Bahor (Glorio Arkona)

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I've been wondering if there are spells in Pathfinder similar to the 3.5 spell Luminous Assassin, hopefully that do not suck (the original spell was the start of a grand idea, but the stats were horrible).

If there are not any spells like Luminous Assassin what would be a good starting point, should it be list based like summon monster I-IX?

I was thinking of using stats of the NPC in the NPC Codex. Perhaps using spell lvl x 2 as the CR of the creature summoned. No equipment can be transferred from the summoned creature. Obviously I'd need to come up with specific wording. I'm thinking the full spell casters summoned would be spell lvl x 2 - 2 as the CR for them. That means that they don't appear on the I list of "creatures."

So... are there any spells already done?


I'm going into book two of Jade Regent (My group is glossing over book one and summarizing the events to start at book two).

I have an idea for playing a scrollmaster wizard that specializes in evocation that classes out to eldritch knight.

My question is how effective is this going to be. My group is starting at level 5 so I'm thinking Wiz4/Fgt1 to start off.

I know that blasting can be feat intensive, is this worth doing or am I going to be poor as both a scrollmaster and a blaster...

Think about it I'd get a good benefit from going Wiz6/Fgt1/EK??? but I'm wondering what I can do about making sure both are possible.

I'm thinking the only physical feat I'll probably need being power attack but am not sure.

Any input is appreciated.


I was wondering if there was a class that can generate their weapons on the fly, I know the psionic soul knife can do this, but is limited in weapon type, is there a class that do this?


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I've been running a campaign where the Elves of my campaign world developed technology via arcane magic. Think sci-fi done with magic items that look... well sci fi.

A few examples have been "night vision goggles" as a set of lenses of darkvision.

Most commonly found in the game has been spell-rifles of scorching ray (I just re-flavored wands to be honest. Usable without prereqs or UMD if you are an elf. Two hands required.) though others might exist.

I was planning on using Privateer Presses Liber Mechanika and Iron Kingdoms core to stat out other items, however it ends up being a lot of work.

The players in my campaign have recently come across a military outpost that should contain military arcanatech (the name we use for magi-technology in the campaign) and I need to let them know what they found.

The elite forces of the elves are are called Wraith in my campaign and now I find myself needing to stat out their cool toys...

Wraith use an arcanatech broach that can call their armor (usually mithral breastplate) message spell their team and project a shield spell. Their weapons come from a storage cube that is about fist sized and holds a composite bow and a longsword. These items are called out when needed and stored when not. Arcanatech gauntlets contain an item (ring slot) that generates arrows for an attack, I used a 0-level spell called devlin's barb.

I'm thinking the cube could just be a re-fluffed handy haversack.

As the items are all arcanatech they require recharging so I'd like to keep that aspect. Might keep accumulators from Iron Kingdoms.

What other cool toys would an elite elf soldier commonly need? What spells could be used as a basis for the item(s).

Any help or brainstorming would be great. If anyone has already done something like this then I'd like to hear about it as well.


OK I'm wanting to run a game where there are only two players. Figuring they would need some extra help I wanted them to have a buddy who knew about tactics and combat as the two players aren't experienced.

I was thinking about basing the character on Ed Lane from Flashpoint, removing the firearms aspect of the character and replacing it with knowledge of combat magic.

With that in mind what would the best class(es) be to accomplish this. I was thinking the ranged spellstrike variant from ultimate combat for the magus class but am open to suggestions.

I'm kind of wanting the build to be usable from levels 2+ so I'm not looking at a finished 20 level roadmap.

Any ideas from the advice board?


I'm wondering if there are any classes out there for Pathfinder (or are easily adaptable) that focus on shapeshifting from level 1. I have a player that likes the wildshape aspect of the druid but doesn't want to wait until level 4 to start to use it.

I remember there being a druid variant in 3.5 that dealt with this issue, but the Druid gave up a lot for it.

Is there anything out there that focuses on shapeshifting? I'm willing to look at 3PPs if the material is good.


Have a pathfinder game coming up where I have been given the opportunity to play/reinvision a character I ran out of savage species. The character was a Rakshasa, and while Pathfinder recommends cutting out ECL and just using CR to determine levels, the game is going to start out at 1st level.

So I have a choice, do I build out a ten level progression for the Pathfinder Beastiary Rakshasa (which I feel is too powerful at level 10 with its great DR and SR for its level)or do I find a reasonable way to recreate the Rakshasa using a Race/Class combo that PC characters can get easily.

For option two I was thinking of Converting AE's Litorian to pathfinder with an addition of +2 to str. For the class, levels in Sorcerer with the Rakshasa bloodline and the old 3.0 Unearthed Arcana battle sorcerer variant is what I came up with. It isn't a perfect conversion, and I'm not under the impression that there is a perfect solution. Would another bloodline be better? Perhaps another class combo?

For option one I was thinking of cutting the DR down a lot or just cutting it out. The SR needs to go down to 10+level rather than the 15+level it is currently at. The sorcerer spellcasting looks to be three levels below the level listed. Meaning that the level 10 Rakshasa has an effective sorcerer level of 7 for spellcasting. I'm not sure if anything else needs to be cut out or changed. This option doesn't really get the option of class features that normal PCs get, but it gets DR and SR, and a couple of nifty tricks (Read Thoughts, Change Shape)...

Does anyone have any opinion on what I have so far, or does anyone have suggestions on how to make this work? I'd appreciate feedback. I want to make this work, and Pathfinder is the game of choice so I thought I'd solicit ideas from the messageboards.


Constructs are expensive. It doesn't matter what book/supplement used. Using the pathfinder rule set my DM is starting a campaign where we are members of a mercenary group helping defend a legion fort in the border lands.

So without thinking much about it I asked the DM if I could play a wizard who focused on "technomagic." I took the universal school and created my character.

The DM said that I'd be the pioneer of technomagic. I was stoked.

It's cool that my character "invented firearms." It is always awesome to be the first at something. I also get 1st crack at "steam armor'ish stuff."

My DM asked me if I would be building "iron solders" durring the game. I said sure, but what I should have said was "the rules at present regardless of supplement/book make it so that hiring an npc and equiping it are always easier/better than building a construct."

So here kills my fun. Even using the effigy rules from wotc 3.5 complete arcane makes constructs expensive, and fleshy bits are able to take on the effigy and expect to win with less money involved.

My DM and I were expecting a technomagic terminator, what I come up with isn't worth the gold to even consider putting it on the battlefield. Am I missing something?

It isn't about realism, its that constructs for player characters suck. By the time you can build one, why would you want to, the game has better stuff to buy, it is a sub-par option.

My issue is the DM really latched onto the concept, but likes things by the book.

Anyone else have experience with this concept? How was it handled? Anyone know if pathfinder is going to do its own rules for constructs?


I've seen some talk about having to convert npc an monsters in pre-written modules/adventures to comply with prpg alpha release.

I took the approach or modifying spell lists where applicable.

My group added light armor prof., cast in light armor, one martial weapon of choice, and medium BAB to the sorcerer. We like it, so we were ok with the change. We didn't up its HD.

Fighter and Sorc. got 4 skill points per lvl.

We used the book of experimental might rule of one feat per level for PC's only. Not for cohorts or companions, only for PC's.

We are planning on using book of experimental might 2 fighting domains for fighters only at the moment. We are also using the feats from BOXM2 on a case by case basis.

Feat every level has been really cool. Characters just seem more heroic, which is awesome.

The party consists of a fighter, sorc, and rogue. So less than four players but it hasn't been an issue at this point. The fighter is using one or two arcane battle feats from book of iron might. The sorcerer is using the destiny bloodline to set themself up as a prophet/tactician. The rogue passes themself off as a light skirmisher, not a thief or blade in the night.

So far no one has complained that nps's in the adventure are too weak. I didn't even bother updating them to prpg classes, I only changed the applicable spell lists.

I know that this isn't what you would call a good playtest. We didn't wholesale change over to the prpg rules. We like some of the feats, but not all. Thats to be expected. Our dnd games are taken from a number of sources. I really like the changes to the base classes so far (excepting the sorcerer as stated above), and will probably keep the prpg base classes as my games "core" setup. They are cool and I so far no issues.

The decision to not change the pre-written adventure wasn't just based on lazyness, it made my PC's really stand out, they were heroes in all the right ways. They were cut from superior cloth as it were.

Regarding the feat every level, I have yet to see everyone take improved initative (no one has yet actually). I also thought everyone would take advantage of combat expertise (not the prpg version) and only the rogue has. It could be my players, but I don't see a problem with PC's having this advantage. I do think I will move npc to the 1 feat per 2 lvls rule although.

I think that the working above really set apart PC's in my games. My players dislike forgotten realms because there is always a high lvl npc that should "realistically" be doing the adventure. I don't run in the realms but pointed out to my players that they have the most feats per level of anyone in the campaign world. Kings and mercs are seeking them out because they really do stand out, ever from slightly higher level npcs, and certainly from same level npc's.

How does everyone else feel about the style of conversions? Go all prpg? Go all prpg for PC's but leave modules alone? What about what I've done here? I know that their are oppinions on all sides, I just thought I'd state what I had done and that it does in fact work for my group with no complaints.