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The goal was to take Shadow projection and make it material, and make it where my character can be precieved as being in two places at once. I took away all of the perks of shadow projection and replaced them with all the perks of actually being in the intended location without benefits of all of my normal magic items. Just with all of the natural skills my character already has.

School shadow; Level sorcerer/wizard 4

CASTING
Casting Time 1 minute
Components S

EFFECT
Range personal
Targets you
Duration 1 hour/level (D)

DESCRIPTION
With this spell, you infuse your life force and psyche into your shadow, giving it independent life and movement as if it were an undead shadow. Your physical body is awake and your actions are split between you and your shadow. Your body has no shadow or reflection while the spell is in effect.

While projecting your shadow, your shadow gains all of your stats and skill points. Your shadow has all abilities that you possess and is a perfect copy of yourself in appearance. All equipment on the shadow is treated as if it were an item the original possesses without magical effects. Any item originally a part of the shadow separated from the shadow will disappear after one round if not recovered.

Your shadow has Hit Dice and hit points equal to your own. If the shadow is not slain before it is dismissed all damage sustained by the caster is treated as non-lethal.

Your shadow projection has the undead type and may be turned or affected as undead.

If your shadow projection is slain, you return to your physical body and are immediately reduced to -1 hit points. Your condition becomes dying, and you must begin making Constitution checks to stabilize.


My friend is running a campaign later in the year that is religious based, it's based in the original 13 colonies as a witch hunt... And he said that Guns are simple weapons in his world. I was wanting to take advantage of this and build an Inquisitor that specializes in guns.

We're allowed to multi class as long as the church class is at least 1/3 of the total level of the character.

Since black powder inquisition gives exotic weapon feat firearms, he said that he would give me damage from dex as well to make up for the overlap between his world an the inquisition.

As the first bonus feat that I have to take he's giving us the spell Antimagic Field as a Supernatural ability and the duration is changed to 1 round a level instead of 10 minutes a level.

The problem lies in picking my archetype, should I go spellbreaker or sanctified slayer against witches? There are a lot of choices when it comes to making a inquisitor.

And should I focus on guns or should I make myself more rounded and go with swords as well?

My character is human, all are.
My stats are as follows, 33 point buy. I can redistribute them as I see fit. And this is with the points added from being human and level gain. Starting level is 4.

Str 16
Dex 18
Con 16
Intel 12
Wis 18
Char 12


Going Divine Strategist Would work.
Losing one domain and the channel ability would be a very big hit, but gaining the ability to always act in a surprise round is nice, if you roll a high enough roll it's pretty much the better version of uncanny dodge. And you gain half your cleric levels as Initiative bonus; your allies gaining 1/4th of your bonus is also really powerful.

Taking the feat Magical Knack would give you back two caster levels for magus if you're concerned with it. That is, if your GM allows it.


I'm looking for the pros and cons or building my Magus into either prestige class Mystic Theurge or Arcane Trickster.

Or if someone else has another prestige class that I should look into and might be interested in, go ahead and share.

My magus is strength based, so I didn't have to go Dervish Dance.

The campaign I'm playing in is a post apocalyptic futuristic style campaign so guns are easy to come by. My GM is using a bunch of undead right now so I'm looking Theurge so far, but I have left it open so I could go Trickster at a moments notice. There is a Paladin in our party so role plea wise it would make sense for me to go Theurge before Trickster.

I was thinking of going 6 levels into magus and then four levels into either cleric or rogue. Going 7 and 3 would be pointless because I'm a sylph, at level 9 I will be getting airy wings and fly places.

So far my only magus arcana that is set in stone is Spell scarrs.

If I go arcane trickster I get two rogue talents, and I was thinking of taking grit, since magus start off knowing all simple and martial weapons I don't have to get the exotic weapon feat for it (guns are simple weapons).

If I go Theurge, I will be getting Broad study no doubt and be able to spell strike cleric spells without spell failure since divine spells don't have spell failure. And buffs and debuffs during spell combat are nice.


I see, I've been weighing out the pros and cons of the two, and I have left it to where I can go down either path. With in my next two sessions of play I will make my decision based on roll play. The campaign I'm playing in so far has a lot of undead, but we also have a paladin in the party; so I may not be needed as Theurge. With access to fly at level 9 being able to sneak attack would be better. Though, roll play wise, Theurge would be a more fun class to play and have to explain in game.


I have a magus that I was thinking about either going theurge or arcane trickster with.

He's level 3 magus with 18 Str, 19 or 20 Intel, and I'm sure that his wisdom is 16 with a 15 charisma.

If I go theurge I was going to go to level 6 magus and get broad study. (It's a must)
I was wondering if I go cleric and then go theurge, do my domains stay the same?

And when I read about Theuge, when you level you get levels in both spell casting classes, or just one or the other?