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Channel Smite is worded so it works on any melee attack roll (including melee touch attack rolls)

Depends: Do you want to hit somebody over the wand - then I would guess you use the improvised weapons rule. If you use the wand to cast a spell you won't get any Str bonus, just the spell.

Thanks for all the input - the plan was to find a way to use the Grenadier archetypes ability to shoot alchemical substances with a weapon as an extra nice little bonus. And to save those precious bombs but still use those TWF feats one have in all encounters during the day.

@Waiph I'm fairly sure bombs only require one hand to operate, since they are eligible for TWF =)

@Gatherer818 Dual-wielding composite longbows ... hmm what dose have a nice sound about it...

@Fozbek Yeah, I could certainly see this going against RAW on some interpretations (since I did feel the need to ask : ) ).

Normal bombs are definitively out. Nice to see that there are others that think that one might TWF with bombs and guns/crossbows - even thou the matter isn't clear. I'll put this in the maybe folder then =)

@Cheapy -2 for not being a light weapon I think, while heavy crossbows carries a bigger penalty.

@Fozbek You see, fast bombs make throwing bombs "just like a full-attack with a ranged weapon."

2 responses, two different opinions ... : /

edit: Huh ... I guess there is only one left now : )

Disclaimer: This is not a question about if you can dual wield bombs, and throw more of them that way!

The question is if you could dual wield bombs and another ranged weapon (and dose one need fast bombs for it)? Say wielding a crossbow in your main hand and throwing a single bomb with your offhand.

As a bonus question I was going to ask if one could use a repeating crossbow to gain multiple attacks with both the crossbow and bombs (from Improved Two Weapon Fighting) but it seems like those specify that you need two hands... How about having a revolver in one hand and throwing bombs in the other ? Disallowed by RAW or touch-attack galore?

An example of how this would look:

X the ambidextrous alchemist with Dex 17, base attack bonus +7, fast bombs, firearms proficiency and improved two weapon fighting:

Bombs +8/3 for xd6+int & revolver +8/3 for 1d8

Fast Bombs:

Fast Bombs

Prerequisite: Alchemist 8

Benefit: An alchemist with this discovery can quickly create enough bombs to throw more than one in a single round. The alchemist can prepare and throw additional bombs as a full-round action if his base attack bonus is high enough to grant him additional attacks. This functions just like a full-attack with a ranged weapon.

Mkay - so smiting him into oblivion might be out of question. But nevertheless, he bought the keep under false premises claiming to belong to an organization which he isn't part of, promising things he can't give you and paying with wooden coins (seriously ? shouldn't you characters notice the difference between platinum and wood?).

The lawful thing to do would be to contact the church of Abadar and plea your case - you should ask them to preform some minor magic in case the buyer won't come clean (Cool spell for this ocation). Then you hope the grand bureaucracy of justice takes care of this for you : )

Calm down! Its not like it would be hard to find the man again - he bought a freakin' castle from you (not something easy to move). Perhaps teleporting/travelling really fast back to the keep and set some nasty surprises ... =)?

Aww - curses, foiled again!

Good luck and happy treasure hunt : )

So, fixed a flavour text to the Evangelist, and threw in a bonus Sohei :) Both still have ~3000 gp left for some minor magic items, consumables and mundane gear, but sadly I'm to tired to comb thru those lists today. The monk offers good all around defensive capabilities mixed in with reach, flurry and trip (and the possibility of +35 jump rolls, just for lulz). One thing, are you okay with the feat Extra Traits ? The cleric has it, but that is easily fixed (I think).

Thane Willowbrook, Speaker of Iomedae:

Thane was raised in a mercantile family, but at a young age he discovered his call elsewhere and joined the church of Iomedae. He dose the Inheritors work mostly by spreading her word across the world, travelling from city to city and preaching. Occasionally he tries to deal with their problem, spiritually and physical, as a means to gain their good will and trust. That is how he heard of this "Tomb of Horrors".

The Evangelist is a rather short man in his lower middle age. His looks are distinct, but not striking with an sharp jaw and piercing gaze. He considers himself in great physical shape (which is debatable however) and has an excellent stamina. His greatest assets however is his iron will and great wisdom (and a good measure of divine power).

Male human Evangelist of Iomedae 9
LG Medium humanoid (human)
Init +4; Senses Perception +20
Aura: Good, Law, Aura of Heroism(Su): 30ft.; Swiftaction, Heroism 9 rounds/day


AC 20, touch 11, flat-footed 20 (+6 armor, +1 deflection, +1 natural, +2 Shield)
hp 80 (9d8+4*9)
Fort +12, Ref +6, Will +16


Speed 30 ft.
Melee Longsword +7/2 1d8 19-20x2
Ranged Sling +6 1d4
Special Attacks channel Positive energy 4/day (DC 15, 3d6/2, +2),
Cleric Spells Prepared (CL 9th; concentration +16)

5th— Holy SmiteD, Summon Monster V, Wall of Stone
4th— Holy SmiteD, Summon Monster IV x2, Freedom of Movement
3rd— HeroismD, Windwall, Daylight, Prayer, Dispel Magic, Invisibility Purge
2nd— Bless WeaponD, Inheritor's Smite, Resist Energy, Silence, Remove Paralysis, Bear's Endurance, Grace
1st— Shield of FaithD, Ant Haul, Bless, Summon Minor Monster x2, Protection from Chaos, Sanctuary
0 (at will)—4
D Domain spell; Domains Glory (Heroism)


Str 10, Dex 10, Con 16, Int 12, Wis 24, Cha 13
Base Atk +6; CMB +6; CMD 17
Feats Extra Traits (Dangerously Curious & Eyes and Ears of the City),Spell Focus (conjunction), Augment Summoning, Superior Summoning, Sacred Summons, Improved Initiative
Skills Know(planes, Religion) 3 +7, Perform (oratory) 9 +13, Perception 9 +20, Use Magic Device 9 +14, Diplomacy 3 +9
Touch of Glory (sp); +9 on next Cha test, 1h or use. 10/day
Sermonic Performance 21 rounds/day, Move action
Countersong, Fascinate, Inspire Courage +2, Inspire Greatness
Spontaneous Casting (evangelist), Public Speaker, Variant Channel: Justice
Languages Common, Celestrial

Gear 4140.8 gp Headband of Inspired Wisdom +4, Belt of Constitution +2, Cloak of Resistance +3, Amulet of Natural Armour +1, Ring of Protection +1, Handy Haversack, Chainshirt +2, Mithril Quickdraw Lightshield +1, Pair of Spiked Gauntlets, Mwk Longsword, Ioun Torch, Sling /w 20 bullets

Seto, Master of the Poleaxe:

The story of Seto is one of determination and tragedy. Born the third son of a blacksmith in Cheliax, Seto's blood wasn't worth much to begin with. He was orphaned at the age of seven, when an inferno consuming almost one third of his hometown took all his family. The following years until his coming of age he was raised in one of the monasteries that also served as orphanages, where the monks taught him the importance of discipline and obedience. The first sat well with the boy, but he always had that sickly feeling in his stomach when he bowed to anyone. At his sixteenth birthday, instead of swearing fealty to the crown and his masters he took of in the middle of the night - taking only his will and knowledge of martial arts with him.

Many years has passed since that fateful night, and many roads has Seto travelled. He has embraced the life of adventure as his way to keep his freedom and independence. He learned how to use a great many weapons, his favourite the Bardiche; a poleaxe with a long and wicked blade. The style of fighting he uses is a mix of martial art moves and sweeping axe strikes, blended into a deathly dance of destruction. He also learned how to stay on his feet while denying that to his foes.

Seto is a tall and imposing man in his late twenties. He bears the typical cheliaxial features: black hair and fair skin. Clad in a sleeved robe, his face is the only physical features easily observed. A man of discipline and honour, he likes to spend the first few hours before sunrise exercising and "preparing for the day" altou his few friends calls him insane.

Male human Sohei 9
LN Medium humanoid (human)
Init +11; Senses Perception +14


AC 22, touch 19, flat-footed 18 (+2 armor, +1 dodge, +1 deflection, +1 natural, +3 dex, +4 monk)
hp 89 (9d8+5*9)
Fort +11, Ref +11, Will +10, +2 vs enchantment


Speed 30 ft.
Bardiche +2: +14 (1d10+18 19/20 x2)
Flurry of Bardiche +2: 15/15/10/10 (1d10+13 19/20 x2)
Composite Longbow +10/5 (1d8+7 x3)
Special Attacks
Ki: 6
1/swift - Extra Attack, +20 ft., +4 Dodge, +20 jump, +2 enchantment on weapon
2/standard - heal 9


Str 22, Dex 16, Con 16, Int 10, Wis 14, Cha 8
Base Atk +6; CMB +15, +4 on trip; CMD 33, +2 on trip
Feats Toughness, Dodge, combat Reflexes, Improved Trip, Power Attack, Improved Initiative, Weapon Focus (Bardice), Fury's Fall, Big Game hunter
Skills Perception +14, Acrobatics +15, Stealth +15, Escape Artist +15, Sense Motive +14
SQ: Devoted Guardian +4, (Monatistic Mount), Ki Weapon +2, Weapon Training (polearm) +1, Ac bonus +2, flurry, evasion; improved, Ki pool (magic), maneuver training, still mind, high jump, wholeness of body

Languages Common

Gear 3687gp
Bardiche +2, Composite (+6) Longbow +1, Headband of Wisdome +2, Belt of Str/dex/con +2, Cloak of Resistance +2, Bracers of Armor +2, Amulet of Natural Armor +1, Ring of Protection +1

Pew - as the lady said, happy pickings =)

Back, with a character. The evangelist, with a more accessible god : )

Thane Willowbrook, Speaker of Iomedae:

Male human Evangelist of Iomedae 9
LG Medium humanoid (human)
Init +4; Senses Perception +20
Aura: Good, Law, Aura of Heroism(Su): 30ft.; Swiftaction, Heroism 9 rounds/day


AC 20, touch 11, flat-footed 20 (+6 armor, +1 deflection, +1 natural, +2 Shield)
hp (9d8+4*9)
Fort +12, Ref +6, Will +16


Speed 30 ft.
Melee Longsword +7/2 1d8 19-20x2
Ranged Sling +6 1d4
Special Attacks channel Positive energy 4/day (DC 15, 3d6/2, +2),
Cleric Spells Prepared (CL 9th; concentration +16)

5th— Righteous MightD 2
4th— Holy SmiteD 3
3rd— HeroismD 5
2nd— Bless WeaponD 6
1st— Shield of FaithD 6
0 (at will)—4
D Domain spell; Domains Glory (Heroism)


Str 10, Dex 10, Con 16, Int 12, Wis 24, Cha 13
Base Atk +6; CMB +6; CMD 17
Feats Extra Traits (Dangerously Curious & Eyes and Ears of the City),Spell Focus (conjunction), Augment Summoning, Superior Summoning, Sacred Summons, Improved Initiative
Skills Know(planes, Religion) 3/5 +7/9, Perform (orathory) 9 +13, Perception 9 +20, Use Magic Device 9 +14, Diplomacy 1 +5
Touch of Glory (sp); +9 on next Cha test, 1h or use. 10/day
Sermonic Performance 21 rounds/day, Move action
Countersong, Fascinate, Inspire Courage +2, Inspire Greatness
Spontaneous Casting (engvalist), Public Speaker, Variant Channel: Justice
Languages Common, Celestrial

Gear 4140.8 gp Headband of Inspired Wisdom +4, Belt of Constitution +2, Cloak of Resistance +3, Amulet of Natural Armour +1, Ring of Protection +1, Handy Haversack, Chainshirt +2, Mithril Quickdraw Lightshield +1, Pair of Spiked Gauntlets, Mwk Longsword, Ioun Torch, Sling /w 20 bullets,

There are a few thing left; a short description, spell selection and some gp to spend on scrolls and wands and some mundane supplies (10 foot poles!). What he brings to the party is out of combat healing, buffs galore and summoning of meatshields. 6 more to go : P

7 is a good number - is it to early to start drawing up drafts for the characters? Have some ideas I would like to try : )

Cleric/Holy Vindicator (with that hellknight feel)
Mystic Theurge (probably engvalist of nethys/wizard)

5 more to go ! (Assuming I would get picked...)

Elizaveta Vladimira wrote:
I feel compelled to give you fair warning: Tomb of Horrors is the ultimate killer dungeon, and I've heard of it taking waves upon waves of characters to defeat.

Thanks, I've heard the rumours. That is why I have to see for myself what the fuzz is all about =)

High chance of death/dismemberment? Action packed? Sign me up! I don't really have any clue on what the difference between the three versions is, so whatever floats your boat. As long as the challenges are actually possible to overcome and not "oh your character managed to say the forbidden secret magic word, he is now polymorped into a tomato" if you know what I mean ... :)

Now for some character questions, I really feel like rolling a cleric - would you be okay with a neutral cleric of a dubius god (god of contracts, Asmodeus in this case). My plan B would probably be a cleric of Nethys (or perhaps a MT, with some 3.5 material I think that could turn out decent :) ).

@WWWW - True, in the wizards boots I think something to oneshot the alchemist would have been a better choice (if I'm low on hp and there is a good chance that I would be dead next round). Sadly there is very few spells that instant kill people @ max hp, and even the death of the alchemist wouldn't stop his simulacrum from killing him (that probably counts as a draw, unless someone put some contingency:s in place). The spells I can think of is either an persistent flesh to stone or metamagiced disintegrate.

@Trikk - Lol true

Trikk wrote:
Mister E wrote:
Trikk wrote:
On paper, an alchemist will lose to a wizard.

Nope. Alchemist. KO in round 6. On paper.

Trikk wrote:
I don't think anyone would have bet money on you vs a wizard.

My opponent once thought as you do.

He's dead now.

This is like saying that straight up boxing is better than cross-training because fighter A won over fighter B in an MMA fight. You won because of an item, an item that's not specific to the alchemist and on top of that the item is extremely easy to beat. What are you going to do against a wizard that targets you with more than one spell? Ready action to re-activate the Ring of Spell Turning?

You won because of sheer luck if your battle report is to be believed. You spent more time prepping, your opponent was not even a divination wizard and had no tactics to face you. He didn't even have any area effect spells. All the rules were tailored to help you and you still had to rely on an item to have any chance at all of winning.

If his report are to be believed, the wizard died on round 6 from firebombing minions. That would have happen regardless if the feeblemind got thru or not (yeah, Mister E would be a drooling wreck, but he still would have won!). Do you think the wizard would have benefited so much from going first (eg being a diviner) seeing as the combat went on for atleast 5 rounds before being decided?

Great work! and congratulations !

As long as atleast one of the spells in the staff is castable by the recharger he is free to charge it. From d20pfsrd:

Staves hold a maximum of 10 charges. Each spell cast from a staff consumes one or more charges. When a staff runs out of charges, it cannot be used until it is recharged. Each morning, when a spellcaster prepares spells or regains spell slots, he can also imbue one staff with a portion of his power so long as one or more of the spells cast by the staff is on his spell list and he is capable of casting at least one of the spells. Imbuing a staff with this power restores one charge to the staff, but the caster must forgo one prepared spell or spell slot of a level equal to the highest-level spell cast by the staff. For example, a 9th-level wizard with a staff of fire could imbue the staff with one charge per day by using up one of his 4th-level spells. A staff cannot gain more than one charge per day and a caster cannot imbue more than one staff per day.

I recommend adding atleast one spell from the druid list to the staff .. :)

Edit: Spellstaff might be appropriate

Indeed, that is a long list. I think you got plenty of people wanting to get in, so I withdraw my application/interest : )

This seems like the perfect place to play a sandman! Will have my submission up at latest tomorrow night to contend with the others (if there is still a chance)..

Dott :-)

Sweet mother of ...!!

Just remember that Touch of Idiocy don't stack with itself (you only use the largest penalty).

Khaibit, yepp that's it. I was planning on using them for their slightly more thuggish feel they have over 'normal' Mekhet, and not for their shadowy or ancient guardian stuff. I also like their disciple lineup with vigor instead of obfuscate, since invisibility stuff usually looks good on paper, but might be rather boring or useless in pbp (if someone runs of sneaking, then everybody else have to wait for a week while it resolves, or an extra load on your (the DM:s) shoulders).

Your call of course : )

If Khaibit is 100% out of the picture (even those who really honour their tradition) I was thinking of a daeva or ordinary mekhet.

Seems cool, but I'll have to read it thru later today. Just one quick question, are you opposed to including some of the bloodlines from Blood of the Hidden (I think)? Was thinking if I could run one of the Asp. Can post a quick summary and their real (long) in the evening.

The implication would be that one of the Alchemists minions would throw it (at such a low casterlevel there is a very good chance it would be among the first things to drop). However, arguing about consumables might be moot anyway since the wizard could probably afford at least a couple time stop & gate scrolls... or the Alchemist if he decides to invest in Use Magic Device. What are the rulings on scrolls and wands (and other consumables) for this duel?

Good thinking Abraham. However, Delay Poison don't appear to be on the Wiz/Sor list (according to d20pfsrd). There are probably other spells out there that do the same thing, however, if not, a dispel magic bomb would easily strip away a scrolled level 1/2 spell.

Poison is another nasty thing you should use. I see some people have suggested it, but I have a cunning plan to make the most of it. First a quick recap of the poison rules:

part of the rules for Poison:
Unlike other afflictions, multiple doses of the same poison stack (see FAQ for additional information.) [/b]Poisons delivered by injury and contact cannot inflict more than one dose of poison at a time, but inhaled and ingested poisons can inflict multiple doses at once[/b]. Each additional dose extends the total duration of the poison (as noted under frequency) by half its total duration. In addition, each dose of poison increases the DC to resist the poison by +2. This increase is cumulative. Multiple doses do not alter the cure conditions of the poison, and meeting these conditions ends the affliction for all the doses. For example, a character is bit three times in the same round by a trio of Medium monstrous spiders, injecting him with three doses of Medium spider venom. The unfortunate character must make a DC 18 Fortitude save for the next 8 rounds. Fortunately, just one successful save cures the character of all three doses of the poison.

Okay, so some poison allow for effective infinite stacking of the save (if you can afford it). So, how do we use this to our advantage? Easy! Give one (or more) of your minions a bag of holding, smallest will do. Then stuff the bag full of inhaled poison, and have him turn it outside in when he is close to the wizard. How much poison can you put in the bag? Enough. Viola! DC 87 fort save please :)

Now, there is some flaws: first you need to get close, and more importantly: most of the inhaled poisons suck and are expensive. There is a cure for that however, if you have some spare time: Poison Conversion. I recommend Drow KO poison, its cheap and put him lights out after a single failed save :)

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Depending on the terms of engagement, a Clone Master could be useful. The plan:
1 Make sure you put alot of ranks in stealth and use magic device, maybe even skill focus.
2 Create 10 or 20 simulacrum of yourself.
3 Hand your simulacrum useful scrolls that don't depend on caster level, like dimensional anchor or scorching ray.
4 Have all your copies (except one) hide in the general vicinity of the duel, either via alter self, elixirs of hiding or just plain old stealth.
5 Have the last of your copies pose for you and accept the duel.

Since we are playing rocket tag at this level, it would be fair to assume that the wizard would nuke the copy:s sorry ass the first thing he dose (preferably with something nasty like persistent stone to flesh, that might not even work on something made out of snow!). Then you have your minions attack him after he melts the first 'you'. Preferably in groups of 3-4, and hitting him with dispel magic scrolls or something. When he has exhausted himself on your minions, you can reveal yourself to him, chuckling [b]Very impressive[b] and then start chuckling bombs or something. Of course, this could be just another copy, and you will of course have 2-3 clones of yourself if this goes badly...

So, back from school : )

I'm interested in playing - althou I only played the old world of darkness a few times, I think I'll get a grasp on how this works rather quick (have a few books I can look in certainly helps).

Of the settings proposed I think I prefer the following;

Los Angeles: Endless Nights of the 80’s

The Chicago Chronicles

Things to do in Denver when you’re (un)dead

But I would settle for any of them for a chance to play :)

I haven't got a concept ready, but I think I will run a Daeva or Mekhet. Have no real opinions on what covenants or other clans that opperate in the area, as long as there is a good mix of magic, might, civilization and savages (werewolfes or grangel or something, not people in loincloth with clubs).

Dotting -

Assuming this is happening, would a vampire be required to have a haven, or could he just live in a normal apartment ?

This seems cool. I have only played oWoD two or three times, and never the new one, however, one must start somewhere ! Will go over and see if I can find the books, and if I understand how it works I'll post a character here. (probably a vampire, since I only have Requiem and World of Darkness, going for some melee punch. If anyone has any suggestions I'm open to them!)

Greetings again fellow brain-devouring squidheads! Wrote up stats for a mindflayer bard, which I feel seems more fun to run : ) It's not completely done yet, but it conveys the basic idea (missing some skill points, and all the gear isn't fixed). I picture him as a taskmaster/human resources guy that spends some time pondering over occult lore (a little lovecraftian feel with mind bending words and even skills for summoning beings from the outer realms !).

Human/Occult Resources Guy:

Bard (Sound Striker) 6
LE Medium Aberration
Init +4 Senses Perception +17, Darkvision 60ft


AC 26, touch 15, flat-footed 22 (+4 Natural, +4 Dex, +7 Armor, +1 Deflection)
hp hp (12d8+36)
Fort +9, Ref +13, Will +15
SR: 31


Speed 30 ft.,
4 Tentacles +11 1d4+1+grab
Arcane Strike + 3 dmg



Str 12, Dex 18, Con 16, Int 20, Wis 14, Cha 27
Base Atk +10; CMB +11; CMD 25

Feats: 7
Ability Focus (Mindblast), Lingering Preformance, Leadership, Discordant Voice, Arcane Strike, Practiced Spellcaster, Infernal Deal

Skills 9max + 3*6
Preform (Act, Oratory ;12 Ranks ->Bluff, Disguise, Diplomacy, Sense Motive) +26, Intimidate (12 ranks) +26, Perception (12 ranks) +17, Use Magic Device (12 ranks) +26, Spellcraft (12 ranks) +20, Know (Planes, Local 6 ranks) +17, Linguistics (12 ranks) +20, Stealth (6 ranks) +13, Heal (6 ranks) +8, Handle Animal (6 ranks) +17

Languages Common, Undercommon, Elven, Infernal, Draconic, Abyssal, Aklo, Aquan, Giant, Ignan, Orc, Auran, Terran, Goblin, Halfling, Gnome, Dwarven, Sylvan, Celestial


Spell-like abilities:
Detect Thoughts DC 20, Charm Monster DC21, Levitate, Plane Shift, Suggestion DC 21

Mindblast DC: 24
Loremaster 1/day

Preformance: 24 rounds/day DC: 21
Motivate Courage +2
Wordstrike: 1d4+6
Weird Words: 6x1d8+8
+Discordant Voice (+1d6 sonic dmg)

Magical Knack: Bard, Natural-Born Leader, Distract, Countersong, Bardic Knowledge, Cantrips, Well-versed, Versatile Preformance (Act, Oratory)

0: Prestidigitation, Sift, Mage Hand, Message, Detect Magic, Read Magic
1: Silent Image, Hideous Laughter, Grease, Vanish
2: Alter Self, Blistering Invective, Heroism, Glitterdust

CL 12
DC 18/19/20
Per day: -/6/5

Gear 32000 -8000-4500-6300-2600-4000-1500
Headband of Cha +2, Cloak of Resistance +2, Circlet of Persuasion, Elven Chain +1, Handy Haversack, Soal Soap x3, Ring of Protection +1, Amulet of Natural Armor +1, Wand of Cure Light Wounds x2,


Drow Fighter 6 (Unbreakable)/Pain Taster 4
LE medium Humanoid(elf)
Init +2, Senses: Perception +13, Darkvision 120ft


AC , touch , flat-footed (+7 Armor, +2 Dex)
hp hp (10d10+30)
Fort +15, Ref +6, Will +5
+3 vs Mindeffects, +2 vs Enchantment, +4 vs Pain, +4 vs non-lethal, Immune to sleep
SR: 16; DR 2/- (DR 5/- vs nonlethal damage), Blood Control: -4
Light Blindness


Whip +1: +16/11 1d3+5+2d6
Power Attack: -3/+6 + Intimidate
(Masochism +1/1)

Mwk Earthbreaker: 15/10 2d6+6
Power Attack: -3/+9 + Intimidate
(Masochism +1/1)


Str 18 Dex 14 Con 16 Int 10 Wis 13 Cha 10
Base Attack: +10; CMB +14; CMD +27

Feats: 2b+3+1b+5
Endurance, Die Hard, Great Fortitude, Weapon Focus (Whip), Whip Master; Improved, Combat Reflexes, Power Attack, Cournegon Smash, Heroic Recovery, Bodyguard

Skills 26
Intimidate (10 ranks) +16, Perception (10 ranks) +13, Sense Motive (6 ranks) +7

Languages: Undercommon, Elven


Spell-Like Abilities:
1/day: Dancing Lights, Darkness, Faerie Fire

Poison Use, Unflinching +2, Armor Training +1, Disciple of Vigor, Masochism, Cruelity +2d6, Damage Reduction 2/-, Blood Control, Uncanny Dodge

Gear -2000-4000-2000-1000-1350
Belt of +2 Con, Whip +1, Mwk Earthbreaker, Spiked Chainmail +1, Cloak of Resistance +1,

Now, I got some questions I would like to ask. I assume It's okay that I took leadership for a minion to do the dirty work? I built it using a 15p buy - I just assumed that was the baseline. Should I use a better/worse pointbuy and dose it gain traits?
Would there be any possibly to gain a scaling Mind Blast ? Do we advance our CL of our spell like abilities to our HD or do they stay the same?
Would it be possible to use the Infernal Bargain with keyboard skills instead of string? It feels more thematic sitting and playing an large organ (in appropriate thunderstorm) instead of some measly violin? And is it safe to assume that we (the mindflayers) own some kind of dwelling to put said organ in (heard they are quite heavy)?
Sorry for the barrage :P

Edit: Oh almost forgot, how do you feel about aiming all the weird words on one target ?

Weird Words:
Weird Words (Su): At 6th level, a sound striker can start a performance as a standard action, lashing out with 1 potent sound per bard level (maximum 10), each sound affecting one target within 30 feet. These are ranged touch attacks. Each weird word deals 1d8 points of damage plus the bard’s Charisma bonus (Fortitude half ), and the bard chooses whether it deals bludgeoning, piercing, or slashing damage for each word.

This performance replaces suggestion.

I searched the forum, and I think most agreed that it would be okay to nuke one target with em all - but your call

Cool! Just put together a character build, mostly for the lulz. The goal was to use their amazing intellect for as much as possible. I did most of the work late yesterday, and it seems like I screwed up skills bigtime, but here it is anyway:

MSF (mindflayer smart fighter):

LE Medium Aberration
Init +7 Senses Perception +22


AC 31, touch 26, flat-footed 21 (+9 Int, +4 natural, +1 Deflection, +1 Dodge, +5 Wis, +1 Armor)
hp hp (10d8+4d10+)
Fort +14, Ref +10, Will +20
SR: 31


Speed 30 ft.,
Ki-Spear: 15/10 1d8+7
+Powerattack: -0/-2 +4/6 Dmg
+Kirin Strike +18 Dmg
+Tentacles 9/9/9/9 1d4+2

Hand of the Acolyte: 16 1d8+4


Str 18, Dex 14, Con 16, Int 28, Wis 20, Cha 14
Base Atk +10; CMB +14; CMD 32
Feats: 7+1+2
Combat Expertise, Dodge, Skill Focus (arcana), Mantis Style, Kirin Style, Kirin Strike, Powerattack, Ability Focus (Stunning Fist), Furious Focus, Cournegon Smash

Skills 11max +10 +14
Know (all, 14 ranks) +26 (+32 arcana), Perception (14 ranks) +22, Sense Motive (14 ranks) +22, Climb (2 ranks) +8, Swim (2 ranks) +8, Stealth (2 ranks) +7, Survival (2 ranks) +10, Intimidage (14 ranks) +20, Spellcraft (2 ranks) +14

Languages Common, Undercommon, Abyssal, Draconic, Dwarven, Elven, Gnome, Infernal, Aquan, Terran


Stuning Fist DC 26 6/Day
Mind Blast DC 16
Judgement 1/day
Hand of the Acolyte 8/Day

Evasion, Fuse Style, Know your enemy +1, Mind over Metal, Monster Lore, Orisons, Stern gaze +1, Detect Alignment, Track +1, Cunning Initiative, Domain: Magic

Gear 32000 -8000 -8000 -1000 -8000
Ki Spear +1, Belt of +2 Str, Headband of +2 Int, Bracers of Armor +1, Cloak of Resistance +2, Ring of Deflection +1, Amulet of Natural Armor +1,

I think I'm going to go with a quarterstaff instead of a spear. I'll fix this up by tomorrow. The basic idea is that this is an older grumpy badass grampa mindflayer, content in the knowledge that he can bring down any lesser being with only his staff (and superior mind). I have yet to figure out how to roleplay a mindflayer however... : )

Horrifying, I know (those slaves ain't gonna keep themselves in line !)

If you got space for another (p)flayer, I'm game for a Illithid fighter or perhaps bard =)

Actually, I think the rules are that animal companions from different sources stacks into one big critter. From d20pfsrd:

"Class Level

The character’s druid level. The druid’s class levels stack with levels of any other classes that are entitled to an animal companion for the purpose of determining the companion’s statistics."

( Scroll down to class level )

May I recommend the Beastmaster for multiple pets ?

Got a rough draft of my backstory of the paladin, Cyrus Abergail:


Cyrus Abergail, Paladin of the Holy Triad, knight of Illmater, appears less impressive then his lengthy title suggests. Wearing an antique suit of platemail, usually covered in a thin layer of dust, the only bright and eye-catching quirks this young pale man has is his intense yellow eyes and the red cord wrapped around his left arm. He is of average height and weight, but his paleness and relatively shy behaviour (no doubt a product of his usual occupation) he appears to be smaller.

Raised by the Illmatari church from a young age, Cyrus took the teachings of the Triad and Illmater to his heart. Growing up with the priest-healers showed him some of the worst of the things a fellow man would do unto each other, Cyrus decided that he would make a difference. He showed a much greater talent for swordplay then healing, and took the mantle of Knight when he came of age. When the other knights of the Triad where out and rescued fair maidens and slayed dragons, Cyrus was usually assigned the less glorious quests of clearing out the local cemetery or hunting down the nearby nest of giant spiders. Blessed with a great eyesight and a trusty tracking hound companion, Cyrus has fought many horrors of the darkness, but nevertheless, if you return from a quest covered in spiderwebb and dust, it's really not that much to brag about.

Late in the year 1371 DR, Cyrus was reassigned from his hometown of Athkatla to a small shrine to the north. He was grouped with two senior paladins, Krom of Trom and Victoria, a fierce paladin of Tyr. During the journey north the three knights became close, and when they arrived at the shrine it was if they had known eachother forever. Their arrival was troubling however, for the shrine they found were deserted and desecrated. They ventured to the lord ruling over the land, demanding to know what had happen. The Baron however, laughed at their concerns and replied "These lands are mine, and only I decide who lives and who dies, what stands and what falls. Now leave, before I decide to exercise my power". Later that evening Krom and Victoria left to journey back south to take the matter to the churches attention, Cyrus remained behind, knowing that he did not command any respect in those sacred halls. Instead he travelled back to the shrine and vowed that this time, he would make a difference... But he knew that alone in a strange land, in the realm of an tyrannical baron, he would not last long - therefore he journeyed west, to the safehouse known as Friendly Arm Inn.

Not realy sure about the end, but .. if anyone has any good suggestions I will incorporate them. Was thinking of having a Wolf as a divine bond, representing Cyrus tracking hound ace - I think horses and wolves are about as powerful as pets, GM:s call however. And I don't think this paladin will end up as especially stealthy :)

Greetings agian!
Was thinking of submitting a fetchling paladin. The basic concept will be that when the other knights liberated fair maidens from towers and killed dragons, he was always tasked clear out the local graveyard/tomb/monster-spider nest. As a consequence, he has alot of combat experiance, but no glory. Will flesh out the concept a little tomorrow, I have ideas including tyrants and fire so I think it will work out fine ...

Now for some questions, is the Fetchling available as a PC? Beastery II I think... And would it be ok to swap out the horse companion the paladin gets for some other fuzzy animal ?

Dotted for interest

@Arknight Actually, slightly more then 400gp. From the first post in the thread: "- Firearms: Firearms are common and easy to find in this setting. Early firearms are simple weapons and cost 1/4 of their original price. Advanced firearms are considered martial weapon and cost half of their original price. Ammo is abundant and cost 1/5 of the original price. " =)

Good luck !

Alaric walks along the dusty road towards Tethyr... Suddenly he gets a sudden attack of homesickness. He pauses for a moment, then sighs and looks around. "Dammit, not a cheerful sight as far as the eye can see. Very well, back to the road"

"Oh, that reminds me, of that time - waaaaaaaaaay back ..."

Hah : P

Well said


Ah thanks - I knew I saw it somewhere

I've started sketching on a concept, a gloomy elven tracker. His one true passion will be the hunt, which also serves as a plothook and motivation for venturing out from the elven lands (also 60000gp is alot to spend in one lifetime, even for an elf).

Now to the crunchy bits - he will probably be run as a ranger with the guide archetype, using a heavy flail and a longbow as his primary weapons of choice (guns are too noisy and new fashioned). The party role he could take care of would be scouting, stalking and melee bashing.

Now to some questions, are elves usually forest dwelling creatures in this setting ? I feel coming from the fairy forest would make my hunter a new spice to go with your exotic blend (so basically, any link or suggestion on were I can find some info on the realm of elves would be sweet). I could see this concept working well as a desert nomad also

Well this looks cool. Just one question, would the eldritch knight PrC be okay to use (at higher levels, if they are attained) for a gunslinger/ spellslinger ?

Edit: Ahh sorry didn't see the no multiclass clause on my first readthru, guess I'll do a straight spellslinger then ...

Edit2: Or maybe something about beating people with a Flail ... yeah that sounds like fun : ) I'll be back with a concept tomorrow

Ahh curses ... O well good luck : )

Sorry about the doublepost, but I just finished the stats..

Alex Truman:

Gunslinger 1 Spellslinger 5(F) Elderitch Knight 7
NG Medium Humanoid
Init +11; Senses Perception +17

Active Spells:
Extended Mage Armor, Extended False Life [1d10+10]


AC: 23 (+5 Dex, +2 Natural, +2 Deflection, +4 Armor)
hp: 100 (8d10+5d6+26) +[1d10+10]
Fort 14, Ref 15, Will 12


Speed 30 ft
Spellstoring Dagger +1:
+12/+7 (1d4+5 19-20x2) + Slow (DC 22)

Musket +3:
+18 (2d6+6 x3) Range 50ft

Str 13, Dex 20, Con 14, Int 24, Wis 12, Cha 8
Base Atk +10; CMB 11; CMD 26

Traits: Magic Knack & Reactionary
Feats -
Point Blank Shot, Precise Shot, Spell Focus: Transmutation, (+Greater).
Persistent Spell, Quicken Spell, Improved Precise Shot, Spell Specialization
(Disintigrate), Empower Spell, Arcane Strike, Improved Initiative

SQ - Gunsmith (x2), Grit (2), Deeds: Quick Clear, Arcane Gun (Su), Mage Bullets (Su),
School of the Gun, Diverse Training, Opposing Schools: Illusion, Enchantment,
Abjuration, Conjuration.

Skills -
Spellcraft +23, Know (Arcana) +23, Perception + 17, Sense Motive + 17,
Know (Dungoneering) +23, Ride +9, Swim + 5, Hide +18, Acrobatics +21,
Craft (Alchemy) +23, Survival + 17

Languages: Common, Draconic, Elven, Ignan, Gnoll, Infernal, Sylvan, Celestrial

Spells (6/6/6/4/3/2 day, DC 18/19/20/21/22/23, CL13)
I: Mage Armor (O), True Strike, Read Magic, Gust of Wind, Ray of Enfeeblement
II: False Life, Spider Climb, See Invisible x2, Scorhing Ray x2
III: Ray of Exhastion x2, Fly, Slow, Arcane Sight, Fireball
IV: Fear x2, Wall of Ice, Obsidian Flow
V: Quickend True Strike, Wall of Force, Persistent Slow
VI: Disintigrate x2


Headband of Int +4, Belt of Dex +4, Cloak of Resistance +5, Musket +3,
Spell Storing Dagger +1 [slow], Amulet of Natural Armor +2,
Ring of Protection +2, Ring of Featherfall, Scroll of Invisiblety,
Waterskin, Trail Ration, Mwk Dagger, Muleback Cords, Spell Component Pounce,
Gp 40, Sp 90, Cp 100

Handy Havresack [

Elexir of Vision x2, Pearls of Power I x3, Universal Solvent x5, 20 Bullets,
Poion of Clw, Potion of Fly, Potion of Remove Disease, Gp 40, Sp 100

Tounges x3, Malfunction, Passwall, Teleport, Invisiblity x3, Message x10,
Break Enchantment, Dismissal, Mnemonic Enhancer, Rainbow Pattern, Control
Summoned Monster, Scrying, Fly x2, Protection from Evil x3, Knock x2,
Darkvision, See Invisible x3

Bag of Holding II [

Gp 4000
Sp 2000
Cp 500

Rod of lesser Extend, Wand of Cure Light Wounds x2, Nobles Outfit x2, Royal Outfit,
Travelers Outfit, Explorers Outfit, Adventurers Outfit x3, Needle & Thread,
Alchemists Kindness x10, Mwk Musket, Bullets x 30, Paper Cartridge x 50,
Tindertwig x20, Flint n Steel, 5 ibs firewood, Trail Rations x30, Hooded Lantern,
Bulls Eye Lantern, Oil x10, Alchemists Fire x2, Acid x3, Crowbar, Bedroll,
Barrel of Water, Flask of Wine (Fine vintage) x3, Flask of Wine (Ok vintage) x5,
Bar of Soap x2, Axe, 1 Ibs of flour, Smokestick x5, Alchemist kit, Winter Blanket,
Iron 5 Ibs, Backup Spell Component Pounch, 500gp worth of Alchemical Components,
Silk Rope 50ft x2, Firework; Desnan Candle x15, Firework; Paper Candle x 100,
Hourglass (one hour), Hourglass (one minute), Sheep of paper x30, Ink x3, Inkpen x3

Spellbook I: 6*15
Read Magic
Detect Magic
Mage Armor
Magic Missile
Obscuring Mist
True Strike
Ray of Enfeeblement
Ray of Sickening
Alter Winds
Feather Fall
Crafter's Fortune

Spellbook II:
Gust of Wind
Scorching Ray
See Invisible
Spider Climb
False Life
Resist Energy

Spellbook III:
Dispel Magic
Lightring Bolt
Arcane Sight
Ray of Exhaustion

Spellbook IV:
Magic Anchor
Diminsion Door
Named Bullet
Wall of Ice
Resilent Sphere
Rainbow Pattern
Shadow Projection
Obsidian Flow
Stone Shape
Beast Shape II

Spellbook V:
Break Enchantment
Wall of Force
Baleful Polymorph
Overland Flight
Planar Adaption

Spellbook VI:
Antimagic Field
Legend Lore
Contagious Flame
Circle of Death
Symbol of Fear
Flesh to Stone
Stone to Flesh

Spellbook VII:
Resonating Word

Short Backstory:

Truman is of above averge statue, with short well kept black hair and grey eyes. A smug expresion is the most frequent one to visit his face, for he is an adventurer first and foremost and his mind is almost always circulating around his latest scheme.

Born in Alkenstar as the third son of a minor noble, he found his call wandering around in Golarion, seeing the world and its wonder. The greatest wonder of them all was the art of magic, something he rarely seen as a child. He was determinated to master its secrets, and he has come a far way on his journey. When he heard of the Breaching Festival he knew he found the test he was looking for.

Kesh / Shanosuke:

If you really want to keep your race secret, you should probably edit you statblock a little (F3 search your race name if you can't find it... :)

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