Good day everybody! I have recently retired a Skald in a carrion crown i am in, and am bringing in a Spiritualist to replace him, and would like to hear the Overall suggestions the community may bring.
Some backstory for the PC: The Tengu is young, about 14 or so, and was raised up by his Uncle (the Spirit) who was a Halfling. The Tengus parents where guards of Lorrimor(For the Campaign trait background) who was murdered around the same time Lori Was. The "Cult" raided the house that they where living in, killing the Tengus Uncle in the process. but in the way how he died, protecting his nephew, his soul was bound to the tengu.
Im wanting to play the tengu as a shy, and clever young kid, who looks to his uncle for guidance, playing his uncle as a Mentor.
The Build:
20 Point Buy, Level 8, 8th level starting gold(33k)
Str 9 Dex 20+2 Con 12 Int 14 Wis 16 Cha 7
The Reason for 7 Cha: Hes not Ugly, or rude. He just cant Lie or intimidate people due to his nature and sometimes people dont take him seriously.
Bab: +6 Will:11=6+3+2 Ref:10=2+5+2+1 Fort:9=6+1+2
Favored Class Bonus 1/6 Spirit Feat
Weapon of Choice: +1 Agile Temple Sword: +13 1d8+6
Feats:
1: Weapon Finesse
3: Pirahna Strike
5: Harvest Parts(This one is just Flavor. I can swap this one Out)
7: Craft Wonderous Items
I have chosen the Transmutation implement due to the Ward Spiritualist Archetype giving me access to a chosen Occult implement, which gives me a +2 Enhancement bonus to a stat of choice, and the ability to 4/day add +2 Stacking Enhancement bonus to weapons. Which i am fully intending to abuse for Bane+Training( Dedicated Adversary)
Using the Helpful halfling Trait, Kin Guardian, and the Kindness Emotion Aid bonus, While aiding the spiritualist, He gives a +8 Bonus to an attack, or to Ac, which the Ac he can do for expending an aoo. He also has the Feat Combat advice which gives a +2 Bonus as a move action making the total +10. Once he has +6 Bab he will pick up Swift Aid, wich will allow him to aid as a swift action. Also thanks to the Kindness emotion, he has Lay on hands (As paladin) alowing him to help heal in and out of combat. Not to mention he can give an ally an Immediate action attack if he hits using his standard action Punch.
What would you change, add, or any item(besides the big 5 which he already has)/Feat suggestions? Im happy to hear anything your willing to throw at me.
In my sunday morning game, my Minotaur(Reskinned BoarKin Skin walker, following the large varient), reached level 7, and i need help picking his rogue talent that he gets. For now, his build is support/Main Dps.
Hes a Totemic Skald+Red tounge archetypes, following the Bull totem who supports his spellcasters through teamwork feats/spells that augment their spellcasting while fighting with a two handed axe. Im planning on taking natural spell at level 9 so he can cast when hes in cow form.
The Team:
Dwarven cleric of Sarenrae(Pyro)
Changling Wizard(Utility control)
Minotaur Skald(Party buffs/Dps)
Human Synthesis Summoner(Tank/Single buff)
And every so often we have a catfolk swashbuckler, and a ??? Inquisitor(super hiding race. We think drow) Whom blth have irregular schedules and both play when they can.
I can already do alot for the team, but we dont have a rogue, so i was thinking trap spotter.
with the human/half human FCB to get select best spells from the cleric spell list, the lore spirit, and a wandering hex with Arcane enlightenment, to get spells from the wizard spell list, it can be a pseudo mystic theruge. being more versitile than a wizard, as divine spell casters know all spells on their spell list, and can choose x spells from wizard lists, saving money on scrolls to learn spells.
it can go into melee with the prehensile hair hex from witch, and battle spirit to get bane onto it, making it less MAD, and divine spellcasting makes them allowed to wear armor. with the battle spirit, you can even gain weapon specialization.
it can be supportive with the fortune, chant, and scar hexes, and if you are feeling frisky, it can pick up the fury hex as well. grab the Tribal spirit, it can even grant teamwork feats.
it can be like a druid, with the shape changer hex, getting access to beast shape, being a mini druid, and with the nature spirit, gains druid like abilitys as well.
with the unsworn shaman archetype, it can change what it does every day, and with the possessed shaman, it can even gain skill ranks it can change every day, allowing it to essentially have every skill in the game.
Honestly it can do everything, its not even fair to other classes. I used to believe that it is like puddy, able to fill into the holes of a party that is missing, but versatility is everything in pathfinder.
I remember reading in a splat book somewhere about varient rules of acadame students, gaining bonus caster levels and other benifits based on how many academic points they have. I cant aeem to find them again, if anyone knows what im talking about, could you point me in the right direction?
Before i begin, this has spoilers for my game. i know one of my players browse this forum, so if you see this, i beg you not to read it. Im gonna be using vague pronouns to prevent any spoilers of who what when how for your. I KNOW WHO YOU ARE.
Im running a high powered game and my players are about to run into the thicket of the story, pieces that i've been laying about are about to click together. things i've carefully worded would make them rethink about what i've said and their back storys are about to get fully integrated into the game. So Far, they have been adventuring in Geb, the land of the dead. As of now, the Party consists of a Grave KnightWarlord, A VampireMysticMagus Multiclass, a iron lich Wizard, and a Psychic Vampire mesmerist. as of now, the party is level 7-8 and have been gaining levels at a steady pace. Hopefuly by the time they reach the final boss i've been planning on they would be level 20 mythic rank 4
The main theme of the game is not good vs evil, as most games tend to go. Mine is more about the moraly gray Chaotic vs law and doing the right things for the wrong reasons, but doing wrong things for the right reasons. The "God" I wish to make isn't really a "God" but more of a being of god like powers who tries to fufill forgotten memories, forgotten wishes, and the guardian of childrens hopes and dreams, but is doing such in a way that is harmful to those shes trying to help. Alot got twisted when she died, which began to fracture her self imposed ideals and goals. She began to experiment with an artifact(Which is actually A Iron Lich's Soul Cage) and Became obsessed with it, using the soul cage to gather childrens souls, and put them into different bodys to gain new experiences, walk a mile in another person's Shoe's(And yada yada). she learned that a soul she takes, the body continued to move like nothing happened. and the new body the soul was injected into, gain personality, and memories of that of the old creature, essentially taking control of the new body. Eventually, those that share personality types or similar goals allowed their souls to combine, making a new soul that is superior than both parts by themselves. She learned that she could split a soul, and attaching it to another soul in a paracitic way allowing an effective way to have the creature to be protected and hiden. Plus allowing them to Detached and if injected back into any host will allow them to continue on living(albet some minor Physical issues)
She took what she learned and split her Soul 34 different times,injecting herself into her close friends, family, children she cared about, and everyone she loved to help them and be close to them at all times, but in doing so she made herself very weak. She wasent able to defend herself in the end when her Unlife was taken by that of an old friend who took care of the children she was experimenting with, and her ex-Husband who divorced her and was watching her go insane. They both took the children, 3 of which where children of both the husband and wife, Labotomized them from forming thoughts like that of "her" and later was forced to kill them, to allow pharasma to seperate the soul pieces and hopefully fix her. Or So they thaught.(This is happening in geb. The children she was using for expiriments about the souls where bred to be livestock, by a Clan of Flesh, and was raised in fear and uneducated to prevent them from escaping)
They missed one, which grew up to become a Shadow Lord(Shadow Template i made) that can controll peoples actions through the shadows and can take over someone's shadow, turning it into a... shadow... The Shadow lord is a little bit crazy(as one would be if they are getting memories of another person and gaining some personality conflics) but is ultimatly trying to help revive the woman who sweet talked him about all the good shes trying to help with. But in order to do so, he needs to gather either a large number of insignificant souls or a few extraordinary souls to help with the necromantic process making a patchwork version of herself. Now with a goal of collecting enough soul pieces of herself to become strong enough to "help" geb in the protection of the
children and all living, which the undead feed upon...by collecting the souls.
Souls she gathers into her soul cage and any soul she expends would be becoming a part of her in her eyes.
Theres more to her, but i feel like thats enough to get the just of what shes about.
What would her Profile be. what domains would you give her? Any ability ideas because im making her from scratch, mostly homebrew. im planning on her final battle be mutliple stages, mostly in the maelstrom, where she would split herslef, and the half that comes from her has half hp and caster level(Which continues down to caster level 1, and 1 hp) but is still able to cast high level spells(Wail of the banshee caster level 1 anyone?), suck people up into her basterdized cage, causing a seperate fight in there to get out, and having some old allys she may have collected to fight against the party, but their souls split and injected into other beings, creating almagemites.
Im looking for a way to increase a magic weapon/item/wonderous item while using them. i know you could craft it with a higher caster level, but are there other ways? temporary or no, im looking for different ways for my occultist.
So, at level 8, a panopoly savant can use magic items at their caster level a set number X a day. with the mage's paraphanilia, one option to aquire it is to have a crystal ball implement for divination.
im looking for the strongest, cheesiest most rule bending cr 11 encounters you have invented, face, or theory crafted. Go! dont hold back from killing players
Eldritch Thaumaturge's are Practitioners of Magic and Swordsmanship. Dedicating their Efforts for the better of humanity. Many Learn their Arts from their Lineage, where secret arts of Combat are passed down from generation to generation. Some say they are Practicing Subterfuge, tricking the people into believing they are more powerful than they are, while others believe what they do is an act from god, creating feats no Man can do. Most Worship a Deity, but do not draw their powers from them. Instead they Follow a Code of Conduct, Following the Code their Family has dedicated themselves to protecting.
Class Features wrote:
Alignment: Any, But most tend to be good.
Class Skills:,Appraise, Bluff, Diplomacy, Craft(Any), Handle Animal, Heal, Knowledge(Arcane) Knowledge(Religion) Spellcraft, Profession, Ride, Survival, and Use Magic Device
Skills: 2+int
3/4 Bab, Good Fort+Will[/spoiler]
Eldirtch Aura(Su):
An Eldritch Thaumaturge Constantly detects as magic. Any Creature attempting to detect magic on her must Succeed at a caster level check(Dc= 11+Eldritch Thaumaturge Level) or fail to identify what aura's are on Her, as the swirling of magic disrupts the reading. This does not stop anyone from pinpointing the locations of the auras. it only stops the reading of the schools.
Detect Magic(Sp):
The Eldritch Thaumaturge can Detect magic, as the spell, At will as a standard action. As a Swift Action, the Eldritch Votary can Target a single creature or object and detect magic on that as if he has Concentrated on Detect magic for 3 rounds, giving Access to all the options available Under detect magic. You must be able to see what you are detecting to use detect magic in that way.
Smite(Su):
The Eldritch Thaumaturge can Smite a target he Can see within 30 feet as a move action, Adding Her Charisma to Attacks, and adding half her level to damage. This Lasts for 24 hours or until the Creature Dies, Whichever happens first. Bloodlines add more Effects to the Smite, depending on the Bloodline. The Eldritch Votary gains an additional smite at 5th level and every 5 levels after. At 7th level, She can Smite as a Swift action or a Move action. the Restrictions on Smite depend on your lineage.
Lineage:
: Each Eldritch Thaumaturge has a source of magic somewhere in her heritage that grants her spells,an additional class skill, and other special abilities. This source can represent a blood relation or an extreme event involving a creature somewhere in the family's past. For example, a Eldritch Thaumaturge might have a dragon as a distant relative or her grandfather might have signed a terrible contract with a devil. Regardless of the source, this influence manifests in a number of ways as the sorcerer gains levels. An Eldritch Thaumaturge must pick one Lineage upon taking her first level of Eldritch Thaumaturge. Once made, this choice cannot be changed.
Thaumaturge:
The Eldritch Thaumaturge Weaves Magic into his Very Essence, Causing him to be more Resilient to Most attacks. Eldritch Thaumaturge adds her Charisma to Fort and Reflex Saves, and Uses Charisma instead of Wisdom for Will Saving throws.
Family Bond:
At 5th Level, The Thaumaturge Bonds with a Familiar, or a Martial or Exotic Weapon Passed down by Generations, functioning as an arcane bond. The Weapon Is always considered Masterwork Quality and you are automatically Proficient with wielding it. At 5th and every 3 levels after, the Weapon gains a Cumulative +1 Enhancement Bonus that Stacks with any other Enhancement bonus on the weapon. Every day, you can Change the Enhancement Bonus to a Special ability From the Following: brilliant energy, defending, disruption, flaming, frost, keen, and shock. If his Bonded weapon is a Double Weapon, he can split the Enhancement bonus However he wants to Both Ends, but each end does not gain more than a +3 Enhancement Bonus Total.
If you gain a Familiar, it Also has the Ability to smite the same number of times you are, using your charisma and Level, However it only Works for one round. It Gains all the same benifits as you do under your Lineage powers when smiting.
Lineage Options:
Aberrant Lineage There is Taint in your family. Many find you alien and bizarre. You Tend to think in strange ways, Seeing outcomes that most dont see. You approach Problems at an angle. Over time, the Taint manifests into your combat style.
Smite: Against your target, when you strike with a Natural attack gained from a Polymorph Effect, you Reduce the casterlevel of a random spell the target has by 1(Sr applies to the Hit). No spell can go below the minimum casterlevel needed to cast the spell. At 7th Level, you may use a smite to cast Dispel Magic with a caster level equal to your Level.
Smite Restriction: Your smite only works with Natural attacks or Unarmed strikes. If you hit an opponent with a manufactured weapon, the bonuses gained from smite is Halfed.
Aberrant Strike(Su)at first level, You can Grow a tentacle, Claw, or Pincer, Dealing 1d3 Points of damage + your Strength Damage. at 7th Level, you may Grow 2 tentacle, claws, or pincers as a swift action; Or you can grow a Gore, 2 hooves, or a Bite as a standard. at 13th you may grow as many natural attacks as you have limbs as a swift action. You can use this ability 3+Charisma times a day, and lasts 1 minute.
Long Limbs(Ex) At 3rd level, your reach increases by 5 feet when using an unarmed strike or a natural attack. this ability does not otherwise increase your threatened space. at 11th level, this bonus increases to 10 feet.
Unusual Anatamy(Ex) At 9th level, Your Anatamy changes, granting you a 25% chance to ignore ciritical attacks, sneak attacks, and Precision based damage. at 15th level, it increases to 50%
Abyssal Generations ago, a Demon spread its influence among your family. While some refuse to use this power, you embrace it, learning from the whispers you hear.
Smite: When you smite, your attacks deal an additional 1d4 Fire damage per 4 levels(5d4 at 20th). Your attacks count as Evil and Chaotic for the purposes of overcoming DR.
Smite Restrictions: Even though you can be of any alignment, you can only smite good or Lawful creatures.
Demonic Whispers: At level 1, You add your Charisma to your Will Saves, which stacks with thaumaturge. at 7th, If you fail a Will save, you may Expend a Smite to instead roll a Fort save, Dc equal to the Will Save. If you Succeed at the second saving throw, you are confused for one round instead of the Original effect.
Demon Resistances (Ex): At 3rd level, you gain resist electricity 5 and a +2 bonus on saving throws made against poison. At 9th level, your resistance to electricity increases to 10 and your bonus on poison saving throws increases to +4.
Strength of the Abyss (Ex): At 9th level, you gain a +2 inherent bonus to your Strength. This bonus increases to +4 at 13th level, and to +6 at 17th level.
Accursed Somewhere in your family history, an Ancestor birthed a Hag, Which altered the path of your family forever. You Might not be related to the hag, but the hag's influence forever has a hold over your lineage.
Smite: Spells that affect the target of your smite are cast at a +1 Caster level and a +1 DC. You can Expend additional Smites to add Cumulative +1 Bonuses to caster level and DC.
Smite Restrictions: You Can only Smite Creatures who are Demoralized, Shaken, Sickened, or who has the worsened condition of any of those. You dont add your Charisma to attacks.
Horrific Visage (Su): At 1st level, you can draw upon your hag ancestor to cause one target to perceive you as having a horrifying appearance. As a standard action, you can force one target within 30 feet to make a Will save (DC 10 + 1/2 your Thaumaturge level + your Charisma modifier) or be shaken for 1 round for every 2 Thaumaturge levels you possess (minimum 1 round). This is a mind-affecting, fear-based ability. This fear does not stack with other fear effects. You may use this ability a number of times per day equal to 3 + your Charisma modifier.
Hag's Hex: At 3rd Level, you gain a Witch's hex. Your effective level for this Hex is Your Thaumaturge level-4 and you use your Charisma in Place of Intelligence.
Dread Gaze (Su): At 9th level, you gain a form of the green hag’s evil eye power. As a standard action, you may fix your gaze on any one creature within 60 feet. The target must make a Will save (DC 10 + 1/2 your Thaumaturge level + your Charisma modifier) or be staggered for 1 round for every 2 Thaumaturge levels you possess. You may use this ability once per day at 9th level. At 17th level, you can use this ability twice per day. At 20th level, you may use this ability three times per day.
Aquatic Your family traces its heritage back to the ocean depths, whether scions of undersea empires left in the wake of nomadic sea-tribes, or the spawn of creeping ichthyic infiltrators into remote seaside villages. The song of the sea hums in your blood, calling the waves and all those within to your command.
Smite: You add 1d4 Cold Damage every 4 levels against the Target of your smite. You can Spend an additional smite to give your smited target vulnerability to cold. if they are immune to cold damage, they lose the Immunity for one round every 6 levels(Min 1 round)
Smite Restriction: the Target must be covered in water to be smited. A spell has the Water Descriptor is Enough to cover an enemy to be smited.
Water Rush(Sp) At first level, as a Ranged touch attack that has a range of 30 feet, you may bull rush an enemy closer or further away from you as if Hydrolic Push. You can use this 3+Charisma times a day.
Aquatic Adaptation (Ex): At 3rd level, you gain a swim speed of 30 feet. At 9th level, you gain the amphibious special quality and develop a fat layer that grants a +1 natural armor bonus and resist cold 5. When immersed in water, you gain blindsense 30 feet. At 15th level, you gain a swim speed of 60 feet and blindsense of 60 feet in water
Aquatic Submission(Ex): at 9th level, Spells that Deal cold Damage, you deal damage equal to 1/2 your level and you use your whole Level as your caster level for those spells.
This is what i have so far. More is gonna be here soon. if you have suggestions, let me know.
Im joining Shattered star as a 9th level Human Unsworn Shaman. My main spirit is Lore, and i can pull 5 spells from the Wizard Spell list, and can pull 2 spells off the cleric spell list of every level up to 4th (only one 4th level spell) level spells.
Right now, i see:
Wizard:
Greater Magic Weapon
Heroism
Bestow Insight
Invisibility Sphere
Black Tentacles
Cleric:
1:Divine Favor
1:Shield of Faith
2:Ancestral Communion
2:Shield other
3:Monstrous Extremities
3:Wrathful Mantle
4:Blessing of the Fervor
what spells would you prefer over the ones i chose for Buffing? Please note that i picked up spells that are not on the shaman spell list.
Im looking for a list of commonly used rules pvp, im wanting to get into the pvp area, but i cant find many common rules pertaining such, like what items are banned, archetypes, classes, books, ect.
my online game is thinking about buffing the kinetisist. We think its pretty lackluster class and weve seen many people compare it to NPC classes such as warrior or aristocrat, and how they do more than the kinetisist.
Here is what we have so far.
Wild talents: Same
Burn: You gain a pool= to your CON Modifier. at level 5 and every 5 levels after, you add 1/2 Your CON Modifier to the Pool. If you run out of Burn, you may take CON Mod X Level in Non Lethal Damage to add 1 point to the Pool. when your rest for 8 hours, you regain all points back, and damage taken can be healed normally.
Gather Power:You spend a Move action to gain 1 temporary Burn Point. at 7th, you may spend a swift to add 1, or a Move to add 2. At 15, you may spend a Swift to add 1, or a Move to add three.
Blasts: You may full attack with the blasts, but they cannot be affected by anything that grants you more attacks in a round(Haste, TWF, Rapid SHot, Ect)
Infusions:Dc is modified by con, instead of Dex. you can only use an infusion once a round.
Elemental Overflow: 1 point from your pool to add whats left in your pools to attack, and double it to damage, Max of +1 attack/+2 Damage per 3 levels. you cannot use gather power on this.
Metakanesis: Same
Internal Buffer: You gain a bonus combat feat, at the indicated levels. each time you use the feat, you must use 1 burn. Each time you gain a new combat feat, the one before it becomes free to use.
Infusion Specialist: Choose 1 infusion at the indicated levels. the cost to use the infusion is 1 less(Minimum 0). You cannot choose the same infusion more than once.
SuperCharge: You gain a infusion or a wild talent not from your school. it costs 1 more burn to use, and cannot be reduced by any effect that reduces burn.
Omnikinesis: Burn in this way cannot be returned when you rest. you must wait 24 hours to regain.
Feat: Extra Burn Pool: You gain 1/4 your level in Kinetisist(minimum+2) to your burn pool. this is a static bonus and raising your level, does not increase the amount of extra burn pool you have(a 20th level kinetist will still be getting the +2 Burn points from this feat he took at 7th level)
You may take this feat multiple times. it Stacks.
Welcome Adventurers! Lastwall welcomes you to our Kingdom! Gain Riches and defend the boarders in the Battlefield, or gain knowledge and tactical Accumulation in Our Vast Librarys! Looking for a Place to settle down? Buy a shop and Sell your wares! Or Settle down, take a load off, Raise children. The great defenses of Lastwall protects you and your family from the ravages of Golarian. You a Society Member? Venture-Captain Evni Zongnoss Is More than willing to Pass Missions to you!
Lastwall is a Living World Campaign set in, well, Lastwall. Vigil South is the Main City, where you train with General Helga Von Kill to fight off the Chimera ant threat via Society style Gameplay. We play on roll20, just make a post Detailing what you wish to play and thats pretty much it. We are currently need gms to run games, or moderate other games being ran.
I Made Lastwall as a Hub for those who Have erratic Schedules. Those that have odd hours of when they can play when they want Either for society, or just free play where you can drop in any time. We are currently looking for GMs, Please PM me if you are interested. Scenarios are can be anywhere up to 6 hours in length.
Welcome Adventurers! Lastwall welcomes you to our Kingdom! Gain Riches and defend the boarders in the Battlefield, or gain knowledge and tactical Accumulation in Our Vast Librarys! Looking for a Place to settle down? Buy a shop and Sell your wares! Or Settle down, take a load off, Raise children. The great defenses of Lastwall protects you and your family from the ravages of Golarian. You a Society Member? Venture-Captain Evni Zongnoss Is More than willing to Pass Missions to you!
To Become a Resident; You Must fill out These Forms.
Create a Forum Post here With the title of: Your Character Name| Race| Class.
Have a section About your character their Background. Where their from, It doesn't have to Be a lot but the more We know about them, the better.
Post an Image of Your character, For your Passport into our Walls.
Describe your character a little. what do they look like, distinguishing features your Image couldn't Describe.
Finally, Your Sheet. Post a copy of your character with any online Sheet. If you Prefer using Magic, Such as PCGen, Or Hero Lab, Deliver a Copy To Our Mail Services . Please Reupload it every time a change happens to your character. Either Level up, Stat increase, Major item. Ect.
~For The Society~
LastWall Welcomes Society members! To Get into our borders without a Passport, We need to See your Society Given Number, Name and Wayfinder. You also need to post a copy of your character using the same method Above. Sadly, Society members cannot be Residents and cannot Work within the Walls.
Welcome To Lastwall. I hope you Enjoy your Stay.
Information and more detailed character creation is found here:
Lastwall on Roll20.
Hi everyone! Would love some advice for a build. A group of Buddy's and I are going to be playing all the events for next years gencon and we are building characters for such! We play every other Thursday and right now we are 2/3 exp and will be playing a module next to bump us to level 2 with 2/3 exp.
I'm thinking about unsworn shaman as we need utility in a group with a Psychic, Dragon blooded sorceror(Blast), Slayer(Melee) a trip/grapple monster(multiclassing)a invulnerable rager barbarian and a Hospitaliar paladin.
Right now my stats are:
Half orc:
Burning assurance, Sacred Tattoo, city Raised, Skilled alternate traits.
7/7/13/14/18/16 level 4 and 8 are going into Intelligence
What I'm trying to do is use unsworn shamans early access to Roaming hexes to squire full utility from arcane enlightenment. Along with pulling spells from the cleric list for maximum utility and buffing. When I get high enough, I marionette possession into my Wolf or familiar meld with my fox with a ring of elequence. To counteract my low str/Dex
AT level 5, I will be retraining out of unsworn into Regular shaman for 25 PP, for level 6 is when regular shamans get their roaming hex.
Besides the obvious items(headband of mental superiority, belt of con, ring of protect and amulet of nat armor) what items would you get? Could be either for me or the Wolf. What would you change about this build? What would you do differently?
In the Spirit guide Archetype, you get a shaman hex from a spirit every day. you swap wisdom and charisma, and you use oracle in place of shaman.
Arcane Enlightenment wrote:
Arcane Enlightenment (Su): The shaman's native intelligence grants her the ability to tap into arcane lore. The shaman can add a number of spells from the sorcerer/wizard spell list equal to her Charisma modifier (minimum 1) to the list of shaman spells she can prepare. To cast these spells she must have an Intelligence score equal to at least 10 + the spell's level, but the saving throw DCs of these spells are based on her Wisdom rather than Intelligence. When she casts these spells, they are treated as divine rather than arcane. Each time the shaman gains a level after taking this hex, she can choose to replace one of these spells for a new spell on the wizard/sorcerer spell list.
Do you add them to your spell list? It dosent add them to spells know as per the FAQ. There has been many discussions i have seen about this in my LGG, but we dont know the true answer.
In runelords I am playing the crafter and I was given access to craft construct. I want to have some unique ideas to use constructs for. Right now I'm looking at tiny animated masterwork objects that aid in the check along with providing the +2 bonus from being masterwork.
So, a boss Im working on for modified Mummys mask is a Female Ex Cleric of gozreh who found a sentient sword, upon finding of it, it took control of her, wrapping around her body and distorting her world view. the sword gives her magical powers (Casts spells like a magus) and controls every part of her being. Every so often she does break free of the hold, but only to be taken back over in a few seconds. I want musical accompaniment with it, but what is your advice.
I dont want lyrical songs, instrumental only please. Best i think is Nightmare night Instrumental By Wooden Toaster.
Working on a custom encounter for my gaming group and as DM, I'm tired of my PCs saying that everything is too easy (running mummy's mask). To help fix this I'm going to be changing up the boss at the end of book 4.
What I want to do:
The forgotten Pharrow ba is an actual artifact. When wielded it can cast and personal or touch spell on the weilder using his/her spell list and spell slot.if no spell was to be cast, it instead gives 1d8+5 HP back to the wearer. I also am thinkinging about making her a blade adept/ eldritch knight with the sentient blade being the artifact.(which helps with the whole I am being controled by this weapon)
Her guards I want to change to half orc merciful healer, fighter, barbarian combo focusing on contingent channel and tenacious survivor.
What I want to do is make it seem like the gods are on the enemy's side, since they are super tough to kill. While the blade adept can handle 1-1s.
The blade adept:
http://www.myth-weavers.com/sheet.html#id=177967
Haven't built the guards yet.
Have I gone too far? The guards are gonna be LG. Party is life oracle, inquisimonk, swashBard, paladin/hellknight and gunslinger.
With animal companions, they can take any feat they qualify for if they have an int of 3+
Does this mean if they have a cha of 13 (specifically looking at Pteranodon with a +1 bump) would they qualify for eldritch heritage if they have skill focus in the right skill. for animal companions are leveled creatures.
A friend of mine that hasent played pfs in a while will be bringing herself, and 2 of her nieces with her to play tomorrow. i will be running, and based on the information about them, they love roleplaying games, expesially ones they make up about anime charachters, and have never played a game requiring dice.
to give them a good view of pfs, i want to run something requiring player wit, not player stats. like things requiring solve this riddle or figure this out, sorta thing.
*edit* not library of the lion, due to personal reason and a personal hate for that scenario, i will not run it.
How am i supposed to do this? Not really prepared because My minions(players) placed velrina in jail and went on their way. I know that in the book that its going to replace her for generic baddy, however, I player her as a heartless Smooth talking devil. how should i Rp this into the story?
Hey all. im thinking of creating a epic encounter for level 4 pcs based around them fighting a singing piece of poo (i.e the great might poo from conkers bad fur day) where he flings "stuff" at the enemys and encasing them in poo.
however, i have never made a monster before and would like some tips.
story is: you got sent to the sewers because of the rukus the poo has been causing the city ( country is in geb) and need to kill or capture it to help fertalise the failing crops.
* edit: if possible, i want him to hae levels in bard to inspire courage himself/minions)
Im working on a build and right now its giving me 38 strength. im getting 4 enhancement 2 size 4 morale 6 alchemical with a 20 str buy and 2 from level 4 and 8
Whenever the beast-bonded witch is capable of learning a new feat, she may choose to instead have her familiar learn the feat as a bonus feat. The familiar must meet the prerequisites for any feats that it learns this way. If her familiar is lost or dies, the witch can reclaim the feat slots and select new feats for herself, or apply the slots toward her new familiar.
so, if i take levels in fighter or in monk, and one of those classes gives a feat, like for monk, improved unarmed strike, as a bonus feat. can the familiar get it, if he qualifies for it?
Im looking at the druids 2nd lvl flame blade, and wish to utilize it in a way to make it so im hitting the targets touch and flatfoot ac at the same time (effectively ac 10) however the best way i see it is to get greater invis but it is not on the druids spellist. In which way can a druid full attack and still make them flatfoot?
Hey all, ive been bored this week and i have been reading alot of posts of how rogues suck in combat, you cant get sneak attack off that well on ranged attack, its very situational. blah blahblah,
so i decided to build a charachter up to lvl 9 focusing on ranged sneak attack and trying to do as much damage as possible on his sneak. This is just the basic build of the charachter, what feats to take and the core magic items you need to make this work.
This character is built with Society rules, so it is society legal.
Race Choices:
i prefer the Elf with this one because of the familiarity on longbows, racial perception, and the alternate racial trait: Silent hunter, which allows you to run while stealthing at the cost of a worthless magic trait for ninjas.
however, you can play as a Human or half elf, which are the 2 runner ups for races
Feats :
1:Point Blank Shot
2: Combat Trick>Precise Shot
3:Rapid Shot
5:Sap Adept
6:Combat Trick>Sap Master
7:Extra Ki or deadly aim, depending on your tastes
9: Clustered Shot
+1 Merciful Adaptive Composite longbow
Helm of the Stag
Belt of Incredible dex+4
Bracers of archery, lesser
Blunt Arrows Blunt arrows and Blunt arrows
+ the common items you want by 9th
In Combat :
While in combat, you want to go after the biggest baddest toughest baddie out there, dont waste your daily usages on little guys that your teamates can play with, and since you are causing them to be flatfooted to you, many 8/10 times, you will hit.
Use vanishing trick and then full attack. and each one should get sneak attack damage off too.
bleeding strike allows your sneak attack damage to also cause them to bleed, taking damage based on your sneak attack die each round untill they get healed in anyway or use a heal check ( a standard action) to stop the bleeding
Helm of the stag causes the target of your choice to be flatfooted against your next ranged attack 3x a day if you worship erastile(which i suggest, worship erastile)
Now with Sap adept/Sap Mastery, your sneak attack does double damage if it is used with a nonleathal bludgeoning weapon that attacks a creature that's denied their dex bonus, with, which this build is based around, is butter on the cake.
Example of damage by 9th level:
With the merciful adaptive composite longbow
1d8+1d6+str modifier
While denying their dex bonus:
1d8+11d6+5+str modifier+Bleed
Now, this build i belive is strong, the role is to be th eboss killer. the big baddie beater, the bombarder. however, the bane of this build is uncanny dodge. but even so, you still can do decent damage without the sneak attack.
*edit, at level 9 you can only do 1 ranged attack with sneak attack each turn, but at lvl 10, you can do multiple sneaks with the invisible blade master trick
Benefit: As a full-round action, you may make an attack that allows you to deal precision-based extra damage to a distance equal to your weapon’s range increment. You may only make this attack with bows and crossbows. Precision-based damage includes sneak attacks, a ranger’s favored weapon bonus, and the damage bonus from the Focused Shot feat. Creatures immune to critical hits and sneak attacks are immune to this extra damage.
Now, with the way the feat. it says i do the additional damage including sneak attack, and with sneak attack, i have to deny their dex bonus to hit them with the damage, that or flank (which with bows, is a no)
so can I still do the sneak attack damage with this feat with a bow, without having to deny their dex bonus?
Alrighty, being biased as this was my first PFS charachter, i think he is perfect in any way shape and form. but, would like suggestions to help improve him
:
Haseo CR 7
Male Human level 7
Init+12 (Suprise 14) Perception+17(22 visual based)
Hp: 45(1d8x7+7)
Fort+7 reflex+9 Will+ 8
---------------------------------------------------------
Str 14
Dex 23
Con 12
int 10
Wis 14
Cha 8
==========================================================
ac=24 5+1+6+1+1+10
Touch:17
FF: 16
CMB:7:5+2
CMD:23: 5+2+6
===========================================================
Feats:
Human: point blank
1: rapid shot
3: Precise shot
5: Boon companion
7: Deadly aim
Teamwork: shake it off
Teamwork: enfilading fire
===========================================================
Traits:
Reactionary
Adopted: Elven Reflexes
==============================================================
Magic items:
Eyes of the eagle
Boots of the cat
Ring of protection+1
Am of natural armor
Belt of incred dex+2
+1 mitheral chain shirt
+1 seeking comp longbow str+2
efficent quiver
Handy haversack
Cracked magical prism (perception)
=============================================================
special amunition:
pheromone arrowsX5
Thistle arrowsx10
blunt arrows x30
dye arrowsx20
tripping arrows x10
raining arrows x10
==============================================================
With the feather domain, and worshiping eristale, i get access to an animal companion, and having the quest for perfection boon sheets, i can have an axebeak so here are his stats:
animal companion
:
Axe beak companion
str 20
dex 19
con 16
wis 11
cha 10
============================================================
hp= 62
ac=22
touch=13
ff=18
cmd:25
cmb:10
============================================================
feats:
power attack
improved overrun
toughness
=============================================================
tricks:
overrun
trip
flank
attack
defend
down
exlusive
guard
seek
watch
work
serve
==================================================================
so, any tips or tricks to make this char a little better? or have any changes i might need to make or miss something?
I made a PFS cleric using destruction and ferocity (strength domain) and wish to use both destructive smite and ferocious strike as my attack
Destructive Smite (Su): You gain the destructive smite power: the supernatural ability to make a single melee attack with a morale bonus on damage rolls equal to 1/2 your cleric level (minimum 1). You must declare the destructive smite before making the attack. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Ferocious Strike (Su): Whenever you make a melee attack, you can designate that attack as a ferocious strike. If the attack hits, it deals additional damage equal to 1/2 your cleric level (minimum +1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
SU's RAW states that I cannot use 2 SU's in one turn because they are standard actions unless stated otherwise by the ability.
With Destructive smite, i make a single melee attack using 1/2 my cleric lvl as dmg, and i want to apply ferocious strike to it, making it effectively my full cleric lvl on a single attack because of the way ferocious strike is worded.
Destructive Smite (Su): You gain the destructive smite power: the supernatural ability to make a single melee attack with a morale bonus on damage rolls equal to 1/2 your cleric level (minimum 1). You must declare the destructive smite before making the attack. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Ferocious Strike (Su): Whenever you make a melee attack, you can designate that attack as a ferocious strike. If the attack hits, it deals additional damage equal to 1/2 your cleric level (minimum +1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
With SUs, RAW states they are standard actions UNLESS stated by the ability, so when you use the destruction smite, you declare it as a ferocious strike also, adding both bonuses to attacks.
With a dispute with the gm, he sees my point but thinks im wrong, so i want clarification please.
A vindicator can channel energy into his shield as a standard action; when worn, the shield gives the vindicator a sacred bonus (if positive energy) or profane bonus (if negative energy) to his Armor Class equal to the number of dice of the vindicator’s channel energy. This bonus lasts for 24 hours or until the vindicator is struck in combat, whichever comes first. The shield does not provide this bonus to any other wielder, but the vindicator does not need to be holding the shield for it to retain this power
Versitile channel:
If you normally channel positive energy, you may choose to channel negative energy as if your effective cleric level were 2 levels lower than normal.
If you normally channel negative energy, you may choose to channel positive energy as if your effective cleric level were 2 levels lower than normal.
7th level, channel one in, get a +4, then the other, +3, you get +7 till someone hits you ontop of your normal bonuses.
Will this work or did i miss some faq about the bonuses cause RAW states that sacred bonuses dont stack withother sa…red and profaine dosent stack with other profane.
A vindicator can channel energy into his shield as a standard action; when worn, the shield gives the vindicator a sacred bonus (if positive energy) or profane bonus (if negative energy) to his Armor Class equal to the number of dice of the vindicator’s channel energy. This bonus lasts for 24 hours or until the vindicator is struck in combat, whichever comes first. The shield does not provide this bonus to any other wielder, but the vindicator does not need to be holding the shield for it to retain this power
Versitile channel:
If you normally channel positive energy, you may choose to channel negative energy as if your effective cleric level were 2 levels lower than normal.
If you normally channel negative energy, you may choose to channel positive energy as if your effective cleric level were 2 levels lower than normal.
7th level, channel one in, get a +4, then the other, +3, you get +7 till someone hits you ontop of your normal bonuses.
Will this work or did i miss some faq about the bonuses cause RAW states that sacred bonuses dont stack withother sa…red and profaine dosent stack with other profane.
Swift aid feat allows you to aid another as a swift action with only a +1
Protection heavenly virtue feat says that you give +4 instead of +2 on aid another. With me giving +1 as a swift, would it be raised to +3?
Order of the dragon lvl 2 cavalier says that i give +3 bonus to any aid another function. As a swiftt, would it be +2? Stacking with the protection, would it be =4?
I posted this in the rules question because of the nature of what im asking, but im posting it here too because it relates to pfs
Anthopormegitise an animal, give it hands and ability to speak
Had 3 int before, so have points into umd
Use push to tell it to activate a wand on _insert blah here_
Is this doable? I read the FAQ but that relates to intelegent animal beast like nature and says absolutly nothing about anthropormorphic animal. when pushing sorta "forces" to do what i want?
I posted this in the rules question because of the nature of what im asking, but im posting it here too because it relates to pfs
Anthopormegitise an animal, give it hands and ability to speak
Had 3 int before, so have points into umd
Use push to tell it to activate a wand on _insert blah here_
Is this doable? I read the FAQ but that relates to intelegent animal beast like nature and says absolutly nothing about anthropormorphic animal. when pushing sorta "forces" to do what i want?
Anthropormegitise An animal, give it hands and a language,
Hand it a wand, and tell it to (work, maneuver?) idk. I just want to know if its possible because it gives an animal all the things it needs to use a wand
Anthropormegitise An animal, give it hands and a language,
Hand it a wand, and tell it to (work, maneuver?) idk. I just want to know if its possible because it gives an animal all the things it needs to use a wand
Ive built an aasimar bodyguard for Rotrl campaign and would like some feedback. Also, because the last charachter i made died at the end of book 2. This charachter will be getting the loot drop after its been divied up. So and item suggestions would be good.
Stats:
16 str (14+2)
12 dex
14 con
10 wis
16 cha (14+2)
AC=25
Flatfooted:24
Touch:11
Saves: Fort=18 reflex=8 will=11
Hp:60
Armor:
Full plate
Tower sheild
Weapons:
Bastard sword
Pistol
Wonderous items:
Robe of infinate twine
Boots of the cat
Gloves of reconasance
Shawl of lifekeeping
Adventurers sash(not magical but useful)
Wands:
Wand of sheild
Wand of lead blades
Feats:
Combat reflexes
Bodyguard
In harms way
Traits:
Defender of the society
Threatening defender
2 levels on paladin for divine grace, sacred shield archetype
1 level into gun tank gunslinger archetype for free towersheild profencicy
1 level into warpriest (ragathiel deity) for free weapon focus and profencicy(bastard sword)
(Law and nobility blessings)
1 level into slayer for reflex+bab+focused target
1 level into bloodrager for stat boosts (infernal blood)+damage
At the end i believe i will have 825 gp left (correct me if im wrong)