Lithras's page

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Hello guys,

I am playing a Juju Oracle 4 / Necromancer 3 / Mystic Theurge 6 / Agent of the Grave 5.

While neverending hordes are a fun concept, it's tiring on the table, so I want to have the least in number, but most powerful undead minions I can raise.

I have Undead Master, Spell Perfection (Animate Dead) & Spell Specialization (Animate Dead) & Mage's Tattoo (Necromancy), and I have an orange ioun stone and Magical Knack (Oracle), so as an Oracle my Animate Dead is at Caster level 20 and as a Wizard it is Caster level 13.

As an Oracle, I can control up to 156 HD.

As a Wizard, I can control up to 52 HD.

My Command Undead are 7 HD (Oracle) and 3 HD (Wizard), so I don't believe they are worth mentioning, but oh well :P

So, what are the most powerful undead I can raise and permanently control?


Good evening people,

I decided to play a Red Mantis Assassin on a homebrew campaign. However, our DM crew has made several changes which open up for so many possibilities that I am lost.

CHANGES:

1. Paladins/Antipaladins, Warpriests and "traditional" Clerics have been merged into a single "divine warrior" class called "Templar". It uses the Warpriest's BAB, Saves & Spellcasting progression, along with some Paladin abilities plus Paladin spells added to the cleric list (traditional clerics and oracles have been replaced by the "priest" class, a d6HD - 1/2BAB full caster class using the arcanist's casting system).

-If needed, I suppose the Mantis Zealot archetype will be valid.

2. CHA is used on Will saves instead of WIS.

3. All fighters get Combat Stamina for free.

4. The Sawtooth Sabre is a Finessable weapon.

5. Rangers have taken Studied Target from Slayers.

6. Ninjas, Slayers and most other hybrid classes have been removed.

7. We use a 25-pt buy, but can't dump a stat below 8.

I chose to be a half-elf for Ancestral Arms and the Sleep Immunity/Enchantment resistances.

My (rearrangable) stats are STR10 DEX19 CON14 INT10 WIS10 CHA14

I am considering going Ranger 1 (Trapper Archetype), Unchained Rogue 4 (Waylayer Archetype), Shadowdancer 2, RMA 10 and I don't know what else. I am considering Fighter 2 for the bonus feats and combat stamina and perhaps Templar 1 for the Weapon Focus and access to divine spells. Any more suggestions?


Hello all,

I am a bit lost in how exactly this works.

I am playing an Eldritch Scion (Draconic) 6 / Dragon Disciple 2 (plus Dual-Cursed Lore Oracle 1, but it doesn't matter in this case). My DM has ruled that the DD advances the Draconic Bloodrager bloodline, so we're good.

I have picked Natural Spell Combat twice (Claws & Bite).

So, my full Spell Combat attack should be: 2x Claws & Bite with a -2 penalty, plus a spell (with +2 bonus when cast defensively).

With Spellstrike, this means that I get an extra (third) Claw attack to deliver the spell (if I cast a touch spell), or one of my two claw attacks delivers the spell? I am confused...

...oh, and a second question:

If I hadn't taken Natural Spell Combat for my claws, how would it work?


Sleet Storm spell description: "causes the ground in the area to be icy"

Ranger Favored Terrains entry: "Cold (ice, glaciers, snow, and tundra)"

Is it possible for a Winter Witch to cast Sleet Storm on her area, effectively being in icy terrain, gaining the Druid Spell SLAs?


Hello everyone,

I am currently planning the advancement of my character. I have solidified the build up to level 17, but I need some advice for 18-20.

So far what I got is Oracle (Lore) 1 / Crossblooded Sorcerer 6 (Draconic-Orc)/ Dragon Disciple (Green) 10.

Currently I am level 13 (Oracle 1 / Sorcerer 4 / DD 8) and this character rips things apart with ease!

Race: Aasimar (Angelkin)

Base stats (25pt buy): STR 18, DEX 8, CON 12, INT 10, WIS 8, CHA 20

Traits: Magical Knack (Sorcerer), Reactionary

Feats: Skill Focus (Stealth), Eldritch Heritage (Ghoul), Warrior Priest, Ability Focus (Ghoulish Claws), Noxious Bite, Ability Focus (Breath Weapon [extends to noxious bite]), Improved Eldritch Heritage, Intensified Spell, Elemental Spell, Spell Penetration.

Bloodline Feats: Improved Initiative, Power Attack, Quicken Spell

His playstyle is with natural weapons, holding the charge on Corossive Touch and delivering devastating alpha strikes (combined with a spell storing amulet of mighty fists) while forcing high-DC Fort saves causing nausea and paralysis.

I chose a dip in Lore Oracle in order to get the CHA instead of DEX in AC and Reflex Saves (starting as an Oracle, a few more precious HP as well). The curse I chose was the 3rd Party "Branded" one (for the CHA in Fortitude saves later on, but the extra D6+ fire damage via adding Conductive to my AoMF doesn't hurt either. Thankfully, my DM approved it).

With a Robe of Arcane Heritage, I max my bloodline at level 17, being a 13th level sorcerer (15th caster level).

From that point and on, I am considering the following 2:

1. Take 3 Eldritch Knight levels for further BAB, D10 HD, a bonus feat and 2 caster levels becoming a 15th level sorcerer (17th caster level, max spell level 7).

2. Take 3 more levels of Sorcerer for access to 8th level spell slots (Form of the Dragon III plus metamagic options), boost the DC of my bloodline powers and gain a bonus bloodline feat.

Spells Known remain the same in both routes, the second option offers 1 more level 7 spell/day and 3 level 8 spells/day.

Like I said, he is going heavy melee with buffs & defensive abilities as well as Acid spells coplementing his melee attacks which cause Nausea and Paralysis.

By the Way, what level 5-7 spells would you recommend for such a build?

Of course, additional advancement options are welcome.


A simple, but confusing to resolve question. Can a character cast Elemental Touch, then Calcific Touch and then Shocking Grasp to deliver all 3 spell effects in 1 touch attack on round 3?