Raziel Jahoel's page

1 post. Organized Play character for Darkflame.




if i got frigid tough on a spell storing armor

and it goes off at the first strike of an enemy full attacking me i would then hit him with it he becomes staggered.

would his full attack stop because he is now staggered and can only do 1 attack or a move action??


im a lvl 12 magus right now wearing a +1 mithrill breastplate so i dont lose my movement and the dex penelty is low.

but the monk is getting whacked to often so wants to play more defensiveley as in running away in combat.

so im thinking on getting a full plate.

what i am still no certain about is what kind of magic i want on it.

right now im thinking
+2
spell storing
adamantine

is 1500 base price
+3 bonus
+15000

but I hear heavy fortification is worth it I just dont have the money to put it on there yet I migth want to upgrade later but right now I certainly dont have the money.

are there anny other magical enchantments that are good for a magus?
spell storing is kinda a must as i can load it up with shocking grasp or frigid touch all day long.


I do see the benefit of a +4 size bonus to str and natural reach

But i am a bladebound magus and i cant use a normal sized weapon when im large sized by monsterous phisique should i then carry a large sized weapon?

What forms are good for me to use in genaral?


Male Human Blade bound magus 9
NG Medium Humanoid (human)
Init +1; Senses Perception +15

Defense
AC 20, touch 12, flat-footed 18 (+1 Dex +1 natural armor +1 deflection)
hp 76 (8d8+16+4)
Fort +10, Ref +5, Will +8
Offense
Speed 30 ft.
Attacks: scimitar +15 1d6+9 (18-20 x2)/+10 1d6+9 (18-20 x2)
spell combat with spellstrike: Int. Shocking grasp +12/+12/+7 Damage 8d6+1d6+9 (18-20/x2) / 1d6+9(18-20/x2) / 1d6+9(18-20/x2)
Arcane pool enhancement= add +2 attack +2 damage and (15-20x2) crit.
Arcane pool: 10
--------------------
Statistics (+2 to two ability scores Alt racial dual talented 20 point buy)
Str 20, Dex 12, Con 15, Int 20, Wis 10, Cha 7
Base Atk +6; CMB +11; CMD 22
----------------------------------
Feats
Weapon Focus Scimitar, extra arcane pool, combat casting, intensified spell, craft wondrous item
Traits Family Ties(campaign), Magical Lineage ”Shocking grasp”
Languages: Common Giant Orc Infernal Sylvan varissian abyddal undercommon

Equipment:
• +1 mithril Breastplate (5200g)
• +2 scimitar Black blade
• Belt of giant Str +2 (4000g)
• 3 pearls of power lvl1(3000g)
• 1 pearl of power lvl2 (2000g)
• Wand of shield (750g)
• Ring of deflection + 1
• Headband of Vast Intelligence +2 (4000g)
• Cloak of Resisance +2 (4000g)
• Amulet of natural armor +1 (1000g)
• Eyes of the eagle (1250g)

--------------------
spells known:
LVL1: Color Spray, Enlarge person, frostbite, grease, obscuring mist, reduce person, shield, chilled touch, Shocking grasp, true strike, Vanish, ray of enfeeblement, floating disk, Burning hands
LVL2: Acid arrow, Bear’s endurance, Bladed dash, Flaming sphere, frigid touch, Invisibility , Mirror image, Pyrotechnics, web
LVL3 Blink, Daylight, Displacement, Fly, Force Hook Charge, Haste, Lightning bolt, Stinking cloud, Vampiric Touch
Spells prepared:
lvl0: Detect magic, Light, Arcane mark , Read magic, Dancing Lights
lvl1: intensified Shocking grasp x3, Vanish, Enlarge Person, shield x2
lvl2: Bear's endurance, Frigid touch, Mirror image, Invisibility, Bladed dash
Lvl3: Fly, Int. Emp shocking grasp x2, vampiric touch

1. Extra arcane pool
2. .
3. Combat casting
4. .
5. Weapon focus Scimitar and intensified spell
6. arcane accuracy
7. craft “wondrous item”
8. .
9. .empower spell, accurate strike or spell blending heroism
10. .
11. quicken spell, extra arcana ghost blade
12. .critical strike
13. .critical focus
14. .
15. .spell perfection: ”shocking grasp”, maximize magic
16. .
17. .Bleeding critical, Maximize (metamagic)
18. .arcana
19. .feat
20. .

I only can't decide between accurate strike or spell blending heroism
i dont think using my arcane pool is that good as im already hitting on 3's and 6's
i got 36 hours left to craft my +4 belt of giant str so i don't think hitting is the problem. this is why i think heroism is the best buff i can get but its a spell i dont realy feel room for!!
i need to get more pearls for certain!!


can the bashing propertie be put on a Klar upping its damage to 1d10 ?

Klar
The traditional form of this tribal weapon is a short blade bound to the skull of a large horned lizard but but a skill smith can craft one entirely out of metal.
Benefit: A traditional klar counts as a light wooden shield with armor spikes. A metal klar counts as a light steel shield with armor spikes.

Weapon Feature(s): special

Bashing

Aura moderate transmutation; CL 8th; Weight —; Price +1 Bonus

DESCRIPTION

A shield with this special ability is designed to perform a shield bash. A bashing shield deals damage as if it were a bashing weapon of two size categories larger (a Medium light shield thus deals 1d6 points of damage and a Medium heavy shield deals 1d8 points of damage). The shield acts as a +1 weapon when used to bash. Only light and heavy shields can have this ability.

CONSTRUCTION REQUIREMENTS

Craft Magic Arms and Armor, bull's strength; Cost +1 bonus


I am looking for some advice on awsome wonderous items i could myself make!

im playing rotrl andam al lvl 7 bladebound STR magus and just took craft wonderous item and have +14 on spellcraft

I already have a belt of giant STR+2 and am considering saving up to upgrade it to +4
just for this I would have to pay 50% of the difrence between a +2 and a +4 right? so 7000g ? or is it a difrent formula?

I also plan to make a headband of vast INT +2 asap
I aswell have 3 pearl's of power 1 and a cloak of protection

I am looking for those items you dont realy expect to be so damn good


I would like you all to post your single most Broken/powerfull charachter concept PFS legal.

the idea is it has to shine from lvl 1 to 12 so no LVL12 only builds and the charachter does not know what party members he is gooing to have so he needs to be prepared for anything!

Why I ask is that I had a fighter1/magus1 involved in a TPK this wekend and I just hate it when you have to start from scratch! in a campaign you just make a charachter of the same lvl and go on! but I only had 1 PFS legal charachter and now its dead!

I didn't optimize and that is probably the reason i am dead i am normaly the optemizer in our group and this time i thought i would leave the heavy duty to the rest but none of them did anny deacent damage! and I was support!

so pleas post your PFS LEGAL Best of the Broken! from lvl 1-12


Arcane mark begins to glow and becomes visable. doese it mean if an invisable creature who is in the 60 feet cone his mark wil light up and you can see where it is?

lets say i cast arcane mark on a quasit then it casts invisabilety on itself so it becomes invisable my mark goese dark ofcourse.

but then i cast detect magic and the quasit is in its area of effect can my buddies use that lit up mark as a target even for ranged attacks?

arcane mark:

Arcane Mark

School universal; Level magus 0, sorcerer/wizard 0, summoner 0, witch 0

CASTING
Casting Time 1 standard action
Components V, S

EFFECT
Range touch
Effect one personal rune or mark, all of which must fit within 1 sq. ft.
Duration permanent
Saving Throw none; Spell Resistance no

DESCRIPTION
This spell allows you to inscribe your personal rune or mark, which can consist of no more than six characters. The writing can be visible or invisible. An arcane mark spell enables you to etch the rune upon any substance without harm to the material upon which it is placed. If an invisible mark is made, a detect magic spell causes it to glow and be visible, though not necessarily understandable.

See invisibility, true seeing, a gem of seeing, or a robe of eyes likewise allows the user to see an invisible arcane mark. A read magic spell reveals the words, if any. The mark cannot be dispelled, but it can be removed by the caster or by an erase spell.

If an arcane mark is placed on a living being, the effect gradually fades in about a month.

Arcane mark must be cast on an object prior to casting instant summons on the same object (see that spell description for details).


invisebilety:
Invisibility

School illusion (glamer); Level alchemist 2, antipaladin 2, bard 2, inquisitor 2, magus 2, sorcerer/wizard 2, summoner 2; Domain trickery 2; Bloodline arcane 2

CASTING
Casting Time 1 standard action
Components V, S, M/DF (an eyelash encased in gum arabic)

EFFECT
Range personal or touch
Target you or a creature or object weighing no more than 100 lbs./level
Duration 1 min./level (D)
Saving Throw Will negates (harmless) or Will negates (harmless, object); Spell Resistance yes (harmless) or yes (harmless, object)
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DESCRIPTION
The creature or object touched becomes invisible. If the recipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone else, neither you nor your allies can see the subject, unless you can normally see invisible things or you employ magic to do so.

Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries but that extends more than 10 feet from it becomes visible.

Of course, the subject is not magically silenced, and certain other conditions can render the recipient detectable (such as swimming in water or stepping in a puddle). If a check is required, a stationary invisible creature has a +40 bonus on its Stealth checks. This bonus is reduced to +20 if the creature is moving. The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. Exactly who is a foe depends on the invisible character's perceptions. Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear. Spells such as bless that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area.

Invisibility can be made permanent (on objects only) with a permanency spell.

Detect Magic:

Detect Magic

School divination; Level bard 0, cleric/oracle 0, druid 0, inquisitor 0, magus 0, sorcerer/wizard 0, summoner 0, witch 0

CASTING
Casting Time 1 standard action
Component: V, S

EFFECT
Range 60 ft.
Area cone-shaped emanation
Duration concentration, up to 1 min./level (D)
Saving Throw none; Spell Resistance no

DESCRIPTION
You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.

1st Round: Presence or absence of magical auras.

2nd Round: Number of different magical auras and the power of the most potent aura.

3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura emanates from a magic item, you can attempt to identify its properties (see Spellcraft).

Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.


well evryone knows about shocking grasp frostbite and frigid touch mirror image

but what spells do you realy use alot besides those.

and mainly after lvl 7


I have not played a druid and my wife is kinda a dificult person to grasp sometimes.

she wants a caster druid and stil keep a pet.

she decided it to be a Badger or porcupine

we roled her stats as a 20pt buy as it has to be PFS legal
oh and she is a half elf!
she wants to be a caster mainly and stil have a pet friend!

8STR
14DEX
12CON
12INT
19WIS
10CHA

what i mainly need is a feat progression with some explenation aswell as best skils to take as a druid!

other info is nice too! like gear sugestions.

THX!


i need honost assesment of what you think of it!
i want to be bale to cast spels/do combat suport my buddies and not be the best in all but stil able to do decent damage from afar with the whip when needed. it is however PFS legal and the bow and chain chirt are already bought!! :-)

main focus is on the whip just dont want to be a one trick ponie but the main damage wil be from shocking grasp. up til 10d6 at lvl 11 certainly also gooing to take frostbite maybe even rhime spell

Defense
AC 18, touch 14, flat-footed 14
hp 9 (1d10)
Fort +1, Ref +4, Will +1
Offense
Speed 30 ft.
--------------------

--------------------
Statistics 20Ptb
--------------------
Str 14, Dex 18, Con 8, Int 17, Wis 12, Cha 7
Base Atk +1; CMB +3; CMD 17
Traits:
Magical Lineage “shocking grasp”
Second trait to be determined
Languages: Common elven draconic sylvan
Equipment:
Scorpion whip
chain shirt
rapier
+2 Str MWK composite longbow

1. Fighter1: Power attack, weapon finesse
2. Spire defender 1 : Exotic Weapon Proficiency ”whip”, Combat Expertise and Dodge
3. Spire defender 2: Improved trip
4. Spire defender 3 : arcane accuracy
5. Spire defender 4 : extra arcane pool
6. Spire defender 5 : intensified spell
7. Spire defender 6 : Weapon focus “whip”
8. Spire defender 7 :
9. Spire defender 8 : Accurate Strike
10. Spire defender 9 :
11. Spire defender 10 : Arcane Strike, extra arcana ghost blade
12. Spire defender 11:


i would like to make a Whip magus but i would like to make it a tiefling. as i can get the tail and the good stats!

its got to be PFS legal. but i do intend to SERIOUSLY dump Charisma

so putting it at 7 and then -2 for tiefling only getting 5 Charisma

with alt racials:
Prehensile Tail Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.
Vestigial Wings Some tieflings possess a pair of undersized, withered, or stunted wings like a mockery of those of their fiendish forbearer. Sometimes these wings are leathery, like those of a bat. Other times they are covered with a scattering of black, red, or violet feathers. Rare manifestations can take even more bizarre forms. These wings do not provide the lift required for actual flight, but do have enough power to aid flight attained by some other method, and grant a +4 racial bonus on Fly skill checks. This racial trait replaces skilled.

getting dex as a bonus makes me wonder if i should go with weapon finess

as my DPS wil probably mainly come from spells and i was intending to go hexcrafter bladebound magus with a scorpion whip.


I would like some critique/improvements
i dont want to lower wisdom as it has a few skils I like. and im dumping INT as i get 1 skilpoint/lvl +1 human and +1 fav.class anywayz
so thats 3 per turn and should be enough

skils wil be perception/diplomacy/sense motive (survival)

already bought me the longbow with prestige points and the chain shirt with gold.

PFS legal
Male Human Paladin (Divine Hunter) 1
LG Medium Humanoid (human)
Init +6; Senses Perception +0

Defense
AC 18, touch 14, flat-footed 14 (+4 Dex)
hp 10 (1d10)
Fort +2, Ref +4, Will +1
Offense
Speed 30 ft.
Attacks: Mwk Comp. +2Str Longbow +6 1d8+2(x3)
--------------------
Smite Evil (Su)
Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.
In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.
The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.
Detect Evil (Sp)
At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.
Precise Shot: A divine hunter gains Precise Shot as a bonus feat at 1st level, even if she doesn’t meet the prerequisites. This ability replaces her Heavy Armor Proficiency.
--------------------
Statistics
--------------------
Str 14, Dex 18, Con 10, Int 7, Wis 12, Cha 15
Base Atk +1; CMB +3; CMD 17
Feats Precise shot, Rapid shot, Point-blank Shot
Traits A sure thing(campaign), Reactionary
Languages: Common
Equipment:
• chain shirt (200g)
• Mwk Comp. +2Str Longbow (2PP)
• Shortspear (1g)

--------------------
spells known:
Spells prepared:

Feats by LVL

1. Precise shot, Rapid shot, Point-blank Shot
2. .
3. .Deadly Aim
4. .
5. .weapon focus Longbow
6. .
7. .snap shot
8.
9. Improved snap shot
10. .
11. ??
12. .


Well its just another Magus Rant i build a nice magus and i love playing it i just dontknow where to go it from now on

there is one route i wanted to take but i feel it might be broken?

i wanted to take wand wielder arcana at 6 and craft wand at 7 so i could craft my own wands of intensefied shocking grasp and shocking grasp all day killing evvery single target instantly!! :-) I know not all but still alot!

i wonder is ther eis more flavoreful options i could take here is my curent build.

also i would like to know what items i should save up for in the near future. as i am a bladebound magus i dont need money for that! but i could use somthign to boost my will salves lolz!

Male Human Blade bound magus 5
CG Medium Humanoid (human)
Init +1; Senses Perception +5

Defense
AC 18, touch 11, flat-footed 17 (+1 Dex)
hp 44 (5d10+10+5)
Fort +6, Ref +2, Will +4
Offense
Speed 30 ft.
Attacks: scimitar +11/ 1d6+9(18-20 x2)
spell combat with spellstrike: Shocking grasp +9/+9 5d6+1d6+9 (18-20/x2)/1d6+9(18-20/x2)
Spell combat with spellstrike with arcane pool enhancement:
Shocking grasp (Def DC17 1d20+13) +10/+10 5d6+1d6+10 (15-20/x2)/1d6+10(15-20/x2)
--------------------
--------------------
Statistics (+2 to two ability scores Alt racial dual talented 20 point buy)
--------------------
Str 20, Dex 12, Con 14, Int 18, Wis 10, Cha 7
Base Atk +3; CMB +8; CMD 19
Feats weapon Focus Scimitar, extra arcane pool, combat casting, intensified spell
Traits Family Ties(campaign), Magical Lineage “shocking grasp”
Languages: Common Giant Orc Infernal Sylvan
Equipment:
• +1 chain shirt (1250g)
• +2 scimitar Black blade
• Belt of giant Str +2 (4000g)
• 3 pearls of power (3000g)
• 6 potions of cure light wounds (300g)
• 1 potions of cure moderate wounds (300g)
• Explorer gear worth (75g)
• Wand of vanish (750g)
• Wand of shield (750g)
10425 of 10500

--------------------
spells known:
LVL1: Color Spray, Enlarge person, frostbite, grease, obscuring mist, reduce person, shield, Shocking grasp, true strike, unerring weapon, Vanish
LVL2: Bear’s endurance, frigid touch, Mirror image, web

Spells prepared:
lvl0: Detect magic, Ghost sound, Arcane mark , Read magic
lvl1: Shocking grasp X3, True strike, Vanish,
lvl2: Bear's endurance, Frigid touch, Mirror image


im playing a Magus with a Black blade, my GM has given its mision but ofcourse i odnt know it.

its sentient and we can comunicate with each other however i dont realy know how to roleplay the relationship between me and my blade.

i have great respect for it as it gives me great power and almost always wield it carying it all the time never sheathing it.

but i dont know how to ropleplay the relationship between me and the blade and i would also like my party members to come aware of its intelegence but i dont know how.


As our GM has gone missing im looking for a difrent wow game to let my charachter get in to.

I would modefy it to anny of the GM's requirements ofcourse.


okay im kind of a player who has been playing for a while now I have affirm grasp on the rules but don't own alof of the GM stuff I got a GM screen and some maps and some models from games like Decent.

I got a tabletop group but we ALWAYs play at this guy's house I got a kid and a wife who doesn't realy like rp'ing that much but I cant get her into it because well when we play im alway's at this friends house.

his gf doesn't realy like to come over to our house and its kinda a drag to bring all his accessories over to our house. (he has ALOT)

I think I can get a few people around to play a game but I would like to start simple just don't know how te get it started most of the player alreadyd id the beginners box and im not sure I feel comfortable to start something like a campaign right off the bat. I would like a simple game with not to much work so I can glide into becoming a decent GM.

I also have time constraints the kid wife and the other game we play aswell as renovating the house makes me a little short on time. so I don't want to take to much time preparing each game.

anny advice ?
im realy hooked on playing PF but the other group now started a second game and im just sad im not in it. what bothers me most is that they didn't even ask. (possibly because I am playing the ame campaign on PBEM although that is now dead)

I realy want to put more time into PF but would like to have some more at my own home so I wouldn't be to far from my wide all the time I play PF.


this is what i got so far as part of a way of the wicked campaign

Raymond de la Chation
Male Human Ex-Paladin 1
LE Medium Humanoid (human)
Init +4; Senses Perception +2
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 16 (+2 Dex)
hp 13 (1d10+1+2)
Fort +4, Ref +2, Will +3
Special Ability's Aura of evil (Ex) Detect Good (Sp)
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks Smite Good(Su) 1/day
Attacks: longsword and shieldbash +2/+2 1d8+5/1d4+2
attacks: longsword +6 1d8+7
--------------------
Statistics
--------------------
Str 20, Dex 15, Con 14, Int 12, Wis 12, Cha 17
Base Atk +1; CMB +4; CMD 16
Feats Two-Weapon Fighting, Improved Shield Bash
Traits Reactionary, Murder
Trained Skills: Bluff +7 Intimidate +7 Knowledge (religion) +5
Languages Common, Draconic
Equipment
--------------------
Armor chain shirt +4 ac -2ACP
Shield heavy shield +2AC -2ACP
Weapons longsword and shield 1d8+5(19-20 x2) 1d4+2 (x2)

He is now an ex paladin but madness has driven him insane it is even possible outside interference made him go mad.
But is there a way to make him become undead so he can use touch of corruption on himself?
i feel the most powerful paladin ability has gone to waste on the anti-paladin and nothing equally powerful has been gained as a martial class this touch of corruption is not so likely to happen as it does less damage than a straight attack does. Of course high armored foes would be sweet to touch attack and give a condition but otherwise I think the anti-paladin is on the weaker side. I don’t find a specialized anti-paladin guide because he is of course not played as often.

[b]Anny tips and tricks are welcome[b]

For now my intention is to make him a power turtle as he is evil he only cares for his companions to help him gain his evil goals. But he would still need to be able to sting this is why two-weapon fighting and imp. Shield bash probably shield slam and improved two-weapon fighting in the future.


i really never ever found a Forum so slow! this is just terrible you actually have to WAIT when you click on something its absurd.
i wish i never joined these boards now that i got into a PBF and like posting i get agrivated by the slowness of the board I'm actually opening 5-6 windows so i don't have to wait and still ill have to wait when I am done reading all 6 windows I still have to wait to let it load in.

i actually re installed windows to make sure it is not my computer but this is just absurd my P150 was faster than this running win 98SE

BLEH!

i really had to get that out of my system!


can you cast shield on a friend with a wand of shield?

I thought it was a range personel so you can only cast it on yourself?


2 people marked this as FAQ candidate.

I am going to play a Magus starting level 5 and i would like to know how it is told in the rules I know there is a lot of discussion but I would like some rules quotes and opinions

Here is the question:

Round 1 spell combat: I cast Frostbite I get to deliver the charge through spellstrike so I hit the target and got 4 charges left I hit it again with my normal attack
Then the second round I got 3 charges of frostbite left but I want to spell combat so I cast arcane mark. at that moment does frostbite disappear or doesn’t it?


Male Human magus 5
LG Medium Humanoid (human)
Init +5; Senses Perception +5
--------------------
Defense
--------------------
AC 18, touch 11, flat-footed 17 (+1 Dex)
hp 44 (5d10+10+5)
Fort +6, Ref +2, Will +4

--------------------
Offense
--------------------
Speed 30 ft.
Attacks: scimitar +10/ 1d6+7(18-20 x2)
spellcombat with spellstrike: Shocking grasp +8/+8 5d6 +1d6+5 (18-20/x2)/1d6+5(18-20/x2)
--------------------
Magus arcana: Arcane Accuracy
--------------------
Statistics (+2 to two abilety scores Alt racial dual talented 20 point buy)
--------------------
Str 20, Dex 12, Con 14, Int 18, Wis 10, Cha 7
Base Atk +3; CMB +8; CMD 19
Feats improved initiative, weapon Focus Scimitar,combat casting, extra arcane pool
Traits Giant slayer(campaign), Magical Liniage
Languages: Common Giant Orc Infernal Sylvan
Equipment
+1 chain shirt
+1 scimitar
+1 Mithril buckler
Belt of giant Str +2
--------------------
spels known:
LVL1: Color Spray, Enlarge person, grease, obscuring mist, ray of enfebelment, reduce person, shield, Shocking grasp, Silent image, true strike, Vanish
LVL2:Bear's endurance, Frigid touch, Mirror image
Spells prepared:
lvl0: Detect magic, Ghost sound, Prestidigitation, Read magic
lvl1: Shocking grasp X3, True strike, Vanish
lvl2: Bear's endurence, Frigid touch, Mirror image

if I forgot to add anything let me know

lvl6:
magus arcana:empowered magic
lvl7 feat: Intensified Spell (Metamagic)
lvl8 point in cha so its not stupid low


I have been looking for a live game. meaning with a chat program and live tools.

i would like to play pathfinder in the evning ours when im home from work during the week. depending on the players i can get 2-3 times a week for a few hours.

i just dont know how to run such a game.

it has to be in the evening hours between 19.00 and 23.00 GMT+1

i just dont know how to set up such a game or where to find it. i would rather be a player but if need be i would GM it, anny help is wanted


So i started out to go folow the iconic and use a large bastard sword but i considerd a keen falchion just was more awsome:

Barbarrian invull. Rager 20pt buy
Half-elf skill focus: "perception"
STR 18 (racial +2)
DEX 13
CON 15
INT 10
WIS 8
CHA 12
15HP

lvl 1 -> Poweratack

lvl 2 -> Reckless abandon (rage power)
DR_1
lvl 3 -> Combat Reflexes (feat)
lvl 4 -> animal fury (rage power)
point in Dex from 13 to 14 (with lunge might need 3 AOO per round :-))
DR\_2
lvl 5 -> Raging Vitality (feat)
lvl 6 -> lesser beast totem (rage power)
1 point of fire resist DR\_3
lvl 7 -> lunge (feat)
lvl 8 -> Beast totem (rage power)
point in con from 15 to 16"
DR\_4
lvl 9 -> Critical Focus(feat) (this is where i want to have a keen Falchion)
2 points of fire resist
lvl 10 -> Greater beast totem (rage power)
DR\_5
lvl 11 -> Bleeding Critical (feat)
DR\_6
greater rage
lvl 12 -> Come and get me (rage power)
1 point in STR from 18 to 19
3 points of fire resist
DR\_7
lvl 13 -> Iron Will (feat)
lvl 14 -> unexpected strike (rage power)
DR\_8
lvl 15 ->
lvl 16 -> Strength Surge (Rage power)
+1 to STR 19 to 20
DR\_8


im playinf rise of the runelords ani. edition and we just got an island where we could go untherground with alot of goblins just lvled as we escorted some humans back to sand point. but i just prepared the rest of my lvls as im alsways thinking what direction i want to go to well this is it:

lv1 -> Barbarrian 18str 13 dex 15 con 10 int 8 wis 12 cha 15HP
Poweratack rage fast movement
Half-elf skill focus: "perception"
lvl2 -> Reckless abandon (rage power)
DR_1
lvl3 -> Combat Reflexes (feat)
lvl4 -> animal fury (rage power)
point in con from 15 to 16
DR\_2
lvl5 -> extra rage (feat)
lvl6 -> lesser beast totem (rage power)
1 point of fire resist DR\_3
lvl7 -> Raging Vitality (feat)
lvl8 -> Beast totem (rage power)
point in dex from 13 to 14"
DR\_4
lvl9 -> lunge (feat)
2 points of fire resist
lvl10 -> Greater beast totem (rage power)
DR\_5
lvl11 -> increased Damage reduction (feat)
DR\_6
greater rage
lvl12 -> Come and get me (rage power)
1 point in STR from 18 to 19
3 points of fire resist
DR\_7
lvl13 -> Iron Will ( feat)


ok i got my GM to alow a revised version of the titan mauler

Massive Weapons (Ex): At 3rd level, a titan mauler becomes skilled in the use of massive weapons looted from her titanic foes. At 3rd level, she can wield melee or thrown weapons sized for creatures one size category larger than her own size, with a -2 penalty on attack rolls. Such weapons are always considered two-handed weapons.

For every 3 levels beyond 3rd, a titan mauler may choose to increase the size of weapons she can effectively wield by one additional size category, with an additional -2 cumulative penalty to attack rolls. Alternatively, she may choose to reduce her attack roll penalty when using oversized weapons by 1. This choice must be made every 3 levels when the ability is gained and cannot be changed. This ability replaces trap sense.

but he put 1 more restriction i can only chose 1 weapon type each time i gain this abilety

i was wondering if it would be better to wield a huge bastard sword or a large greatsword? or maybe there is other options that do more damage?


Ok i have read the older posts made about wielding larger weapons. But!

Me and my group are about to start the "rise of the runelords ani adition) and it seemed to hold alot of larger creatures and giants from the info in the guide we got.
I especialy made a Barbarian with the Titan mauler archtype.

I stil dont get what is or isnt possible with the abilety "massive weapons" in my opinion i dont see a problem with wielding a 2 handed large weapon at lvl 3 (considering i can find/make one) but some people are saying that this aint possible.

it gets even cooler if you wield a large greatsword and you use your lvl 14 abilety or a sorcerer casts enlarge person you go from (large greatswor)3d6 to ?? 3d8 or 4d6 (huge greatsword??)

the gist of it all is i just want an awsome sword to weild towering over myself and do masive damage, i have 18 STR at lvl 1 to begin with and with rage it climbs tot 22 at lvl 1 considering a +2 STR belt and beter rage abiletys later on i think it should roleplay whise be verry plauseble. maybe having the sword adjusted to my hands grip wise.

give me your thoughts pleas :-)


Is there an app for pathfinder specific to keep your char on the tablet? Becaue i cant find anny specificly for pathfinder
I did find one for dnd tho