them to role play deep meaningful characters so I can at least enjoy the interactions. ![]()
Sunder that bow string once and a while to give that fighter his time to shine.
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I would agree with him. Monks don't fail saves and drow have natural spell resist. Toss in two levels of paladin and you can boost your saves further. Mages that cant kill you are not a threat per-say, but they could still prove to be nearly impossible to kill. Invisible is a level 2 spell, fly level 3, false life, mirror image, arrrg how do i down these buggers! ![]()
This class is really over powered at level 1.
Charisma 16 all other stats balanced lightly as needed Arcane pool 4. two handed (anything) = 1d8 +1 hit/dmg 6 weapon points at level 1
day 1 two handed (anything/flavor) = 1d8 18-20 crit day 2 two handed (anything/flavor) = 1d8 +1 hit/dmg 18-20 x3 crit
day 3+ we have 3 points to play with a day to still keep our +1 hit/dmg
AKA:
at level 7 its better then anything currently possible
and level 8 with improved crit feat(you get a bonus feat at 8)
Yikes... we haven't even spent any money yet! For 8,000 we can enchant it to +2
We still have to add feats like power attack, and our strength modifier making for a real melee monster at low levels. This is all off the top of my head, and I'm pretty sure I could do better then this if I analyzed it. Also, the weapon is pretty indestructible, and even if it does get destroyed, there is no penalty. Flavor wise, so much for being a shard of his soul. Even losing a familiar F's you up, this should outright kill you if not at least cause a negative level for the day. food for thought, If this class was in my group, people would fight for who gets to play it, and each one of us as a GM would say no to the person who won. ![]()
Well if you want to win, arcane wizards are the way to go.
But before I get carried away,
you don't need level 5 in barbarian since uncanny dodge isn't going to be needed. (rogues will lose the fight even with +3d6 flank because they cant take your hits and you have hp to take theirs) So I would go with
If you know they will have casters you will want to buff the saves you think are weak. Expect spell DC's as high as 20 :( I would spread out against mages... and don't forget to bring a ranged attack that uses your strength bonus for dmg.(javelin probably good enough) GL! and make sure to post the results of the outcomes of each round in the tournament!! ![]()
My reasonable house rule would be to make high DC scrolls costs as much as a one use staff. Feat:
Cost to create:
Special:
If we assume this, then the (major)trade off is: Weight and space is more of a burden for staves
Which seems like a decent/fair trade off.
Still seems balanced. I show my work/reasoning below
Using wizard spell levels:
EXAMPLE 1 (lvl 1 spell)
Staff of sleep CL8(minimum)
320/12.5 = 25.6 times the cost
EXAMPLE 2 (lvl 3 spell)
Staff of fireball CL8(minimum)
960/187.5 = 5.12 times the cost
EXAMPLE 3 (lvl 5 spell)
Staff of feeblemind CL9
Since 5th level spells have a caster level above 8, the multiplier difference between scrolls and THESE kinds of staves stays the same at this point.
Not too bad.
Other interesting facts!
You can add spells to the same staff and save space, you even save some money on that new spell, but they draw from the same charges so not so great when we are using 10 charges that will take 10 days to replenish. RAW: An efficient quiver will let you carry 6 additional staffs! This makes it semi reasonable to carry around times of trouble super DC's that have cost that is minimized. Best of all, is it is all very legit. You can almost justify throwing out a consumed staff, but what is better is to just toss it in your quiver, and charge it up when you don't need the spell slot.(max 1 per day) Then, when the staff is full, you can even sell it for the price you spent crafting it!
Spent a few hours on this, feed back is appreciated. ![]()
HaraldKlak
Scrolls, potions, wands, etc do not take up a slot, so effectively they cost half as much as a slotless wondrous item that does the same. RAW:
So wondrous item wins except against craft staff.
Other craft feats allow you to repair magic items of that type.
Examples of wondrous items owning other magic creation feats.
Potion of cure light wounds CL1 craft cost 25gp
+1 Armour enhancement on base material armors craft cost 500gp.
Scroll of magic missile CL1 craft cost 12.5
You get the idea, perhaps this needs fixing, but it is just meant to be governed by your GM. RAW give him a GUIDE to price things out, and most GMs, if allowing the CRB RAW, will just tell you to use the table given on page 550. I can agree that because wondrous items must be items, I can't use that feat to create body runes, and thus runes would use the tattoo rules. ![]()
@ Sniggevert Yeah there are a few spots to read on this matter. RAW
This certainly is readable the way the O.P. see's unfortunately what it really means is: 1) The scroll is a spell completion item.
Here are the rules the O.P. can read to affirm this as true. RAW:
Finally the one that excludes all other magic items from this special uber DC group. RAW:
So there is the sad truth. :( I need to find a way to get stronger scrolls too, currently looking into the break down of the cost of EVERY staff in the CRB I'll post my formula findings here. Hopefully that will give us a modifier for such a DC increase. Or perhaps a cost idea for a permanent wondrous magic item that allows you to alter other magic items you use with your own RELEVANT stat. ![]()
Think of UMD as justification. If you have a really unwise Sorc using a scroll of healing, this would break the minimum stat to cast rule which is a pretty core concept. If it was a really problem the group agreed upon, the GM just needs to introduce another cost modifier when making scrolls. Something like:
example: minimum +2 2*2=4 4/10=.4 .4+1 = 1.4
Calculator required for some, but I feel those multipliers are pretty fair at balancing power of scrolls.(and other magic items) ![]()
If that doesn't work use the spell Polypurpose Panacea(Ultimate Magic) to get what you need.
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Well we know it is an extraordinary class ability (Ex)
If you use the argument that your druid shape shifting powers allow your body to instantly change itself to adapt to the poison. lights flickered so going to send as is incase power cuts ![]()
Yeah spell tattoos already are x2 cost slotless wondrous items though. I am attempting to use existing rules, but If I changed it from "Tattoos" to "Elemental body runes", VOILA! All I need is wondrous item creation feat, and gold to pay x2 for slotless and I could basically have no limit, and no use restriction. Obviously with this method the GM is more entitled to step in on your magic item creation parade and start laying down guidelines since no specific cases exist, but RAW you can use as many slotless items as you can afford/have time to make. Am I being unreasonable in assuming the x2 cost is enough of a restriction to stop magic item stacking?
You could have gloves of a,b,c,d,e,f,g,run out of letters,zzz and it would be a lot cheaper then making a slotless item for each of these glove qualities. I think I am gonna go with heaggles and use wondrous item feat RAW, as Dust Raven said I am not being overly abusive with paying extra for my scrolls to be cool. Any strong intelligent opinions are welcome to change my mind on this matter. ![]()
The cost to CREATE tattoo magic is effectively x2 since it is "slotted"
But tattoo scroll goes out of its way to mention:
I just wanted to be sure this is true before going further.
It's nice to not have to pull out a scroll, but...
Tattoo magic has the following slots
If we compare tattoo magic with a slotless wondrous item;
WHAT I NEED
(A nice GM might rule the "up to two" ring exception was only to prevent 5 per hand, rather then imply it's the only slot you get two of.) I need help breaking this a little so that I can be a normal scroll carrying caster (20+ scrolls), but hopefully use something cool like tattoo's My problem with tattoo magic is it takes a feat to do what wondrous magic item creation can already do... and aside from the condition of using a non spellcraft skill to craft, it's worse or redundant. I am close to opening up a grease storm on my GM and showing up with 50 slotless enema scrolls castable strait from my **** :( Game is Monday for those who can help me quickly :D Thanks for reading,
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All jokes of course. But if the paladin isn't high enough level to stand physically between two armies, He probably shouldn't be faced with some of these choices. They would fall onto the shoulders of a higher leveled character. A level 3 character trying to stop a war is pointless because he should be talking to goblins about a missing wizard book :/ ![]()
"a LG character who is trapped in a room and must kill 1 of 2 innocents in order to leave and save the world" Paladin should diplomacy the two innocents into fighting to the death.
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I don't see a problem at all in these scenarios. He needs to brainstorm some of them harder. Maybe he sells his +2 sword(or something of high character wealth) to send an accomplished healer to save his wife. Rather then kill the prince perhaps he uses diplomacy on the prince, convincing him to allow the peasants to revolt against an unguarded castle, and the paladin defends the prince with his life dealing non lethal to hundreds of peasants. Two things need to happen though. You do need to pose similar situations to other players. (The prince one seems more of a group choice)
Also I like paladins that are men of action. If he doesn't get the cooperation he needs from the prince, then he may get the cooperation he needs from the captain of the guards etc. Paladins have no troubles nor fear of being held accountable for their actions, because they know they do what is good and right. ![]()
As a skimmed other posts above, they are correct in that the most reliable way to locate an invisible creature is to wait for it to attack you. For that split second you know where it is, and if you are smart and held your action you can strike at it before it moves from its known location.
They are also correct in that ... Stealth:
This means you can still stealth after you attack if you still have a move action left. More then you wanted to know: Other ways to locate Invisibles Perception:
This is clarified for us later. Targeting a creature means you have to know their exact location. We have a few more things to look up:
Invisible(Appendix2: conditions) (CRB Page 567)
Blinded(Appendix2: conditions) (CRB Page 565)
Invisibility(spell) (CRB Page 301-302)
Invisibility(Appendix1: special abilities) (CRB Page 563-564)
Modifiers from the chart I think are a little screwy. But we will use common sense to work through this. To copy it as its written in my CRB Invisible creature is.................Perception (DC modifiers)
It should be fairly obvious that "In combat or speaking" should be a penalty as well as the Moving at half, full or running. Not moving should NOT be a penalty so we have to consider if this is +40 to the DC. I would argue that although it is a HUGE bonus, it makes sense since not moving in this case refers to ANY movement, and not just move actions. Locating an invisible creature happens in two ways an at two levels of success.
The DC is going to vary slightly depending on how well you understand how to build a perception check, but don't worry about this to much. The point to make is, that the DC is +20 for being invisible. If they beat THAT dc by 20, then they also know the creatures exact location.(until it moves) Example:
one might argue that the distance modifier is doubled since it is on both charts, but then you would also double behind a door, and that makes no sense. (Of course you shouldn't really get the +20 invisible bonus behind the door either, but it's just a rule, and we have to allow it to be imperfect) So DC 27 to know it is walking near you. But DC 47 to know its exact location.
Stealth just changes the base DC. You still add 20 for being invisible and still add 20 more to locate. ![]()
A good trick for players who "can't play paladins" is to have them write up a long back story. They can talk with the GM about the actual character moments, saved village from X, found lost artifact of Y, etc.
Also you are lucky to have good examples at the table. You could try to openly praise these kinds of actions in the attempt to classically condition your players. :P ![]()
I am more or less in this exact situation. Two types of pen and paper dice gaming.
A lot of players cant tell the difference, but most GM's can't stand a tea party. You and I probably agree, that in order for pathfinder to be a GAME, there has to be rules, and the rules have to help determine the outcome of our desires. Such is the curse of being the go to GM. You have a strong opinion of what is fair, and can probably know more rules then your respective rules lawyer. The key point though, is that you can not have the best of both worlds. Either you are the GM and you can keep your opinion on what is fair, or you can be a player and enjoy the first person view of choice and discovery. I, too, struggle with playing in the world of a player. Sometimes I will feel cheated that the creatures AC's(and other stats) are clearly made up on the spot. Or perhaps your perception check fails when your GM sees you rolled a 5, even though you have +'s out the wazoo. These types of things are the traits of an inexperienced/lazy GM and many players just want to play tea party when they run a game... because it is easier. I suspect by your complaint that you are an experience GM who prepares for his players a decent amount in order to challenge them and give them opportunity for glory. Unfortunately, if you want to be a player your choices are limited. Either live in a tea party world and enjoy the story(until they get better at playing the game), or find/build a group with mostly GM's. I am in the process of creating a GM group, and the hope is that the rules will be known well enough to not have many disputes(at least during game time) And that players will be able to create a character with more then just a stat block and an attitude. I suspect I will be the first to GM, but perhaps in a year or so I will be rewarded with getting to play a character in a world he can really grow and achieve true glory, not just some tea party hand outs.(a +5 sword at level 2... really?) Until then, I have to accept that the players are going to try to jump on the back of the dragon at level 3, and that the GM is going to pull punches when he likes a player, because after all all the stats are made up and its all just make believe anyway. No matter what you do, some tolerance will be good for you. Best of luck achieving your goals. ~Juke ![]()
All valid, but the character doesn't need to worry about the loss of power by not full attacking. I am not in a group that I have to worry about min maxing. The goal is to make a mobile archer that looks cool jumping across a cavern chasm while flipping in the air and taking a shot at his enemies before landing. Or moving from tree to tree taking a shot between the two points at the optimal angle. Really looking for something that stacks with Vital Strike.
About Constantin the AzlantAppearance::
Constantin stands a few inches too tall to look healthy with his slight frame. His strong widow's peak, prominent eyebrows, and intensely violet gaze make his heritage plain to all who would see it, and the soft robes he wears beneath his armor do nothing to spoil the look. Defense::
HP 52
AC 18 (+5 armor, +1 Dex, +2 shield) CMD 14 (+5 BaB, -2 Str, +1 Dex) Fort +6 (+2 Base +2 Con, +2 Res)
Resist Electricity 4, Resist Cold, Fire, and Acid 1 Offense::
Speed 30'
Initiative +8/9 (+4 Cha, (+1 Trait), +4 Familiar) BAB +5 CMB +3 Cestus +3 1d4-2 19-20
Skills::
Acrobatics +5 (1 rank, +1 Dex, +3 class)
Appraise +7 (1 rank, +3 Int, +3 class) (+3 for Psychometry) Bluff +14/15 (Versatile Performance - Comedy) Diplomacy +17/18 (Versatile Performance - Oratory) (+4 to research humans, +4 to influence [air], +1 to influence [earth, fire, or water], +4 vs. equal or lower level Pathfinders, +5 to influence Andoran gov't officials, +3 to perform Hypnotism) Intimidate +14/15 (Versatile Performance - Comedy) (+4 vs. equal or lower level Pathfinders, +2 vs. goblinoids) Knowledge (Arcana) +13 (7 ranks +3 Int +3 class) (+3 for Phrenology) Knowledge (Dungeoneering) +11 (5 ranks +3 Int +3 class) Knowledge (Geography) +8 (2 ranks +3 Int +3 class) Knowledge (Local) +13 (7 ranks +3 Int +3 class) (+4 to research humans) Knowledge (Nature) +13 (7 ranks +3 Int +3 class) Knowledge (Nobility) +9 (1 rank +3 Int +3 class +2 feat) (+4 to research humans) Knowledge (Planes) +13 (7 ranks +3 Int +3 class) Knowledge (Religion) +13 (7 ranks +3 Int +3 class) Linguistics +8 (2 ranks +3 Int +3 class) (+2 to decipher codes) (+4 to research humans) (+3 when performing Automatic Writing) Perform (Comedy) +14/15 (7 ranks, +4 Cha, +3 class (+1 trait)) +4 to influence [air], +1 to influence [earth or water] Perform (Oratory) +17/18 (7 ranks +4 Cha +3 class, +3 feat (+1 trait)) +4 to influence [air], +1 to influence [earth or water] Perception +10 (7 ranks +0 Wis +3 class) (+3 for Read Aura) Sense Motive +17/18 (Versatile Performance - Oratory) (+3 for Prognostication) Spellcraft +13 (7 ranks +3 Int +3 class) Special Abilities::
Favored Class: Bard, +7 skills
Bonus Feat: Constantin received an extra feat at 1st level. Skilled: Constantin gains an additional skill rank per level. Bardic Performance 23 rounds/day - Move action start Inspire Courage (Su): Constantin can use his performance to inspire courage in his allies, bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard's performance. An affected ally receives a +2 morale bonus on saving throws against charm and fear effects and a +2 competence bonus on attack and weapon damage rolls. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance. Familiar: Constantin has an Arctic Hare Emissary of Sarenrae as a familiar. Versatile Performance: Constantin can use his bonus in Perform (Oratory) in place of his bonus in Diplomacy and Sense Motive, and his bonus in Perform (Comedy) in place of his bonus in Bluff and Intimidate. Performing Familiar: Constantin’s familiar has learned how to create supernatural effects with its performances, just like its master. Riddywipple can use any of its master’s bardic performances, but only the familiar or the duettist can have a performance active at any given time, not both. If one is performing and the other starts a performance, the previous performance immediately ends. Each round that the familiar performs consumes 2 rounds of the duettist’s bardic performance. Less Common Performances:
Countersong: Constantin has learned to counter magic effects that depend on sound. Each round of the countersong he makes a Perform (keyboard) skill check. Any creature within 30' that is affected by a sonic or language-dependent magical attack may use the Perform check in place of their saving throw. If they are already under the effect of a noninstantaneous sonic or language-dependent magical attack, they gain another saving throw each round they hear the countersong, but must use Constantin's Perform check for the save.
Distraction: Constantin can use his performance to counter magic effects that depend on sight. Each round of the distraction, he makes a Perform (oratory) check. Any creature within 30 feet that is affected by an illusion (pattern) or illusion (figment) magical attack may use Constantin's Perform check result in place of their saving throw. If they are already under the effect of a noninstantaneous illusion (pattern) or illusion (figment) magical attack, they gain another saving throw each round they see the distraction, but they must use Constantin's Perform skill check result for the save. Fascinate (Su): Constantin can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear Constantin, and capable of paying attention to him. Constantin must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. Each creature within range receives a Will save (DC 17) to negate the effect. If a creature's saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Inspire Competence: Constantin can use his performance to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear Constantin. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the his performance. Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM’s discretion. Constantin can’t inspire competence in himself. Constantin can use his performance to make a suggestion to a creature that he has already fascinated. Using this ability does not disrupt the fascinate effect, but it does require a standard action to activate. A Will saving throw (DC 17) negates the effect. This ability affects only a single creature. Suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability and relies on audible components. Spells:
Cantrips: Daze, Detect Magic, Ghost Sound, Light, Mending, Prestidigitation
Level 1 (5/day): Ear Piercing Scream (DC 15), Feather Fall, Grease (DC 15), Saving Finale, Vanish Level 2 (4/day): Blur, Glitterdust (DC 16), Heroism, Suggestion (DC 16) Level 3 (2/day): Haste, Purging Finale Familiar:
Riddywipple: Faerie Dragon Occult Messenger
CG Tiny Dragon Init +3; Senses low-light vision, darkvision; Perception +12 Defense AC 18, touch 15, flat-footed 15 (+3 Dex, +1 dodge, +2 natural +2 size) hp 26 (52/2, 7 HD) Fort +4, Ref +9, Will +8 – Improved Evasion Immune paralysis, sleep; SR 13 Offense Speed 10 ft. fly 60' (perfect), swim 30' Melee bite +10 (1d3–1) Space 2-1/2 ft., Reach 0 ft. SPecial Attacks: breath weapon (5' cone euphoria, Fort DC 12 negates) Spell-Like Abilities (CL 6, Concentration +6) 3/day greater invisibility (self-only) Spells Known (CL 6, Concentration +6) 1st (6/day) grease (DC 14), silent image (DC 14), sleep (DC 14) Cantrips (At-Will) dancing lights, flare (DC 13), ghost sound (DC 13), mage hand, open/close Statistics Str 9, Dex 17, Con 13, Int 16, Wis 14, Cha 16 Base Atk +5; CMB +6; CMD 15 (19 vs. trip) Feats: Acrobatic, Dodge Skills: Acrobatics +11 (+3 when jumping), Bluff +10 (Comedy), Diplomacy +10 (Oratory), Fly +23, Intimidate +10 (Comedy), Knowledge (Arcana) +13, Knowledge (Dungeoneering) +11, Knowledge (Geography) +8, Knowledge (Local) +13, Knowledge (Nature) +13, Knowledge (Nobility) +7, Knowledge (Planes) +13, Knowledge (Religion) +13, Linguistics +8, Perform (Comedy, Oratory) +10, Perception +12, Sense Motive +10, Spellcraft +13, Stealth +17, Swim +13, Use Magic Device +9 Languages: Common, Draconic, Elven, Sylvan, Empathic Link, telepathy 100' Versatile Familiar: Riddywipple has learned to use performance to supplement his skills. Riddywipple may use his total bonus to Perform (Oratory or Comedy) in place of his bonus for Diplomacy or Sense Motive, or Bluff and Intimidate respectively. Performing Familiar: Riddywipple has learned how to create supernatural effects with his performances, just like his master. He can use any of Constantin’s bardic performances, but only Riddywipple or Constantin can have a performance active at any given time, not both. If one is performing and the other starts a performance, the previous performance immediately ends. Each round that Riddywipple performs consumes 2 rounds of Constantin’s bardic performance. See the Unseen: While Riddywipple is within arm's reach, Constantin gains the Psychic Sensitivity feat. Teacher from Afar: When Constantin uses a psychic skill unlock he gains a competence bonus on skill unlocks equal to half the occult messenger's level (+3). Feats::
Flagbearer: As long as Constantin holds his party’s flag, members of that allegiance within 30 feet who can see the flag gains a +1 morale bonus on attack rolls, weapon damage rolls, and saving throws against fear and charm effects. Constantin must hold the flag in one hand in order to grant this bonus. If the standard is taken by the enemy or destroyed, this bonus becomes a penalty, affecting all creatures that the bonus previously affected for 1 hour (or until you reclaim the lost flag).
Noble Scion (Scion of War): Constantin gains a +2 bonus on Knowledge (nobility). In addition he uses his Charisma modifier to adjust Initiative checks instead of his Dexterity modifier. Skill Focus (Perform (Oratory)): Constantin gains a +3 bonus on Perform (Oratory) checks. Eldritch Bloodline (Imperious): Constantin is descended from a long line of sorcerers, and some portion of their power flows in his veins. As scion of forgotten kings, with a lineage rich with the dust of ancient empires spanning every golden age of humanity’s history, Constantin embodies the apex of human potential, as well as human temerity and uninhibited hubris. Student of Humanity When using Diplomacy, Knowledge (history), Knowledge (local), Knowledge (nobility), or Linguistics to learn, study, or gather information about humans, Constantin adds an insight bonus equal to his Charisma bonus on such checks (+4). Traits::
Strength of the Sun: Constantin takes solace in the purifying light of the sun. During the day, he gains a +1 trait bonus on all Charisma-based checks.
Maestro of the Society: The skills of Golarion’s greatest musicians are at Constantin's fingertips, thanks to the vast treasure trove of musical knowledge in the vaults beneath the Grand Lodge in Absalom. Studying this knowledge gives him the ability to use your bardic performance an additional 3 rounds per day. Improved Familiar: Constantin has allied himself to a more powerful creature than normal. Equipment::
Mithral Chain Shirt +1, Whip, Cestus, Mithral Buckler +1, Flag, Alchemist's Fire (2), Alkali Flask, Wand of Cure Light Wounds (39), 2x Scroll of Lesser Restoration, Scroll of Calm Animals Inventory Tracking::
Current Gold: 17743.5 gp
PURCHASED
Earned:
Sold
Prestige and Boons::
Prestige: 31 Fame: 36
Boons: Explorer: Once per adventure before attempting an Acrobatics, Climb, Survival or Swim check, Constantin gains a circumstance bonus equal to 1 plus half the number of goals he has completed (+6). He also halves his armor check penalty for the purpose of this skill check. Prepared Agent: Constantin is more prepared for missions than most Pathfinders. When he attempts a Knowledge check as a part of an adventure's mission briefing, he treats all Knowledge skills as trained. 1/adventure he can add a bonus equal to half the goals he has completed to one Knowledge check or Diplomacy check to gather information (+3) Guiding Compass: Constantin's wayfinder guides him to safety in all circumstances. If he fails a saving throw against an effect that allows additional saving throws to mitigate the effect, he gains a bonus on subsequent saves against such effects equal to 1 for every three goals he has completed (+3). Expedition Coordinator (3/3): Constantin can forgo his Downtime to organize an expedition to a site he recently visited and discover things he had missed before. Three times he may retroactively succeed at a scenario's secondary success condition that he would have failed. If he does so, all other PCs at the table also succeed at the secondary success condition. Codebreaker: Venture-Captain Ambrus Valsin was impressed by Constantin's clever work with ciphers and invited him to study codes in detail for future missions. He gains a +2 bonus on Linguistics checks made to decipher a writing or understand a code, and he may use Linguistics in this way even if untrained. Spider's Captor: Rather than simply kill the treacherous criminal mastermind and Shadow Lodge agent known as the Spider, Constantin brought her in alive to stand trial for her crimes before the lawful authorities of Andoran. In thanks for his contribution to the process of bringing her to justice, he has gained an official writ of appreciation from the People's Council granting him a +5 bonus on any Diplomacy check made to influence a government official within the nation of Andoran. You Rescued the Minotaur Prince: Constantin rescued Nuar Spiritskin, the Minotaur Prince of Absalom, and he is quite grateful that Constantin did so. Though Nuar is absolutely unclear how he got into the Tangle in the first place, he pays this no mind and has spread the tale of Constantin's derring-do to his many contacts throughout the city. Constantin gains a permanent +1 circumstance bonus to any Intelligence or Charisma-based checks made while in Absalom. River Kingdom Notoriety: Tales of Constantin's adventures in the Emerald Spire have reached the ears of Echo Woods's local powerbrokers, and they have granted him an opportunity to claim land to develop as he sees fit. Goblin's Bane: By slaying Grulk, the goblin's bugbear leader, Constantin has removed the immediate goblin threat in the area as well as allowing safe passage deeper into the Emerald Spire. The terror he has hewn [sic] has made a resounding impact to the other goblin tribes nearby. Constantin gains a +2 bonus on Intimidate checks against humanoids with the goblinoid subtype. Belkzen Veteran: Constantin has crossed the Hold of Belkzen, negotiated with the orc representatives, and clashed with opportunistic raiders. He has spent 2 Prestige Points to learn Orc. In addition, he can once gain the benefits of the orc ferocity half-orc racial trait for 1 round. Martyr's Shard 1&2: The paladin Ivvora wielded a powerful dagger in service to her angelic patron, Vildeis. In helping recover and restore the hilt, Constantin is able to begin imbuing a facsimile of the blade to combat evil on his own terms. He may once grant one weapon he wields a +1 enhancement bonus and the ability to overcome DR and regeneration as a cold iron, good-aligned weapon for 1 minute as a free action.
Scarred Champion: Vildeis grants the strength to endure pain to strike down evil, and in escorting Ivvora's hilt back to the Twinhorn following, Constantin now caries a spark of that empyreal lord's divine resilience. When he would fail a saving throw against the spell or spell-like ability of an undead creature, he can once roll 1d6 and increase his save by that amount. If he does so the experience will leave him with a hand-sized scar somewhere on his body - a reminder of Vildeis's assistance. Averted Mauling: By saving the half-elf courtesan Markov Rutowski in Ardis, Constantin has gained a political favor he can trade in while in Ustalav. Within the Immortal Principality, he may trade this political favor for any non-magical item worth up to 400 gp, including but not limited to masterwork weapons and armor and courtier clothing and jewelry. Master of Blades Saved: By saving the life of famed adventurer and former Master of Blades Vonran Vilk, Constantin has earned a permanent place in the Pathfinder Chronicles. He gains a +4 circumstance bonus on Diplomacy and Intimidate checks when dealing with members of the Pathfinder Society of his level or lower when he mentions this boon. Twin Tomes: Constantin has gained access to the Infernal Incantation while the Pathfinder Society researches its contents. His time spent poring over the book's pages grants him proficiency in Celestial. Duskwarden's Favor: Constantin's actions below Kaer Maga have impressed the Duskwardens, and these guides have taught him some of their tricks for safely navigating dangerous caverns. Constantin may once gain the ranger favored terrain ability (+2) in underground environments for the rest of the scenario. Righteous Redemption: Thanks to Constantin's work bringing a lost hero's legacy to light, key leaders in the crusader nation of Lastwall have begun seeing Pathfinders less as ruffians and more as potential allies. Constantin has requisitioned two scrolls of lesser restoration. Worthy Foe: Lastwall is the Inner Sea's bulwark against countless evils, and Constantin has proven himself against a local villain. As a swift action, he may thrice gain one of two benefits against humanoids with the human subtype. First, he can choose to gain a +2 bonus on attack and weapon damage rolls against them, as well as a +2 dodge bonus to AC their attacks. Alternatively, he can gain a +2 bonus on caster level checks to overcome their spell resistance, increase the DC of his spells and abilities against them by 1, and gain a +2 bonus on saving throws against those creatures' spells and abilities. Either benefit lasts until the beginning of his next turn. Frozen Fortitude: Even the coldest wilderness could not fell Constantin. Now he is prepared to endure freezing attacks or even draw strength from the snow. As a swift action, he can use up this boon to gain cold resistance equal to 5+level for a minute. It can also be used as an immediate action to gain cold resistance equal to his level. Triumph Over Scales: Constantin has braved the Realm of the Mammoth Lords, not only defeating a tribe of kobolds, but also slaying their white dragon overlords. He may use up this boon when a dragon or humanoid with the reptilian subtype would crit him to cancel it. Faerie Dragon Improved Familiar: Constantin may bond with the faerie dragon Riddywipple using the Improved Familiar feat. Air Affinity: Constantin's connection to elemental air has grown stronger over the course of his recent adventures. Elemental Awakening: The Society has cast its gaze upon the Elemental Planes, and as Constantin and his colleagues explore these wondrous realms, he has developed a nuanced command of elemental forces and the ability to withstand a fraction of the local hazards. Air (4/4) Constantin has electricity resistance 4. He also gains a +4 bonus to influence creatures with the air subtype. He can use up this boon to cast feather fall, fly, or mass fly (CL 12). Theophilus x3 Earth (1/4) Constantin has acid resistance 1. He also gains a +1 bonus to influence creatures with the earth subtype. He can use up this boon to cast stone shield (CL 3). Dunia Fire (1/4) Constantin has fire resistance 1. He also gains a +1 bonus to influence creatures with the fire subtype. He can use up this boon to cast burning hands (CL 3, DC 16). Kulga Water (1/4) Constantin has cold resistance 1. He also gains a +1 bonus to influence creatures with the water subtype. He can use up this boon to cast touch of the sea (CL 3). Shabah Master Smith's Service: The slag giant Valsog is a master craftsman, and he offered to repair a broken item free of charge. Constantin can use up this boon at the end of an adventure to repair one item as though using make whole (CL 10). Alternatively, it can be used for Gamin the Misforged. Oread's Favor: Constantin has earned the favor of a large group of oread geniekin. Chronicles::
XP 19
The Overflow Archives 6-15, At Shadow's Door 2-23, Library of the Lion 5-11, Web of Corruption 2-24, Delirium's Tangle 0-45, Emerald Spire: The Tower Ruins, The Solstice Scar (A) 8-99, The Midnight Mauler 3-16, Song of the Sea Witch (3-06), Beyond the Halflight Path, From the Tome of Righteous Repose 8-07, The Solstice Scar (B), The Sanos Abduction, Through Maelstrom Rift, Valley of Veiled Flame, To Scale the Dragon, Perils of the Pirate Pact I'm providing a +3 to hit and damage as well as a bonus to saves against Charm and Fear in a mix of Competence and Morale bonuses Black Coral Cove from Plunder and Peril before anything else! |