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One note ahead: I do not wish to homebrew any stuff, this is just about fluff and style.

I am playing in a serpent skull campaign and have just hit level 11. In case one of my characters dies, I would like to have a backup character. I already do have one (magus/hexcrafter), so if it's possible to apply the following to him that's perfect, otherwise a new one would be acceptable as well.

So the rules we have are:
- Books: only Core Rule Book, Advanced Player'S Guide, Ultimate Magic (not alternative rules like wordcasting etc. though) -> no other material, not even campaign/AP specific ones
- Level 11
- Wealth: 62000GP
- No evil alignment
- PBS 20, 2 traits

What I envision is the character to be more sci-fi than typical fantasy, or a mixture thereoff (think final fantasy XII): magic works off equipment he wears in addition or maybe is embedded into him, ioun stones/light is more like flowing light bulbs, armor (though having the same drawbacks etc.) works more like force shields etc.
If necessary, the background could be an engineer who stranded on the world and has learned to adapt during the past years, but - e.g. through craft wondrous items - built his own equipment in a rather atypical way.

I am open for creative suggestions, classes, races and so on - but there should not be an impact on the standard Golarion campaign world. It also should not depend on being in any kind of society or organisation. Finally, it does not have to be a powerful character, just being flavorful and not useless is fine :-)

Happily waiting for ideas :-)


I would like your opinion on this. Here is the feat description:

Preferred Spell wrote:

You find it very easy to cast one particular spell.

Prerequisites: Spellcraft 5 ranks, Heighten Spell.

Benefit: Choose one spell which you have the ability to cast. You can cast that spell spontaneously by sacrificing a prepared spell or spell slot of equal or higher level. You can apply any metamagic feats you possess to this spell when you cast it. This increases the minimum level of the prepared spell or spell slot you must sacrifice in order to cast it but does not affect the casting time.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a different spell.

Note that it does not say you have to expand a spell slot/spell from the same spell list or even that it has to be an arcane/divine spell slot/spell you sacrifice if you use the feat to cast an arcane/divine spell respectively.

So the way I read it it means that
a) an arcane caster x/arcane caster y
b) a divine caster x/divine caster y
c) arcane caster x/divine caster y
would all be able to sacrifice a spell slot/spell from their y spell slots to cast a preferred spell from the x list - and vice versa.
This can be pretty interesting for spells that you want to spam a lot and that are not of too high a level, particularly when combined with magical lineage and other metamagic feats like elemental/intensify/etc. spell.
Particularly prestige classes with dual progression like the mystic theurge would profit from that.

What do you think?


Hi all! :-)

I am running a homebrew campaign with an evil bardic overlord. He a a very intelligent and cunning person, posing as a loyal subject.

Nobody actually knows he is a bard, and he is very intent on hiding his magical (and other bardic) abilities. So bluffing and leading others astray regarding his true motives is his primary objective - at least until his time has come.

So what I thought would be helpful is
a) amulett of glibnesss - ensure his bluff is so high that no PC can easily crack it
b) items (amulet? ring? ...) that let him communicate (1/day) like sending with his henchmen

It is very important that he cannot be discovered. A typical tactic that needs to be countered is a) detect magic and b) detect alignment.
So I thought of magic aura and misdirection, permanently on the amulett or cast by himself regularly presuming detection spells can still be foiled...

How would I go about pricing it? Would an amulett of glibness and magic aura register nonmagical?

I can go for the magic item tables, but I would like to hear from you what price you would feel acceptable for these items and if there are other items you would suggest for an NPC like that.

Thanks in advance :-D


I really like the flavor of the wizard archetype, but it seems awfully expensive to use those scrolls...
What I have been thinking is to use the scroll shield for shield bashes since that seems to not reduce its hitpoints - they are only reduced if I am successfully attacked.
Coupled with the shield master feat that could really be great since the enhancement bonuses (it counts as a light wooden shield, so you should be able to make a shield bash with it) are then usable for attacks. However, I need 6 levels of ranger to get that feat somehow...

Are there any further ideas what I could do?

The scroll blade is nice, but it requires switching scrolls often, does not overcame slashing DR...

Thanks in advance :-)


I checked the heat dangers rules here:
http://paizo.com/pathfinderRPG/prd/environment.html#heat-dangers

So far I can see no difference between wearing any type of armor, say whether you are wearing leather armor or full plate, with respect to heat strokes? Or am I overlooking something here?

Just seems a bit weird to me... :-/

Thanks in advance!


Hi all!

A friend of mine is soon going to start his serpent skull campaign. First of all: Please no spoilers beyond what's in the player's guide!

After that's out of the way, the player's guide states that fighters should avoid heavy armor, because heat (maybe also cold?), swimming and climbing would make it pretty hard for those kind of characters.

Now I would really like to play a heavily armored fighter. I have a ranger as an alternative build, but I would really like to play the fighter class. It's been quite a while that I have done that, and even longer that I have used heavy armor. So I would like to get some ideas on how it could be done anyway. Conditions:

- Level 1
- 20 point buy
- Only core rule book and APG. I might be able to get permission for a single Pathfinder feat in UM or UC, but I would like to avoid that. 3.5/3rd party material is not possible.
- max wealth at level 1
- if possible I would like to avoid multiclassing or prestige classing
- it's likely to encounter disease and poison
- survivability and flexibility comes first, then damage output potential

Thanks in advance! :-)


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Stealspell?
Inspire courage additionally?

Which performances are added by PC? Do the levels stack with the bard levels?


Enervation is a weapon-like spell, so inspire courage should add to attack and damage, right? Thanks!


What happens? Where is the +2 damage added to? Thanks!


We recently have come across the issue of wondering which ability scores have to be used to cast a spell from a scroll. Assume the following scenario: A sorcerer with Int 13 and Cha 16 tries to cast a 7th level wizard/sorcerer spell from a wizard scroll (CL 13). Now the questions are:


  • Must the sorcerer make a use magic device check because his casting stat (Cha) is too low (should be 17 but is only 16)?
  • Would he have to use his Int score because the scroll is a wizard scroll and written "differently"?
  • If his Int score was 17, could he cast it directly because his Int score is high enough?

Currently we are going with the rule that his casting stat must be high enough (Cha 17) to cast it or use magic device check, and having a high-enough (or boosted Int score by spells) would not suffice because it is not the ability score used by his class. But is this correct?


Hi there,

the sensei archetype's advice ability is written to be "identical to bardic performance". However, it is (Ex), not (Su), runs of wisdom, gives only 1 round per level, and - most importantly - does not state that it qualifies for feats or prestige classes.

So could you take the extra performance feat to get more rounds? Could you get into battle herald with it? Other prestige classes that require inspire courage? Do items that affect bardic performance affect it as well?

I guess the answer to all the questions above is "no", but you might judge differently. Probably it boils down to the question what "identical" means...


Hi there,

in this thread the OP mentions a bow that creates its own ammunition. I have wondered about an item like that for some time, so I would like to post my thoughts on how to create and price an item like that. Input would be much appreciated. Also feel free to post your own items :-)

My thoughts so far are to have a wondrous item enchantment on the bow based on minor creation and abundant ammunition (from Ultimate Combat). Using continous enchantments that would be kind of pricey, though:

abundant ammunition: 1st level wizard spell, minimum caster level 1, minutes duration -> 1*1*2*2000=4000gp, seems OK.

minor creation: 4th level wizard spell, minimum caster level of 7, hours duration -> 4*7*2000gp=56000gp, really pricey. Also, the arrows would be consumed and only exist while on the bow and until they hit or miss, so the hours duration would be kind of moot :-/

What I think would be more appropriate would be to look at the benefit you gain from such a bow: you do not need to purchase arrows and you do not need to knock them. The maximum number of arrows you can shoot from a bow with all feats is 7 arrows per round I believe, 10 rounds per minute, 1440 minutes per day -> 100800 arrows per day. 20 arrows cost 1 gp, so it is 100800/20=5040 gp you save per day. The added benefit of the bow would be that you have them available every day - that is what the abundant ammunition spell should cover.

So the market price for this kind of bow would be 5040+4000=9040gp plus base cost for the bow. It can only create arrows (no other objects) which cannot be sold. Magic properties of the bow are bestowed upon the ammunition as normal.

What do you think?


Being a long time lurker, now first time poster, I would like your feedback to a prestige class I have drawn up for one of my players. It is intended to be to celestial bloodline sorcerers what the dragon disciple is to draconic bloodline sorcerers, though the flavor should differ.

I would especially like to know:


  • Is it too strong, i.e. overpowered?
  • Is it too weak?
  • Does it feel different enough from other classes and prestige classes, i.e. does not remove the need for them or make you wonder why you should play this class?

Celestial Servant Prestige Class

Note: This prestige class is aimed at good characters. Those of other alignments can also take it, but replace all good-themed features with chaotic, lawful or evil ones (e.g. Magic Circle Against Evil becomes Magic Circle Against Good for evil characters).

Requirements


  • Alignment: Any good.
  • Skills: Knowledge (Religion) 5 ranks
  • Languages: Celestial
  • Spellcasting: Ability to cast 1st-level arcane spells without preparation. If the character has sorcerer levels, he must have the celestial bloodline. If the character gains levels of sorcerer after taking this class, he must take the celestial bloodline.
  • Special: Must worship a good or neutral deity. If the celestial servant ever ceases to be good or woship his deity, he loses all supernatural abilities and access to domain powers and domain spells gained through this class until he atones and reverts to good alignment.

Class features
Class skills: Diplomacy (Cha), Fly (Dex), Heal (Wis), Knowledge (all skills taken individually) (Int), Perception (Wis), and Spellcraft (Int).

Ranks: 4+Int modifier

Hit die: d10

Weapon and armor proficiencies: The celestial servant gains no armor or weapon proficiencies.

Base attack bonus, saves and spellcasting: As that of the dragon disciple class.

Features per level:


  • Level 01: Celestial blood, celestial assistance +1
  • Level 02: Bloodline feat, weapon proficiency, weapon focus
  • Level 03: Domain powers, aura
  • Level 04: Celestial assistance +2
  • Level 05: Wings of Heaven, bloodline feat
  • Level 06: Domain spells, divine health
  • Level 07: Celestial assistance +3
  • Level 08: Bloodline feat
  • Level 09: Arcane mastery, greater weapon focus
  • Level 10: Celestial protection

Spellcasting (as dragon disciple): At all levels except for 1st, 5th and 9th, a celestial servant gains new spells per day as if he had also gained a level in an arcane spellcasting class he belonged to before adding the prestige class. He does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if he is a spontaneous spellcaster), and an increased effective level of spellcasting. If a character had more than one arcane spellcasting class before becoming a celestial servant , he must decide to which class he adds the new level for purposes of determining spells per day.

Celestial blood: A celestial servant adds his level to his sorcerer levels when determining the powers gained from his bloodline. If the celestial servant does not have levels of sorcerer, he instead gains bloodline powers of the celestial bloodline, using his celestial servant level as his sorcerer level to determine the bonuses gained. This ability does not grant bonus spells to a sorcerer unless he possesses spell slots of an appropriate level. Such bonus spells are automatically granted if the sorcerer gains spell slots of the spell's level.

Wings of Heaven (Su): At 5th level, a celestial servant gains the wings of heaven bloodline power, even if his level does not yet grant that power. He also counts as having a flight speed for the purpose of selecting feats. Once his level is high enough to grant this ability through the bloodline, the celestial servant gains unlimited use and duration of this power.

Celestial assistance (Su): The heavens are watching and shielding you. At 1st level, you gain a +1 sacred bonus to your saves and to AC. This bonus increases to +2 at level 4 and to +3 at level 7.

Weapon proficiency: At 2nd level, the celestial servant gains weapon proficiency with his deity's weapon.

Weapon focus: At 2nd level, the celestial servant gains the feat weapon focus for his deity's weapon.
Greater weapon focus: At 8th level, the celestial servant gains the feat greater weapon focus for his deity's weapon.

Domain powers: At 3rd level, the celestial servant gets closer to his deity. He gains access to one of his deities domain. He gains all the benefits except for the domain spells. His effective sorcerer level (as per celestial blood) counts as cleric level, and he uses his charisma instead of wisdom as ability score for all domain-related powers.

Domain spells: At 6th level, the celestial servant sacrifices some of his arcane spellcasting ability to get even closer to his deity. For each level of arcane spells he can cast he permanently loses one spell slot which cannot be regained by any means. If he later gains access to higher levels of arcane spells, he also permanently loses one spell slot which cannot be regained by any means for those.
In exchange, for each spell slot so sacrificed he gains an extra spell slot which he can only use to cast the domain spells granted by the domain chosen at level 3. For these he uses his arcane caster level, and instead of wisdom he uses charisma to set the DC on spells (if applicable). The spells so cast are arcane spells, so he neither requires a divine focus nor qualifies for feats, prestige classes etc. that (explicitely) require the ability to cast divine spells.

Divine health (Ex): As the corresponding paladin class feature.

Arcane mastery (Ex): At 9th level, the celestial servant may take 10 on any caster level check, even in times of stress (such as combat).

Aura (Ex): As the corresponding cleric class feature, using cour effective sorcerer level (as per celestial blood) as your cleric level.

Celestial protection (Su) The heavens have rewarded your faithful service and marked you as one of theirs. At 10th level, you automatically stabilize if you are dying. Additionally, you are surrounded by a protective field. Treat this as a widened (as per the feat widen spell) Magic Circle Against Evil using your effective sorcerer level (as per celestial blood) as the caster level. You can suppress or reactivate this ability as a standard action. If not suppressed, this protection remains active even when you are unconscious or asleep, but not when you're dead.