The Fifth Archdaemon

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Spellstrike (Su)

At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon’s critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.

Blood Casting (Su)

At 4th level, the bloodrager gains the ability to cast spells even while bloodraging. He can also cast these spells defensively and can make concentration checks for these spells while bloodraging.While bloodraging, he can cast and concentrate on only his bloodrager spells (see below); spells from other classes cannot be cast during this state.

With those bolded parts in mind, can I spellstrike with Bloodrager spells as long as they are also on the Magus spell list?

For example, Shocking Grasp is on both spell lists, so could I use the bloodragers shocking grasp to spell strike a foe while in bloodrage?


What I want to make is a planetouched that doesn't seem to exist in pathfinder or as far as I could find in 3.5 either. I want to make a planetouched from the Far Realm. I don't want to make a new race or anything because I want to be able to play this character in other games later on, so I gues what I'm asking is what would you use (Race, Feats) to make a Far Realm Planetouched?


I've come across a few builds on here that use the saber in a dex build using weapon finesse but after reading I find that nothing states that the saber is a finessable weapon. so I guess my question is, is their an FAQ or an errata somwere that makes the sawtoothed saber a finesse weapon?


The wording in this ability kind of confuses me.
Can I make a full attack then use a swift action to activate Slow Time then use the the extra standard actions in one turn.

Pleases explain the reasoning behind your answer.


So I'm going to be GMing a game on Wednesday, the plot will revolve around all the players having these really op special powers with severe drawbacks that will gradually get stronger as they advance in the story. The powers so far are:

Temporary Invulnerability: Cannot be damaged by any means. Drawback: After deactivating the Power the user receives 1/4th of the damage every min.

Clone: Can create a Clone of himself that has all the same stats and gear and can be summoned anywhere within range. Drawback: Any negative effect the Clone is suffering from (including damage of any kind) when dismissed the user then becomes effected by.

Soul Summoning: Any time something is killed within range of the user he can take a portion of the targets soul, this allows him to summon the creature to attempt any single attack the creature was capable of in life. Drawback: The souls retain a portion of there consciousness and can interfere with the users day to day tasks. When summoned the user must make a will save to control the creature or be attacked by the creature.

Pyrokinesis: The user can create and manipulate fire in any way she chooses. Drawback: Takes Damage every time she deals damage.

Ok so that's all the powers, their are some other details here and there that I don't think needed to be typed out (I'll get more detailed if needed). What I need now is one more Power that revolves around blood and a draw back of some kind.

After typing all this up I realized that all the powers drawbacks are very similar so I'll take any ideas for more varied drawbacks too.


This question was a bad idea and was interpreted as expected, I'm sorry and you may now return to your regularly scheduled program.


Butterfly Sting
Dimensional Dervish
Dimensional Savant
Out Flank
Combat Reflexes
If I were to use this combination of feats with a 30 dexterity could I effectively do this


So lets say I'm a monk who has a set of claws that do 1d4 damage. Now I decide to take Feral combat training, now my claws do the same as my unarmed strike damage. So what happens if I take Improved Natural weapon? Do my claws jump to 1d8, and if so what happens when my unarmed damage increases to 1d8 from monk levels, do my claws jump to 1d10 due to have improved natural attack?


Does Rime spells entangled effect cause the target to be rooted to the ground?


Does the Burnt Offering ability count towards my max enhancement for my weapon?


So after reading through the magic weapon section of the Core book I found that a Master work weapon provides a +1 Enhancement bonus to attack rolls. Now I'm sure this is common knowledge, the reason I'm pointing this out is because all magic weapons require at least a +1 enhancement bonus in order to apply any weapon abilities. Now some of the things you will think/say is that it requires a magical enhancement bonus and a MW weapon isn't magical. That's what I thought for the longest time, however after rereading I found that it is never stated that it has to be a magical enhancement bonus, It is simply stated (in multiple places)that you only need a +1 or higher enhancement bonus to apply a weapon ability.

What I'm looking for here is confirmation that I am correct in my thinking that based on the rules you can have a MW Flaming Longsword without having to give it a Magical Enhancement Bonus first.

I'm not trying to cheat or break the system, it's just something I came across last night and wanted to get your opinions and maybe an official ruling on the matter.


Ok straight to the point.

Monk of the four winds replaces abundant step at level 12, does this mean that I cannot take abundant step at a later level with Qinggong Monk archetype, say to replace diamond soul which MotFW does not replace.


So I've come across a bit of a bump in the road. What I'm trying to create is basically a Cape of Mountebank that can be used as a swift action by applying the quickened spell meta magic feat to it, the problem is in calculating the cost, I know that the caster level is 11th but based on the description of meta magic feats, would the spell level be considered 4th or 8th? I'm pretty sure it would be 4th but I want to be sure before I present the item to my GM.


Image

Video

I've always liked this character and love her fighting style but as far as I know Pathfinder doesn't have anything that supports that type of weapon. So what I want to know is if I've either missed something and there is a weapon like this or how I would stat this weapon.


Does anyone know of a way to mitigate the damage taken by a viscous weapon?
I still want to take the damage, I just want to be able to recover from it as fast as possible with as little effort as possible.


So this just popped in my head and I want to know how other GM's would deal with this situation.
Lets say you cast and image spell (silent image, minor image, major image)and you had said illusion move into a flanking position with say the fighter of the group, now the opponent gets a save to disbelieve the spell, but what if he fails the save? Would the fighter get a flanking bonus because the opponent thinks hes flanked and would act according?


And I thought I'd post it here and see what you all thought so here it is, It's called MY Friends and I.

Adventurers are we
In search of fame, fortune
and maybe a cup of tea
But that comes later
For what we seek
Is lodgings and work
for the rest of the week
We come qualified and ready
But in her case
not too steady
Kara is she
The Lady of us four
A big breasted woman
who is kind of a whore
With magic at hand
Give her a drink
and she’ll sleep with the band
But a lady is she
You must treat her right
and pay her hourly fee.
And look over there at the great bearded man
He carries an axe
And has the brains of a frying pan
His swing is mighty
But his wits are dull
Kind of like a retarded bull
He may not be smart
but he protects us all
I like to think of him
as a great meaty wall
And if you look to your right
You will see a woman
Elegant strong and eager to fight
She doesn’t talk much
And I don’t know her name
I think she just likes
to watch us play this game.
And me I’m Jotty
I sing I dance and I tell a good joke
Uhhhhh.....
Blah Blah Blah…Egg yolk........?
It’s been nice to meet you
I’ll be here all night
Please leave a tip in the pot
5 sliver each sounds about right.


1 person marked this as a favorite.

Why isn't it a monk archetype yet and if anyone has made it a homebrew archetype please pot it I and I'm sure others would like to see it.


I would like to optimize the use of this prestige class . Any suggestions would help and be much appreciated.

We are starting at level 5 planning to go all the way to 20.

I'd like to use the TWF feats.

I'd like to use a finesseable weapon and I'm currently looking at the Aldori dueling sword

I also think I'm going to get the viscous weapon enchantment to help stack bonuses.

That's all I've got so far


Simple question how does an 18-20 crit range become a 15-20 crit range the math doesn't make any sense if its doubled shouldn't it be 16-20? Can someone please explain?


I've seen a lot of people using weapon finesse with a scimitar but have yet to find any rules that allow this, So how is this possible and could someone point me to the book with this info please.


I'm soon going to be starting a new character with a semi new DM and I kinda wanna do something interesting. What I'm looking for is an anti-caster build that uses as little magic as possible.
My race is Catfolk I'm taking the scent ability and claw ability, we start at level 5 and can use any class from pathfinder. The race and and alt traits are necessary for character flavor.


Ok so the magic item crafting section has confused me for a while now and I think that i should finally get some advice on how exactly it works.

So what I want to do is make a set of bells that are attached to a hat the when they are activated they cast various debuffs on the surrounding targets.

For instance how would I make a bell that casts Hideous laughter on everyone in a 20-30ft radius when the bell rings but only when it is rung for the purpose of activating the effect, I don't want it to activate every time it rings.


So what I'm looking for is any advice/suggestions on making a very tech savvy character.

For class, feat, and skill suggestions I would like to be able to create or summon clockwork style creatures and devices. In 3.5 there was a feat that allowed you to make your spells have a theme (Spell Themantics) but i haven't found anything like that in pathfinder.

For my race I'm using the Advanced race guide to make a half-construct any suggestions on what other traits I should take would be fantastic.
I'm very open to suggestions for this one

That's about it, I have 15 points to make my race, I'm level 5, and i can play any class available in the pathfinder setting.

Note: We are using the advanced race guide to make unique characters not races.

For anyone who wants some info on the character, her/him (haven't decided yet)and his/her teacher used clockwork tech to rebuild her/his body after a horrible accident involving some volatile chemicals destroyed her/his right arm, right leg a large portion of her/his abdomen and some internal organs and part of his/her face, left side of the head and ear.

That's all and thank you in advance.


So I've come across a bit of a conundrum about the judgment class ability and the spell flames of the faithful.
The spell Flames of the faithful states that if you have a judgment active with its full/max bonus the the spell grants your weapon the flaming burst ability, now what I don't get is what does it mean by full/max bonus non of the judgments state anything about a max bonus.
Any insight on this would be handy and thanks in advance.


So lets say I talked my GM into letting me get a ring version of the Amulet of Mighty Fist, now lets say I got two of these and put some spells on them both, would the effects of both rings work on both of my claws, and would the Speed ability give me a total of 4 claw attacks (1 extra attack with each claw)


I found this nifty little game and thought id post it

http://mokiri.mybrute.com


So um simple question, was just wondering if anyone has made a ninja base class I've searched and didn't find any just a prc anyway if anyone has or knows of one that has been made for pathfinder please post a link it would be much appreciated


Ok so lets say I decided to remove the horn from a unicorn and stuck a hilt on it and used it as a piercing weapon, would it still do 1d8 damage and would it possibly have any other effects


Can it be taken multiple times for the same attack?


Have you ever made a Character that was so much fun to play that an other character you made afterwords just didn't satisfy you. No matter what I do I can't seem to make a character that is any were near as satisfying as that one character in all aspects.

The character

Alignment: Chaotic Evil (one problem why i haven't been able to play her again)

Race: Homebrew Cat girl (furry style NOT a human with cat ears and a tail)

Stats: not really important

Class: Rogue

level: I've played at least 10 different versions of this character and she has been various levels

Weapons: These were very important to her and her character. first one was a long sword that me the GM and the other players spent alot of time on the reason why is because I attached 2 small cannons to it A.K.A a shotgun that fired lead balls. The other weapon was a short sword with a smaller version of the cannon attached to it. They eventfully got enchanted and gained some really cool abilities via the rules in the legacy items book (any one i killed came back to life under my control, there were more rules to this part but i don't want to get into all that. They could also summon a living pirate ship).

She was a sadomasochistic pirate cat girl with 2 tails, she hated the thought of anyone being stronger then her and would go to great lengths to kill anyone who made any kind of threat to her (of course she would only kill them after at least 2 days of torture)and she would make sure to take a trophy. Her and her crew (the other players)eventually found an island and built a city in it (yes in it) and it became kind of a pirates haven. There is plenty more I could say about her but I'm going to stop there.

The reason I don't play this character anymore is because her personality tends to take the game in directions the GM didn't plan on and can cause problems wile the other players don't usually mind this , it does make it hard on the GM from time to time.

Ok so the point of this that I want to know if anyone else has ever made that perfect character, Post your character and why you don't play it anymore (if you don't play it anymore).


Okay this seems like the right place...I hope?

Okay so one of my players decided it was a good idea to cancel on us last night, only he neglected to inform anyone of his decision, now this is the second time he's done this and as the DM and host of our gaming I feel he should be punished in some way as to prevent this from becoming a habit. I don't feel it should be anything to drastic however the problem is that one of his best weapons already got disintegrated and most of his gold got stolen (he's not the only one that ran into trouble like this) and I need them to be at a higher level soon so an exp penalty is out.
So that's the problem and I don't know what to do, any suggestions?

Oh and we only have 4 players including myself so excluding him for any amount of time is out as well.


Okay so I just finished this very rough draft of this race and I can't help but think I'm forgetting something.

This race is meant for a campaign setting I have in the works and as I finish them I'll post the other races here for you all to see and critique.

I appreciated any and all input you have as long as you have a nice attitude about it.

Thanks in advance. :)

Oracle

The Oracle are a strange race of fey that are born not from other fey, but from humans who’s settlements lay close to heavily fey populated areas. It is impossible to predict when an Oracle will be born except by other Oracle, which have the ability to sense whether a women is pregnant with an Oracle. Oracles are accepted in most human societies, however some believe that there birth is a sign of death and are usually killed immediately after birth. Aside from those few human settlements they are highly accepted and some view them as a gift given to them by their Deity.
Most Oracles prefer a life style similar to that of Gnomes, typically traveling alone or with temporary companions, this isn’t always because of their personalities but mostly because of their ability to sense when a person is going to die, (some societies believe this isn’t just a prediction but a cures that comes from being around the Oracle for to long and thus blaming the death on the Oracle) this causes others to feel uncomfortable around the Oracle.
The name Oracle was given to them by the mother of the first known Oracle who named her child Osali which translates to Oracle from the Elven language
The Oracle are not a true breeding race however since their appearance has grown more frequent they have become accepted in more human societies.

Physical Description: Oracle stand around 5ft to 6ft in height and weigh anywhere from 90 to 150 lbs. The skin of an Oracle is always a pasty white as is their hair, the most recognizable feature however is the third eye which can be either on their forehead or on the center of their chest.

Abilities: +2 Int, +2 Wis -2 Str

Speed: 30ft

Size: Medium

Type: Fey

Premonition: The Oracle have a natural ability to sense when a person is going to die. Any time a creature is within 30ft of the Oracle and has 0 to -9 hp and is not stabilized the Oracle will know that creatures exactly location. Sometimes if the Oracle is emotionally close to person she may have visions in the form of dreams that can show her the persons death up to three days away (this part of the ability is meant for DM purposes only and has no real game mechanics). This ability also allows them to react to thing sooner then others giving them a +2 insight bonus to there Initiative

Oracle Eye: Upon birth an Oracle has an extra eye either on her forehead or on her chest, this eye grants her a +1 insight bonus to the DC of all divination spells she has access to, this also grants her access to the following spell like abilities at will:
Detect Magic
Read Magic

An Oracle can use the following spell like abilities once per day:
Identify
True Strike


This Class was originally made for 3.5, I never got around to posting it on the wizards forums...because they suck.
Well I've done a little modifying for the Pathfinder RPG and I just want to know what you all think.

If this isn't the place for this, I'm sorry I'm still pretty new to the forum

Blood Witch

Lvl. BAB Fort. Ref. Will Class Features
1 +0 +2 +0 +0 Acid Blood 1d6
2 +1 +3 +0 +0 Tier 1 Blood Magic
3 +2 +3 +1 +1 Acid Blood 2d6
4 +3 +4 +1 +1 Defensive Blood 1
5 +3 +4 +1 +1 Acid Blood 3d6
6 +4 +5 +2 +2 Acid Resistance 20
7 +5 +5 +2 +2 Acid Blood 4d6
8 +6/+1 +6 +2 +2 Defensive Blood 2
9 +6/+1 +6 +3 +3 Acid Blood 5d6
10 +7/+2 +7 +3 +3 Tier 2Blood Magic
11 +8/+3 +7 +3 +3 Acid Blood 6d6
12 +9/+4 +8 +4 +4 Defensive Blood 3
13 +9/+4 +8 +4 +4 Acid Blood 7d6
14 +10/+5 +9 +4 +4 Acid Resistance 40
15 +11/+6/+1 +9 +5 +5 Acid Blood 8d6
16 +12/+7/+2 +10 +5 +5 Defensive Blood 4
17 +12/+7/+2 +10 +5 +5 Acid Blood 9d6
18 +13/+8/+3 +11 +6 +6 Tier 3 Blood Magic
19 +14/+9/+4 +11 +6 +6 Acid Blood 10d6
20 +15/+10/+5 +12 +6 +6 Defensive Blood 5

Skills: Bluff, Concentrate, Craft, Decipher Script, Heal, Intimidate, Knowledge (Arcana), Perform, Profession, Search, Sense Motive, Slight of hand, Spot, Survival, Use Magic Device.
Skill points at 1st level 3 + Int mod. X4
Skill points per level 3 + Int mod
Hit Die type - D12
Abilities
(All abilities the Blood Witch uses requires her to deal at least 1d4 points of damage to herself unless stated otherwise)

Acid Blood (10ft) - At first level a Blood Witch’s blood becomes a highly potent acid. When struck by a standard slashing or piercing weapon the attacker takes 1 point of acid damage per wound the Blood Witch has, so if the Blood Witch has been Hit 5 Times the next attacker will Take 5 points of acid damage. In addition to this ability as a standard action the Blood Witch can fling a bit of her own blood dealing 1d6 acid damage at 1st level and an additional 1d6 damage for every other lvl thereafter.

Defensive Blood - Every time the Blood Witch is struck by a melee weapon 1 point of acid damage is dealt to the weapon ignoring hardness, +1 additional damage every 4 levels

Strong Blood - At 14th level any time the Blood witch would be poisoned or diseased ,the Blood witch is cured 1d4 rounds later.

Blood Magic

Blood Magic Requires A sacrifice of blood (1d6 damage) to cast among any other sacrifices that may be stated in the spell description.

Tier 1 Blood Magic
Healing Vita - As a standard action the Blood Witch can rub her blood on the wounds of an ally creating an effect similar to a cure light wounds spell with a caster level equal to Blood Witches's class level.

Stolen Vita - On your next attack you gain an amount of HP equal to the amount of damage you dealt with a slashing or piercing weapon. Stolen Vita takes a standard action to use and must be used before you attack.

Sticky Blood - As a standard action you can fling a gob of blood at an opponent creating a effect Similar to a tangle foot bag with the following changes,the Duration is equal to 1 +Con mod, Break DC equal to 10 + con mod + dealt to .

Blood Baby - As a full round action a Blood Witch can create 1d4 blood babies at the cost of 1 point of temporary constitution damage. On command a Blood Baby will charge at an opponent screaming and crying, on contact the Blood Baby will explode in a loud squishy POP, covering the opponent in a potent acid dealing 3D6 acid damage and an additional 1d4 acid damage per round for 1d6 rounds.

Tier 2 Blood Magic
Healing Vita 2 - By dealing extra 1d3 points of damage to herself the Blood Witch can fling a bit of blood at one of her allies as a standard action causing an effect like cure light wounds with a range of 20 ft Caster level equal to Blood Witch class level.

Improved Stolen Vita - Same as Stolen Vita except that you heal and amount Equal to 1.5 times the amount damage dealt.

Blood Trap - At the sacrificing 1 point of temporary constitution damage you can create two 5ft pools of blood. When ever an opponent comes within 5ft of a pool multiple hands will reach out and attempt to grapple the opponent (Str. and Dex. scores are equal to the blood witches con score for determining its CMB and CMD). If it succeeds it pulls you into its square and holds you there until you break its grapple in addition to this the target also take 1d6 acid damage every round he fails to escape. Blood Trap is a full round action that provokes attacks of opportunity

Wall-O-Blood - By sacrificing 1d6 temporary Con the Blood Witch can create a massive wall (50ft long by 30ft high) of writhing hands and faces that appear to be made up entirely out of Blood. Any opponent that comes within 10ft of the wall gets snatched up (Str. and Dex. scores are equal to the blood witches con score for determining its CMB and CMD) and pulled into the wall, at this point the wall begins dissolving the opponent(5d6 damage per round, the opponent can choose to exit at either side) until there is nothing left but pile of GOO, which is then added to the walls life span (Wall lasts for 2d10 rounds +1d6 rounds every time an opponent is dissolved ). Wall-O-Blood is a full round action that provokes attacks of opportunity

Tier 3 Blood Magic
Healing Vita 3 - Functions the same as Healing Vita 2 Except you must deal 1D6 damage to yourself and it causes an effect like Cure Serious Wounds with a range 50ft, caster level equal to Blood Witch level.

Vita Transportation - Every time you suffer at least 10 points of damage you may choose to create a blood pool. This pool is 5ft in diameter and you can create up to four of them. after you have created at least two and are in the same square as a blood pool you can as a free action teleport from one blood pool to another. Each pool can be used 1 time +1 use per point of con mod the Blood Witch has.

Melty Blood - On successful touch attack the opponent must make a Fort save (DC 10 + con mod+ half Blood Witch level)or his bbecomes a highly potent acid dealing 1d10 con damage per round for 1d4 rounds.

Weapon/Armor Proficiencies:
Blood Witches are proficient with Knives, Daggers, Short swords, and are not proficient with any armor or shield.

[Edit]Sorry about the lay out but I don't know how to fix it


Hello I'm new to this forum and wanted to say hi. I Came from the wizards forums because the majority of them seem to have a bit of an ego problem, I'm hoping this forum isn't anything like that. Oh and me and my group are also new to path finder and loving it.

Edit:I forgot to add my question lol.
Ok so one of my players want to use some eberon stuff(Shifter Race and the Moon Speaker PRC) so could anyone direct me to any helpful info(i have searched and found stuff for the Shifter But I couldn't find anything on the moon speaker).

Edit#2: Sorry I should have specified that I'm looking for a pathfinder version of the moonspeaker PRC.