Khelgorion's page

1 post. Organized Play character for DaedalusV.




The Links:

http://www.d20pfsrd.com/feats/general-feats/eldritch-heritage

http://www.d20pfsrd.com/feats/general-feats/exotic-heritage

http://www.d20pfsrd.com/traits/magic-traits/ascendant-recollection/

https://www.d20pfsrd.com/feats/general-feats/boon-companion/

Is it possible to take the above 3 feats + 1 trait to choose the Sylvan Bloodline and get an Animal Companion that is the same level as you?

EG:
Human Cleric with 14 charisma

trait: Ascendant Recollection
bonus feat Exotic Heritage (Knowledge Nature)
lvl 1 feat Eldritch Heritage (Sylvan)

Animal Companion: Tiger (will stay level 1 atm)

lvl 3 feat Boon Companion (Tiger)

From now on it will follow your level.

Is this legitimate?


I'm GM'ing a home game for a bunch of friends. One of them wanted to play a character heavily inspired from GoT's The Hound. I'm sharing the build here partially for advice on how to go forward with it and to see if there's better ways to do what I've done already.

Basically early on, I've made him an intimidating monster in combat..

Human
(25 pointbuy)
Str: 20 (18+2 racial)
Dex: 12
Con: 14
Int: 14
Wis: 10
Cha: 7

Drawback: Burned (Because yeah.. Fits like a glove)
Traits:
Blade of Mercy (for his intimidation build)
Clever Wordplay (Intimidate, the reason I gave him int 14 and dumped cha to better simulate his lack of personality together with his intimidation tactics)
Cynical Ear (This can be changed)

He is currently lvl 3:
Fighter 1
Feats:
Fighter Bonus Feat: Power Attack
Human Bonus: Intimidating Prowess
1st level feat: Enforcer
Fighter 2
Fighter Bonus Feat: Weapon Focus
Fighter 2/Rogue(Thug) 1
3rd level feat: Hurtful

Intimidate modifier: 3 ranks +3 class +2 int +5 str = +13
(+mwork tool etc etc)

So at 3rd level he: moves to enemy, hits enemy with non-lethal damage (Sword of mercy longsword attack) that triggers a free action demoralize attempt, if it works he can attack again as a swift action, again using non-lethal for another free action demoralize.)

Rogue(Thug) has the Frightening class ability. It prolongs the shaken condition with 1 and it lets you give an enemy the frightened Condition instead of Shaken IF the shaken condition is 4+ rounds.

So if he hits with both attacks he will in all likelyhood frighten the enemy for 2 rounds. (up to 4 if he crits on both due To Enforcer+hurtful)

The planned build for the next levels:
4 fighter levels
So @ lvl 7:
Dazzling Display
Violent Display
Disheartening Display
Shatter Defenses (retrained bonus fighter feat)

For even more Intimidation Goodies...

Can this build be improved upon (my player really wants to be using intimidate alot both single target and AoE)

I want to keep weapon training for the goodies introduced recently
He needs max intimidate, ride, handle animal at the least (he's made an awesome backstory involving his horse so I'll give that one to him eventually, probably through the nature soul -> AC + boon companion line) So I'm thinking he really really needs all the feats he can get.


Greetings fellow pathfinders!

I've been the regular GM of a group the past 6 years and now I get to be a player!

I would like advice/criticism on my character as it is now (still WIP)

Setting: Forgotten Realms
Available books: CRB, APG, Ultimate Equipment, Ultimate Campaign.

House Rules/Limitations:
- Can only be CRB Race and Class.
- 15 point buy
- Can only dump 1 stat below 10
- Only Rules used from UC is drawbacks and traits.
- 1 trait for a secret in a hat (for RP purposes)
- 1 trait and 1 drawback from bg story (Again our new GM protege wants to emphasize RP and non-combat)

Current build highlights:
Halforc (Alt racial traits: Shaman's Apprentice, Sacred Tatoo, Chain Fighter)
Barbarian lvl 1 (No Archetype yet, he's still considering if they are allowed)
Str: 16 (+2 racial for 18)
Dex: 12
Con: 15
Int: 10
Wis: 10
Cha: 7

HP: 14, Fort 6 Ref 3 Will 2

Equipment: Not much, we start as prisoners.

Feats:
Endurance (from alt racial trait)
Power attack

Traits/Drawback
Fate's Favoured (total of +2 luck to my saving throws from sacred tatoo)
Sea-Souled (+1 trait bonus to swim, can always take 10 in water) Because I want to make sure I am useful in that element in a naval campaign before getting my hands on magical help.
Drawback: Pride (Rp reasons mainly)

Skills: Acrobatics +5 Climb +8 Perception +4 Survival +4 Swim +9

Feat/Rage Power future (would like suggestions here too)

Lvl 2: Lesser Beast Totem (rage power) 2 claw attacks when raging
Lvl 3: Shield of Swings? (lvl 3 feat) +4 shield ac cost ½ dmg/hit
Lvl 4 Superstition (rage power) +2 saving throws vs spells, supernatural abilities og spell-like abilities +1/4 lvls
Lvl 5: Lesser Hurling (rage power) (feat: Extra Rage power )
Lvl 6: Hurling Charge (rage power)
Lvl 7 Beast Totem (rage power) Gives +1 natural AC +1 per 4 levels (feat: Extra Rage power)
Lvl 8: Internal Fortitude (rage power) Immune to sickened og nauseated
Lvl 9: Improved Critical? (lvl 9 feat)
Lvl 10 Greater Beast Totem (rage power) Pounce ftw
Lvl 11: (Oracle dip if possible)
Lvl 11-13 Combat Reflexes + CaGM and Fearless Rage
Lvl 14+ undecided.

Main things I see as changeable are: Lvl 3, 5, 6 and 9 stuff. Maybe Fearless Rage too.

TLDR: Look at this stuff, comment to make it more awesome. Sorry for Wall of Text.


Hi forumdwellers!
I'm usually on the GM'ing side of the table, but luckily, one of my players in the group is starting a campaign. It's not 100% RotRL as written, but he will lean heavily on it throughout the campaign.

I've made a face character that I would love to get some critique on.

Houserules/non-RAW things to know:
Everyone gets a houseruled bonus feat (must be a racial or local feat)
Everyone gets 2 traits for free (I was allowed to take Finding a Friend)
I was allowed to take 2 drawbacks to get 2 extra traits
I have traded my racial SLA for +2 int. (alternate tiefling heritage)

20 pt. buy
N/E Tiefling (Rakshasa spawn) Female Tatooed Sorcerer (Fey-blooded)
Str: 12
Dex: 14
Con: 12
Int: 14
Wis: 10
Cha: 18
(racials included: +2 dex, +2 int, -2 wis, +2 cha)

AC: 13 (+2 dex +1 armoured kilt)
HP: 10 (8 +1 con +1 finding a friend)

Feats/traits/drawbacks:

Cosmopolitan (houseruled Bonus Feat)
Magical Lineage Magic Missile (magic trait)
Finding a Friend (campaign trait)
Hedonistic (drawback)
Cruelty (drawback)
Precocious Spellcaster (Prestidigitation, Magic Missile) (regional trait)
Talented (Social trait)

Mage's Tattoo (bonus feat) (evocation)
Alertness (familiar proximity)
lvl1: Toppling Spell (metamagic feat)

lvl3: Spell Focus (evocation)
lvl5: Spell Specialization (Magic Missile)

(we start at lvl 1. feat progression is not set in stone)

Skills:
(2 + int bonus +1 FCL +1 (finding a friend) = 6/lvl)
Bluff 1 rank + 3 (class skill) +4 (alt. racial trait) +4 (charisma)= +12
diplomacy 1 rank + 3 (class skill) +4 (charisma) = +8
knowledge arcana 1 rank +3 (class skill) +2 int = +6
perception 1 rank +3 (class skill) +2 (alertness) = +6
spellcraft 1 rank + 3(class skill) +2 int = +6
perform (dance) 1 rank +3 (class skill) +1 (trait) +4 cha = +9

Cosmopolitan gives me perception and diplomacy as class skills
Talented gives perform as a class skill

I elected out of the Rakshasa bloodline since I didn't want to pimp out my bluff too high, sense motive and intimidate will be prioritized on subsequent levels.

Special Abilities:
Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.

Darkvision 60 ft

Beguiling Liar Many tieflings find that the best way to get along in the world is to tell others what they want to hear. These tieflings' practice of telling habitual falsehoods grants them a +4 racial bonus on Bluff checks to convince an opponent that what they are saying is true when they tell a lie.

Prehensile Tail Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action.

Familiar Tattoo (Su)
Familiar: Greensting Scorpion (+4 initiative)

Mage's Tattoo: Dancing Lights 3/day (Su)

Bloodline Arcana: Whenever you cast a spell of the compulsion subschool, increase the spell's DC by +2.

Spells:
0-level:
Acid Splash
Detect Magic
Prestidigitation
Daze (DC16)
lvl2: Read Magic
lvl4: Ghost Sound

1st level:
Magic Missile
Sleep (DC 17) Switch to Silent Image @lvl 4
lvl3: Mage Armor
lvl3bloodline: Entangle
lvl5: Charm Person

2nd lvl:
lvl4: Compassionate Ally (DC 18) Switch to Burning Arc @lvl 6 (specialize it for CL9)
lvl5: Glitterdust (DC 17)
lvl5bloodline: Hideous Laughter (DC 18)

My little tiefling lass here has Calistria as her patron goddess, she's very much devoted to her own needs and pleasure, loves to be a tease and has a penchant for cruelty. Her mother has been abducted and she, her foster-brother and her little band of allies are in Sandpoint because they are looking to find her. She's been trained in the art of dancing by Varisian travellers, with whom she spent several years with, and were part of a scam run by Szcarni (sp?)

Tactics:
Daze cantrip or Acid Splash cantrip on low threat single-targets
Sleep on clusters
Toppling Magic Missile in hard encounters (CL3 at lvl 1 = 2 missiles)
Stay out of melee, use sling or sickle as a last resort.

TLDR:
Critique on spell-selection and feat progression primarily.
Will she be able to handle the face role and be a decent control caster with the present build?


Hi all. I've written this question in another thread earlier, haven't had any replies, so I'm trying one last time on a seperate thread.

If I use Shadow Projection (to make sure my body is in a safe and guarded place)

Then, when I meet the vampire BBEG, is it possible for me to Magic Jar from my shadow form, into a focus carried by my familiar (or a team mate)
Then try to possess the vampire?

In short..

Shadow projection -----> Magic Jar

Is that legal?/a working combo?

(The group is very limited in divine magic, so we only have 2 death ward spells. Since I'm immune to level drain in my shadow form, I won't need a death ward to protect me against the vampire's level drain attacks.)

Our next session is in less than 24 hours, so I would love some replies on this asap.


- http://www.d20pfsrd.com/magic/all-spells/s/summon-monster

- http://www.d20pfsrd.com/feats/metamagic-feats/heighten-spell-metamagic---fi nal

Maybe a very stupid question, easily answered but...

Does applying Heighten Spell on Summon monster I increase it's use to become effectively Summon Monster I-IX?


Lightbringer: Many elves revere the sun, moon, and stars, but some are literally infused with the radiant power of the heavens. Elves with this racial trait are immune to light-based blindness and dazzle effects, and are treated as one level higher when determining the effects of any light-based spell or effect they cast (including spell-like and supernatural abilities). Elves with Intelligence scores of 10 or higher may use light at will as a spell-like ability. This racial trait replaces the elven immunities and elven magic racial traits.

Glitterdust: http://www.d20pfsrd.com/magic/all-spells/g/glitterdust

The spell has no light descriptor The description is open to interpretation..

Is it the actual flakes of dust getting into your eyes that produces the blindness or is it the light that said dust produces that blinds?

Would a lightbringer elf be immune to the glitterdust blinding effect or not?


I've used search on the forums and found a couple of threads with similar design choices. Here's the build:

Tiefling (alternate racial traits: Rakshasa)

Switch out rakshasa skilled feat with BEguiling Liar (+4 bluff)

Switch out Fiendish Sorcery for Prehensile Tail (flavour, closer to Rakshasa look)

Take the Sorcerer Class

Choose Rakshasa bloodline

make sure you have 20 in charisma (or just 19 with the 20 on lvl 4)

Now according to my calculations this will give you:

1 (rank) +3 (class skill) +4 (racial) + 5(bloodline power) + 5 (charisma stat bonus) = +18 on 8 bluff checks per day (+13 on the rest)

Getting a high bluff like the above is done with no feats dedicated to it.

you could take deceitful and skill focus (bluff) for +5 (+10 with 10 ranks)

Anyways. Is a Rakshasa blooded Tiefling Sorcerer with the Rakshasa bloodline within the allowed ruleset? As in, is the above method for rolling it within RAW/Legit or do I need to take the Fiendish Heritage Feat to get the Rakshasa template instead of the standard Tiefling (which would further give me a trait from 3 d100 rolls)

If it's allowable w/o fiendish heritage I'd choose Armour profiency light + arcane armour training (@ lvl 4) and rock a Mithril Shirt like a baws with no spell failure risk OR devote the 2 feats to further put my bluff checks into overdrive..

I see lots of quite potent char concepts in this forum, but most I see are oriented towards combat encounters more than avoiding combat. The Silvertongued build is my first attempt (in Pathfinder) to maximize a social skill check over BAB/spell DCs/AC etc etc.

Any good class/race choices out there for Diplomacy? and Intimidate?

Full Name

Delweir

Race

Human

Classes/Levels

Magic-user 1 (Infernal Binder) | HP 8 | AC 12 FF 10 T 12 | Saves +1/+2/+2 | init +5 | Percep +0

Gender

Male

Size

5'10 160lb

Age

31

Alignment

N

Languages

Common

Strength 10
Dexterity 14
Constitution 13
Intelligence 16
Wisdom 10
Charisma 12

About Delweir

Consider making him a primalist instead.

Male Human (Chelish) Wizard (Infernal Binder) 1
N Medium humanoid (human)
Init +6; Senses: Perception +2
--------------------
Defense
--------------------
AC 12, touch 10, flat-footed 12 (+2 Dex)
hp 8 (d6 +1+1 human bonus)
Fort +1, Ref +2, Will +2
--------------------
Offense
--------------------
Speed 30 ft.

Melee Dagger +0 1d4, Club +0 1d6
Ranged Dagger (thrown) +2

--------------------
Statistics 10, 14, 13, 16, 12, 14
--------------------

Base Atk +0; CMB +0; CMD +2

Feats: Scribe Scroll (class bonus), Improved Initiative (human bonus), Spell Focus (Conjuration)

Traits: Warded against Witchery, Focused Mind

Skills: Class skills

Appraise +0 Craft +0 Fly Knowledge(Arcana)1+3+3(Int)=7 Knowledge(Dungeoneering)+3(Int) Knowledge(Engineering)+3(Int) Knowledge(Geography)+3(Int) Knowledge(History)+3(Int) Knowledge(Local)+3(Int) Knowledge(Nature)+3(Int) Knowledge(Nobility)+3(Int) Knowledge(Planes)1+3+3(Int)=7 Knowledge(Religion)+3(Int) Linguistics +3(Int) Spellcraft 1+3+3(Int)=7

Non-class Skills
Bluff +1(Cha) Diplomacy +1(Cha) Perception +0 Sense Motive +1(Cha) Survival +1(Cha)

Spells Known
Forbidden Schools: Illusion, Necromancy
0 Level: All
1st Level: Charm Person, Grease(C), Infernal Healing (C), Mage Armor(C), Sleep, Summon Monster 1(C)

Spells typically memorized
0 Level: Acid Orb, Daze, Mage Hand
1st Level: Mage Armor, Sleep, Summon Monster 1

Languages: Taldane

Gear:
Spellbook 15gp 3Lb
Spell components pouch 5gp 2Lb
Cold-weather outfit 8gp 7LB
Travelers clothes 1gp 5Lb
Lamp 1sp 2Lb
2 pints of oil 1gp 2lLb
Flint and steel 1sp -
two Blankets 1gp 6Lb
Caltrops 1gp 2Lb
two days rations 1gp 2lb

37 GP
47 lb encumbrance, medium load

Bio:

Spoiler:
Delweir is a young, thin Taldane man with fair skin and dark brown eyes. A traveling wizard of the Egorian Academy recruited him from his merchant family in Taldor and trained him for many years in the art of conjuration as a prospective apprentice. Unknown to Delweir, the wizard was a member of the Pathfinders who sought out gifted youngsters to groom for their ranks. While Delweir was an apt pupil of the arcane arts, his patron decided that he was not ideologically suitable, being indifferent to the aims of the Pathfinder organization. As a result, Delweir was dismissed from his apprenticeship and left without a means of making a living. Because Delweir left the family to become a wizard, his share of the family business was inherited by his younger brother. Now the young magic-user is seeking his fortune in adventure.

Delweir knows that Baba Yaga will come to Irrisen soon to replace the the current witch-queen. The thought of witnessing this event is overpowering to him. Even though he knows there is little chance that he could come near to such a happening he is willing to face great danger to do so. He would consider the risk well worth if it he could glean any small bit of knowledge from such an undertaking. To this end Delweir set off to the North and has stopped at the village of Heldren.

Despite having graduated the Egorian Academy Delweir is somewhat insecure and seeks out the approval of powerful individuals and the admiration of those in positions inferior to his own. Part of this insecurity stems from an unfortunate incident at the Academy in which he was humiliated by a witch who instructed at the school.
Delweir believes that his intellect places him above anyone who he perceives as less intelligent. The young wizard is proud of the fact that he graduated from the Egorian Academy and feels that this inevitably entitles him to respect from other magicians.

Conjuration fascinates Delweir more than any other aspect of magic because it reaches into other worlds and gives him control over the beings it brings forth. The more that he learned of other dimensions the more he desires to walk in these other worlds. Part of this interest is academic; Delweir would love to be considered one of the great scholars of planar lore one day. Another part of his desire to master conjuration magic and planar knowledge is that it will make him more powerful in this reality. The end result of his desire for power is vague to him but it is no less compelling for it.

Class Abilities

Spoiler:
Forbidden Schools: Illusion, Necromancy

Planar Knowledge: As an infernal binder, you gain a +3 bonus on Knowledge (planes) checks.

Summoner's Charm: Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). This increase is not doubled by Extend Spell. At 20th level, you can change the duration of all summon monster spells to permanent. You can have no more than one summon monster spell made permanent in this way at one time. If you designate another summon monster spell as permanent, the previous spell immediately ends.

Assume Control: At 1st level, you can attempt to gain control over a summoned creature by disrupting the bond between it and the caster who summoned it. You must make a caster level check (1d20 + caster level) equal to 10 + the summoning caster’s level. If you know the summoned creature’s name, you receive a +2 circumstance bonus on the check. If the check is successful, you can control the summoned creature as if you had summoned it for a number of rounds equal to 1/2 your wizard level (minimum 1 round). This does not increase the duration of the original summoning. The original summoning caster can attempt to regain control of the summoned creature as a standard action by making a caster level check against your caster level + 10. When your control ends, the creature reverts to the control of its summoner. At 9th level, you can use this ability to bargain with called creatures as if you were the caster who conjured them. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Familiar:

Spoiler:

Traits:

Spoiler:

Warded against Witchery: You gain a +1 trait bonus on
saving throws against the spells, spell-like abilities, and
supernatural abilities of evil arcane spellcasters, and a +1
trait bonus on Spellcraft checks to identify spells cast by evil arcane spellcasters.

Feats:

Spoiler:

Scribe Scroll (Bonus)
Improved Initiative
Spell Focus (Conjuration)

Spells Known:

Spoiler:
Forbidden Schools: Illusion, Necromancy
0 Level: All
1st Level: Charm Person, Grease(C), Infernal Healing (C), Mage Armor(C), Sleep, Summon Monster 1(C)

Spells typically memorized
O Level: Daze, Light, Mage Hand
1st Level: Mage Armor, Summon Monster 1

Spellbook 35gp 3Lb
Spell components pouch 5gp 2Lb

Cold-weather outfit 8gp 7LB
Travelers clothes 1gp 5Lb
Lamp 1sp 2Lb
2 pints of oil 1gp 2lLb
Flint and steel 1sp -
2 Blankets 1gp 6Lb
Caltrops 1gp 2Lb
Small Steel Mirror 8gp* 1/2Lb

2 days rations 1gp 2lb

29 GP

47 lb encumbrance, medium load

Possible blackfire adept

Development Notes

Spoiler:

3rd Level feat: Augment Summons or Combat Casting
4th:
5th: Superior Summons, Proxy Summons
7th: