Wizard

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This prestige class goes with these race.

Weapon Of Destiny
Requirements: BAB +3, Artifact Race (weapon only), Knowledge (Religion) 5 ranks

HD d10
BAB +1
Good Saves: Fort, Ref, Will
Class Skills: Appraise, Craft, Diplomacy, Intimidate, Knowledge (Religion), Perception, Sensemotive
Skill Points: 2+int mod
Lv) Benefits
1) Alternate Form, Awakened +1
2)Awakened +2
3)Awakened +3
4)Awakened +4
5)Awakened +5, Lesser Power
6)Awakened +6
7)Awakened +7
8)Awakened +8
9)Awakened +9
10)Awakened +10, Greater Power

Alternate Form (Su): You can turn you entire body into a weapon of your type. In this form, you are considered an intelligent magic weapon. You can resize yourself to small, medium, or large as a move action. In this form you cannot move on your own (unless you have an intelligent item power that grants you a movement speed). You possess empathy, speech, and senses (120 ft); see page 533 core rule book. You possess your own mental ability scores, but no physical ability scores (do not adjust statistics). You retain your own HP, Saves, Feats, Class features, and skills (though some may not be usable due to your form) and a hardness equal to your HD. If you can cast spells, you cannot do must use still spell and eschew materials to do so while in this form. You cannot be enchanted by an outside force, but see Awakened below. This is considered a polymorph effect.

Awakened: Your natural weapon (granted by your race, not other natural weapons) gains a +1 (or higher) enhancement bonus, as if it were enchanted. You can trade out these bonuses when you gain a level for special weapon properties (Flaming, Keen, Etc). You may not possess a bonus greater than +5, as normal. These bonuses carry over into your Alternate Form. If you possess more than one of your natural weapons (from the dual wielding feat), only one of them is enchanted.

Lesser Power: At 5th level, you can grant your natural weapon (granted by your race, not other natural weapons) a power from the intelligent item powers list (page 534, core rule book). This power must have a base price modifier of 5,000 gp or less. This power carries over to your alternate form. You cannot choose "item has 5 skill ranks".

Greater Power: This functions as Lesser Power, but you may choose one ability of up to 10,000 GP. You cannot choose "item has 5 skill ranks", "item has 10 skill ranks", or "item can change shape into one other form of the same size".


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In response to another thread. I had a prestige class that also let the weapon races turn completely into their weapon, but it is not typed up yet. I'll add it later.

Grimoire
-2 Str, +2 Dex, +2 Int
Normal Vision
base speed: 30 ft
Size: Medium
Sholar of Magic: +2 Knowledge (Arcana) and Spell Craft
Spell-Like Abilities: If you Intelligence is 11 or higher, you may cast 3 0-level spells per day. These spells must be drawn from the Wiz/Sor class list.These spells are chosen during character creation and cannot be changed thereafter.
You Are a Spellbook: You may scribe 100 pages of spells onto your skin. These are faintly glowing runes that swirl across your skin as you will. THese spell cost the normal amount to scribe. If you skin is ever completly removed or destroyed, the spells fade and are lost, even if you recieve a reginerate or similar effect.

Holy Symbol
-2 Str, +2 Con, +2 Wis
Normal Vision
base speed: 30 ft
Size: Medium
Sholar of Magic: +2 Knowledge (Arcana) and Spell Craft
Spell-Like Abilities: If you Intelligence is 11 or higher, you may cast 3 0-level spells per day. These spells must be drawn from the Cleric class list.These spells are chosen during character creation and cannot be changed thereafter.
Blessed: You gain a +1 racial bonus to all saving throws.
You are a Holy Symbol: For all intents and purposes, you are a holy symbol devoted to a specific god, chosen during character creation and cannot be changed thereafter.

Axe
+2 Str, -2 Dex, +2 Wis
Normal Vision
Base Speed: 30 ft.
Size: Medium
Weapon Familiarity (You are proficient with Throwing Axes, Hand Axes, Battle Axes, and Great Axes, and you Dwarven Waraxes and Orc Double Axes as martial weapons)
You are an Axe: You can turn one of your hands into a Axe blade that deals 1d6 slashing damage, 20/X3 Crit. This is a natural weapon.

Bow
+2 Dex, +2 wis, -2 Con
Normal Vision
Base Speed: 30 ft.
Size: Medium
Weapon Familiarity (You are proficient with all bows.)
You are a Bow: You can turn one of your hands into a bow that deals 1d6 piercing damage, 60 ft range, 20/X2 Crit. This is a natural weapon. Arrows not included.

Flail
+2 Con, -2 Wis, +2 Cha
Normal Vision
Base Speed: 30 ft.
Size: Medium
Weapon Familiarity (You are proficient with Light Flails and Heavy Flails, and you treat Dire Flails as martial weapons)
You are a Flail: You can turn one of your hands into a flail that deals 1d6 bludgeoning damage, 20/X3 Crit. This is a natural weapon.

Sword
+2 Str, -2 Int, +2 Cha
Normal Vision
Base Speed: 30 ft.
Size: Medium
Weapon Familiarity (You are proficient with short swords, long swords, rapiers, scimitars, great swords, and you treat two-bladed swords and bastard swords as martial weapons)
You are a Sword: You can turn one of your hands into a sword blade that deals 1d6 piercing or slashing damage, 19-20/X2 Crit. This is a natural weapon.

Armour
-2 Dex, +2 Con, +2 Wis
Normal Vision
Base Speed: 30 ft.
Size: Medium
Stability: +4 CMD vs trip and bull rush
You are a Suit of Armour: You gain a +2 armor bonus to AC.

Shield
+2 Con,-2 Int, +2 Cha
Normal Vision
Base Speed: 30 ft.
Size: Medium
You are a Shield: You can turn 1 arm into a shield granting you a +1 Shield bonus to AC and a shield bash attack (1d3 bludgeoning, 20/X2 crit). You do not lose your shield bonus to AC while shield bashing.

EDIT: These were created with Voodoomikes race builder.

EDIT: Bow attribute bonuses/penalties.


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When combined with the curse that grants immunity to fatigue, you can rage every other round making excellent use of times per rage powers.


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slightly off topic:
This and the other drow thread gave me two master chemist ideas. One is an elf that becomes a drow as his mutagenic form, the other is a drow trying to turn into an elf through alchemy.


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ShadowcatX wrote:

The only real complaints I've heard about the summoner are directed at the master summoner and the synthesist archetypes, I would look at modifying / banning those and leaving the regular summoner alone.

I would also point out that the iconic pet class is a 3/4 bab class, and is a full spell caster (in armor) on top of that.

But the synthesist is key to those who want to play monsterous characters, although I do admit it is kinda easy to create a broken character with it. So maybe just tone it down a bit.


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Lord Tsarkon wrote:


*snip*

In Pathfinder the negative levels are Permanent

reincarnate spell

Seems people were powergaming or over abusing the spell.. and Pathfinder fixed it... First time I've ever been Raised or Reincarnated

Some abilities and spells (such as raise dead) bestow permanent level drain on a creature. These are treated just like temporary negative levels, but they do not allow a new save each day to remove them. Level drain can be removed through spells like restoration. Permanent negative levels remain after a dead creature is restored to life. A creature whose permanent negative levels equal its Hit Dice cannot be brought back to life through spells like raise dead and resurrection without also receiving a restoration spell, cast the round after it is restored to life.

Here


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Blackmage2549 wrote:
Kierato wrote:


I came up with 360, as the cost of him casting all of his 1st/2nd level spells.
Very well. If we're ignoring any other gear that a person might have, any expenses for utilizing said person, I choose 360 warriors with clubs and shortspears. I like this outcome even more.

Back in 3.5 mercenaries were a couple of silver a day, and they came with their own armor and weapons.


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Shifty wrote:

So my 2d6 (no save) has an almost 60% chance of outright killing every dude in your formation in one hit (hp 7), if they have 8 hp its a 47% guaranteed kill. Its a 2nd level spell. You dont know where it came from or who cast it necessarily. indeed I'd be inclined to throw it at you at the last possible second to add shock and awe to a charge against your (now shattered) shield wall.

The other point is I dont even really need that many wizards, there's a bunch of classes can Stone Call. Hell I reckon we could even make a few select limited use items that have it as an effect nice and cheap.

So lets rewind.

All yous soldiers are humans, and their feats were toughness (which will mean they are all badly injured) and the Teamwork feat (which doesn't help them).

It has no chance to kill them, it would require 21 points of damage to kill them (negative con score) without toughness, 24 with. The third level cleric's channel energy heals the same amount of damage your spell deals.


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They devote a few pages to this in complete warrior (3.5). The topics there were invisibility/scrying/teleportation for reconnaissance. Use of monsters on the battlefield. Numerous low level clerics with wands of cure walking along behind the front line picking up fallen soldiers. etc. Giants are basically walking siege engines.


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Vuvu wrote:

So I have found that some armor enchantments are not listed as a +1 modifier or +2 etc.

Glamor for example is listed as +2700 gp

Does this mean that to add this to armor it does not count as a +x?

You are correct. It is a flat cost added to the armor, not an enhancement bonus.


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Quandary wrote:

What does `she isn’t really built for role-play` mean?

I assume you think lots of skills is necessary for that?
Ignoring the role-playing potential of characters who aren`t skillful?

Why do you need to be so competitive with the other players?
What is wrong with doing similar things to them, but they are statistically slightly better?
I mean, that you guys rolls stats SHOULD suggest that you are OK with discrepancies, right?

I don`t see a game-balance problem with your build.
Whether you go all-out Monk, or go into Cleric more seems equally workable. (one or the other)
Exactly who else in your group has Stunning Fist?
Besides the Paladin, everybody else probably has pretty crappy Will Saves.
If other characters are doing skill `jobs` routinely better than you, that`s a decent recent to rationalize not putting further ranks into them (since you don`t practice it as much if they do the job) which you can put into other generally useful things. Or keep being decently good at that stuff... whatever.

I would say that you can`t expect 1 level of Cleric to let you be better at healing than even `lesser` healing Classes (who are single-classed). Guess what? There`s lots of other Cleric spells, which you should be memorizing anyways since Cure spells are spontaneously substitutable. Longer term, the main thing you will get out of 1 level of Cleric is the Domain abilities and NON healing usages for 1st level spells.

There are options to allow for greater Cleric/Monk synergy, such as the +1 equivalent weapon enhancement allowing WIS to hit, if that is your highest stat... Also the Feat that allows Flurrying with your Deity`s Favored Weapon. If you are DEX-focused, that could also synergize with the Dervish Dance Feat which allows DEX to DMG. You would have lower damage dice than UAS at high levels, but better crit range (which is more powerful at higher levels... except vs. Elementals and such Crit-Immune creatures ;-) )

It doesn't sound to me like this is about being competitive, as being helpful. The ninja is a better stealth and possibly combatant character. The Alchemist can be a buffer, healer, and boomcaster. The paladin is a healer and melee combatant. No room for a cleric/monk. I would suggest asking for a rewrite into a zen archer if you want to be helpful as there does not seem to be a great long range character.


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Less Christmas tree effect with magic items, fewer/more difficult access to world shaping powers.


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WPharolin wrote:
Kierato wrote:
The fiend binder prestige class(tome of magic, 3.5), says that binding fiends (demons, devils, etc) to fight other evil creatures was not evil, but since binding them amounts to slavery, it is not good either. With this in mind, I would say neutral.
That would be all good and well if the Book of Vile Darkness didn't say the exact opposite.

I wouldn't know, I don't have the book of vile darkness. All I can do is quote what I have.


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I am an avid LARPER. In my LARP we have skills but no real attributes. We roll play our characters the way we see fit, but our characters are limited in part by us. In Pathfinder, or any game that defines our characters mechanically, I feel it is "proper" to roleplay based off of your characters stats.


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New question: Page 162 "becoming a word caster" it says "A character who elects to be a wordcaster in a spellcasting class typically cannot use the spells of that class (though there are feats that allow a wordcaster to learn and use a limited number of spells; see the sidebar on page 166)..."
The sidebar does not have any feats for learning spells, and it foes not address it. In the APG, They have the feat Expanded Arcana, could you use this to learn "normal spells"?


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Off shot of another thread, this is for the non link aspects of Legend of Zelda. Races, monsters, etc.
Right now I am posting the Dekubaba. And will add in some races and other monsters shortly.

Dekubaba:

Dekubaba (Medium Plant) (CR 3)
Str 18; Dex14 ; Con 14; Int 2; Wis 10; Cha 6
HP: 30 (4d8+12); AC:16 (+4 Nat, +2 Dex); Touch: 12; Flat Footed: 14
Fort +6; Ref +2; Will +1 (Plant Immunities); Initiative +2
BAB: +3; CMB: +6*(+10 when grappling); CMD: 17
Bite: +7 (1d6 + 6 plus grab; 20/X2; 15 ft. reach)
Feats: Power Attack, Toughness
Skills: Perception +0; Stealth +3*(+11 when using Hide, see below)
Special Features: Tremor sense 30 ft, Hide, Stable, Plant Features, Grab, Constrict (1d6+6)
Hide: Dekubabas have the ability to hide most of their bodies underground. While hidden, Dekubabas gain a +8 bonus on hide checks, and are treated as having cover. Hiding is a move action, coming out from hiding is a swift action. Dekubabas use this ability to get the drop on their enemies.
Stable: Dekubabas are quite firmly rooted in the ground. They gain a +8 racial bonus to CMD vs bullrush and reposition maneuvers. Dekubabas cannot be tripped.
Grab: If a dekubaba hits with it's bite attack, it can attempt to grapple as a free action. A dekubaba can grab a creature up to it's size. A dekubaba receives a +4 racial bonus on grapple checks.


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I would say ranger (skirmisher variant, no spell casting) with the sword and board or archery combat style. Make him an elf or half-elf (in Legend of Zelda, Link was a Hylian, which was distinct from a human which also existed). Maybe multiclass into fighter for some feats. Your Animal Companion would be Epona. Get leadership and get some sort of fey as your cohort if you really want to go all out.
Half-Elf
Str 16 (+2 Racial)
Dex 14
Con 12
Int 13
Wis 12
Cha 10

Elf
Str 16
Dex 14 (+2 Racial)
Con 12 (-2 Racial)
Int 13 (+2 Racial)
Wis 12
Cha 10


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cranewings wrote:

Thanks for the advice. I really like the one quarter rule.

So, from what I've read, usually people get a new feat every 5000 xp after 6th level, but is that really the case?

It seems too quick for me.

The person who designed e6 did a lot of testing and 5000 XP provided a steady rate of advancement (They were originally using 3000 XP).


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No need for paladin code debate (even though I contributed to that thread jack). I don't have any good stories about paladins.


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Alex_br wrote:

The new Paladin, and his (overpowered, some would say... but that’s not the point of this thread) abilities attract some players just because of the powers, not the idea of the class.

The consequence, in my experience, is a lot of really “lame” paladin RP.
On to the point of this thread: What’s the WORST paladin RP you’ve met? (and please, don’t take it personally because you actually play a paladin just like an example… let’s just share stories, if possible)

I’ll begin: I’m DMing a campaign where this Paladin acts completely arrogant towards defeated enemies. He actually mocks defeated foes, wants to torture (yes, torture) them… but the best happened in the last session:

“and those are the slaves” (NPC)
“Really? Orc slaves? Nice.” (PAL)
“Nice? That's certainly amusing coming from you.”(NPC)
“Yes, at least they’re being put to use.”

And the he proceeded (out of game) to defend this paladin code =)
At which point he reverted to a common fighter.

Got anything to share, any of you? :D

As long as slavery was not illegal by the local laws it would not go against the paladin code, as upholding personal freedom is a chaotic standpoint.

EDITED


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"skills that restrict who can achieve certain results" like how you need trapfinding or similar ability to disarm magical traps, etc.


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Your description makes it sound like it can be good or evil but it's abilities seem evil (dark blooded, Dark vengeance), Why?


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I am working on a full conversion of Diablo II to Pathfinder. I am going to try to keep it balanced with the rest of PF and work with existing classes and abilities. I plan on releasing 2 new Sorcerer bloodlines (Horadrim Mage (Diablo 2 sorceress) and Deciple of Trang'oul (Daiblo 2 Necromancer)) For now I have a few new sor/wiz spells and a link to my Diablo II socketed items thread [urlhttp://paizo.com/paizo/messageboards/paizoPublishing/pathfinder/pathfinderRPG/houseRules/dialoIISocketedWeaponsForPF](Here)[/url].

New Sorcerer/Wizard spells:
Fire Bolt
Evocation [Fire]
Level: Sor/Wiz 1
Components: V,S
Range: Close (25 ft. +5 ft./2 levels)
Target: 1 Creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You hurle a small ball of fire at one target within close range. You must succeed on a ranged touch attack to affect the target. This spell deals 1d8 points of fire damage, plus an additional 1d8 fire damage per two caster levels beyond 1st(1d8 at first level, 2d8 at third level, etc).

Ice Bolt
Evocation [Cold]
Level: Sor/Wiz 1
Components: V,S
Range: Close (25 ft. +5 ft./2 levels)
Target: 1 Creature
Duration: Instantaneous
Saving Throw: Fortitude Partial (see text)
Spell Resistance: No
You hurle a small shard of Ice at one target within close range. You must succeed on a ranged touch attack to affect the target. This spell deals 1d4+1 points of cold damage, +1 cold damage per caster level (1d4+2 at first level, 1d4+3 at second level, etc).
Furthermore, if the target takes damage from this spell, it must also succeed on a Fortitude save or be slowed for 1 round, +1 round per 3 caster levels beyond 1st.

Charged Bolt
Evocation [Electricity]
Level: Sor/Wiz 1
Components: V,S
Range: 10 ft. +5ft./2 caster levels
Effect: Cone shaped spread
Duration: Instantaneous
Saving Throw: Reflex/half
Spell Resistance: No
You release numerous motes of lightning that surge outwards in a cone shaped spread (page 214 PF core rule book). Any creature caught in the area takes 1d6 points of electricity damage (reflex save for half). For ever 3 caster levels beyond 1st that you possess, the targets take an additional 1d6 electricity damage.

Teeth
Necromancy
Level: Sor/Wiz 1
Components: V,S
Range: 10 ft. +5ft./2 caster levels
Effect: Cone shaped spread
Duration: Instantaneous
Saving Throw: Reflex/half
Spell Resistance: No
You fire several small teeth that streak outwards in a cone shaped burst (page 214 PF core rule book). Any creature caught in the area takes 2d4 points of damage (reflex save for half). For ever 2 caster levels beyond 1st that you possess, the targets take an additional 1d4 points of damage.

Amplify Damage
Necromancy
Level: Sor/Wiz 1
Components: V,S
Range: Close (25 ft. +5 ft./2 levels)
Effect: 20 ft radius burst
Duration: Concentration +1 round per level
Saving Throw: Fortitude Negates
Spell Resistance: Yes
You place a curse upon the targets causing them to feel each blow greater than normal. Any creature that fails their Fortitude save takes an additional damage each time they are dealt physical damage (Piercing, Slashing, or bludgeoning). This additional amount of damage is equal to your caster level, up to double the damag of the attack. This additonal damage is untyped.

Please let me know what you think and if you have any ideas.


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I have made up a set of rules to add socketed weapons and gems from Diablo II to path finder.
The cost to add sockets to an Item is (# of Sockets squared X 500 GP) and require the Craft Arms and Armor feat.
A light weapon can have up to 2 sockets, a 1 handed weapon can have 3 sockets, and a 2 handed weapon can have 4 sockets
Light Armor can have up to 2 sockets, Medium Armor can have 3 sockets, and Heavy Armor can have 4 sockets (Based on the origional type of the armor, Mithral Breast Plate could have 3 sockets)
A buckler or light shield can have up to 2 sockets, a Heavy Shield can have 3 sockets, and a Tower Shield can have 4 sockets
A Chipped Gem is valued at 500 GP, a Flawed Gem is 2000 GP, a Normal Gem is 4500 GP, a Flawless Gem is 8000 GP, and a Perfect Gem is worth 12500 GP.
3 gems of the same level (Chipped, for example) can be turned into the next highest level with the make whole spell (no effect on perfect gems).

Emerald:

Emeralds in Weapons
Chipped
Type: Poison, Injury; Save: Fortitude DC 11
Frequency: 1/round for 2 rounds
Effect: 1d2 damage
Passive: Save DC +1

Flawed
Type: Poison, Injury; Save: Fortitude DC 13
Frequency: 1/round for 3 rounds
Effect: 1d3+1 damage
Passive: Save DC +1, Die step +1 (d4 becomes d6)

Normal
Type: Poison, Injury; Save: Fortitude DC 15
Frequency: 1/round for 4 rounds
Effect: 1d4+2 damage
Passive: Save DC +1, Die step +1 (d4 becomes d6), Frequency +1 round

Flawless
Type: Poison, Injury; Save: Fortitude DC 17
Frequency: 1/round for 5 rounds
Effect: 1d6+3 damage
Passive: Save DC +2, Die step +1 (d4 becomes d6), Frequency +1 round

Perfect
Type: Poison, Injury; Save: Fortitude DC 19
Frequency: 1/round for 6 rounds
Effect: 1d8+4 damage
Passive: Save DC +2, Die step +2 (d4 becomes d8), Frequency +1 round

Emeralds in Armor
Chipped: +1 Dex; Passive: +1 Dex
Flawed: +2 Dex; Passive: +1 Dex
Normal: +3 Dex; Passive: +2 Dex
Flawless: +4Dex; Passive: +2 Dex
Perfect: +5 Dex; Passive +3 Dex

Emeralds in Shields
Chipped: +2 saves vs. Poison; Passive: +1 saves vs. Poison
Flawed: +3 saves vs. Poison; Passive: +2 saves vs. Poison
Normal: +4 saves vs. Poison; Passive: +3 saves vs. Poison
Flawless: +5 saves vs. Poison; Passive: +4 saves vs. Poison
Perfect: +6 saves vs. Poison; Passive +5 saves vs. Poison


What do you think?
More gems in future posts! (I need to get them typed out)


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The Death Fist:
A lawful Neutral Monk/cleric that channels negative energy. Get Improved Channeling, Selective channeling, and above all else, channel smite.


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Cologne From Ranma1/2 (Venerable Halfling Monk)
Warforged ranger (archery combat style) using a crossbow: Condescending Query:do I need to clarify this one, master?