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How do spellslots / total spells per day work with a mystic theurge? Reading the description it sounds like both classes advance ...

Cleric / Sorc Slots

LVL 0 : 4 / 9
LVL 1 : 4 / 4
LVL 2 : 3 / 2
LVL 3 : 2 / 1

... each class has a different number of available spells per day based on the level of the spell. How is this reconciled in the mystic theurge prestige class? Can I cast 1 (lvl 3) fireball from the sorc list and then 2 (lvl 3) dispell magic from the cleric list? or do they have to be merged into a single list in some way? I understand if I want to transfer one spell from a list to another it's at +1 level (fireball as a cleric would take up a level 4 slot) ...

Finally, I'm unclear on spontaneous conversion of spells. Does the mystic theurge give up the ability to spontaneously convert prepared divine spells into cures via the cleric spontaneous casting ability?

Thanks.


Ultimately ... my question is .. having never played an oracle can I get by as primary healer and _not_ taking the healing mysteries?

I'm in a small party that does not have an arcane caster (derp?). Rather than fit a square peg in a round hole I went for healer/controller role with _some_ evocation for when we're in a pinch.

I try to keep the feats the character has inline with the backstory/quest... so there is purpose in the selections and you can read the condensed version in the journal in the stat block.

Any input is welcome.

Thank you.

Bavyll
Male drow oracle (dual-cursed oracle) 7 (Pathfinder RPG Advanced Player's Guide 42, Pathfinder RPG Advanced Race Guide 102, Pathfinder RPG Ultimate Magic 58)
LE Medium humanoid (elf)
Init +4; Senses darkvision 120 ft., low-light vision; Perception +5
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Defense
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AC 14, touch 14, flat-footed 10 (+4 Dex)
hp 43 (7d8+8)
Fort +8, Ref +10, Will +14; +2 vs. enchantments
Immune sleep; SR 13
Weaknesses light blindness
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Offense
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Speed 30 ft.
Spell-Like Abilities (CL 7th; concentration +11)
. . 1/day—dancing lights, darkness, faerie fire
Oracle (Dual-Cursed Oracle) Spells Known (CL 7th; concentration +11)
. . 3rd (5/day)—bestow curse (DC 17), cure serious wounds, dispel magic, summon monster III
. . 2nd (7/day)—cure moderate wounds, flaming sphere (DC 16), oracle's burden[APG] (DC 16), remove paralysis, lesser restoration, scorching ray, silence (DC 16)
. . 1st (7/day)—burning hands (DC 15), cure light wounds, hide from undead (DC 15), ill omen[APG], liberating command[UC], protection from evil, remove fear, remove sickness[UM] (DC 15)
. . 0 (at will)—create water, detect magic, guidance, light, purify food and drink (DC 14), read magic, resistance
. . Mystery Dark tapestry
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Statistics
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Str 12, Dex 18, Con 12, Int 12, Wis 16, Cha 18
Base Atk +5; CMB +6; CMD 20
Feats Divine Protection[ACG], Familiar Bond, Improved Familiar, Iron Will
Traits dangerously curious, forlorn
Skills Diplomacy +12, Fly +8, Heal +10, Knowledge (planes) +8, Knowledge (religion) +9, Perception +5, Sense Motive +11, Spellcraft +11, Use Magic Device +15; Racial Modifiers +2 Perception
Languages Common, Elven, Undercommon
SQ oracle's curses (blackened, legalistic), poison use, revelations (gift of madness, many forms, misfortune, wings of darkness), vow to self
Other Gear 150 gp
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Special Abilities
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Blackened Your hands and forearms are shriveled and blackened. You take a –4 penalty on weapon attack rolls
Darkvision (120 feet) You can see in the dark (black and white vision only).
Drow Immunities - Sleep You are immune to magic sleep effects.
Gift of Madness (7 rds, 7/day) (Su) You tap into the unthinkable void between the stars and cause a single living creature within 30 feet to become confused for 1 round. A successful Will save negates the effect. This is a mind-affecting compulsion effect. At 7th level, the confusion l
Legalistic The shackles of Hell impose savage consequences should you violate a covenant, but also imbue you with remarkable guile. Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your ob
Light Blindness (Ex) Bright light blinds for 1 rd, then dazzled as long as remain in it.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Many Forms (7 minutes/day) (Su) As a standard action, you can assume the form of a Small or Medium humanoid, as the alter self spell. At 7th level, you can assume the form of a Small or Medium animal, as beast shape I. At 11th level, you can assume the form of a Small
Misfortune (Ex) At 1st level, as an immediate action, you can force a creature within 30 feet to reroll any one d20 roll that it has just made before the results of the roll are revealed. The creature must take the result of the reroll, even if it's worse than the o
Poison Use (Ex) You do not risk poisoning yourself accidentally while poisoning a weapon.
Spell Resistance (13) You have Spell Resistance.
Vow to Self (1/day) +4 morale bonus to one role to keep a promise.
Wings of Darkness (7 minutes/day) (Su) As a swift action, you can manifest a set of translucent, inky wings that grant you a fly speed of 60 feet with good maneuverability. You can use these wings for 1 minute per day per oracle level. This duration does not need to be consecutive, but it
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Made deal with a devil (legalistic curse) to provide souls to the underworld (via imp) in order to be saved from a fire (blackened curse). As long as the imp feeds souls the underworld provides (divine) protection.

Character's goal is to delve into the depths of hell and slay the devil to break the curse. While on the quest the character becomes that which he wishes to destroy (dark tapestry mystery).

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.


Can rogues use sneak attack with whip via flank since it's technically a melee attack?

Working on a rogue whip build. I'd be remiss to say if I wasn't thinking about Indiana Jones when tinkering in Hero Lab.

1) Whip Mastery to threaten up to 10'
2) Improved Trip to leverage the trip feature of weapon + high AoO of rogue
3) Sneak attack (via flank) up to 10' (seems cheesy ..)

I had to dip into Magus to get the exotic weapon proficiency and weapon focus. The icing on the cake is access to arcane spells and arcane focus (+1 weapon enhancement 2x day).

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Unnamed Hero
Male Human (Gutter Rat) (Varisian) Magus (Kensai) 1/Rogue (Swashbuckler) 9
CN Medium humanoid (human)
Init +6; Senses Perception +14
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Defense
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AC 24, touch 18, flat-footed 17 (+5 armor, +7 Dex, +1 natural, +1 deflection)
hp 68 (10d8+20)
Fort +7, Ref +13, Will +6; +3 morale bonus vs. fear
Defensive Abilities canny defense, evasion, improved uncanny dodge; Resist daring
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Offense
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Speed 40 ft.
Melee +1 dueling scorpion whip +12/+7 (1d4+1) and
. . +2 scorpion whip +13/+8 (1d4+2)
Ranged poisoned sand tube +12/+7 ()
Special Attacks sneak attack +5d6
Magus (Kensai) Spells Prepared (CL 1st; concentration +2):
1st—windy escape
0 (at will)—detect magic, ghost sound (DC 11)
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Statistics
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Str 10, Dex 22, Con 14, Int 13, Wis 12, Cha 14
Base Atk +6; CMB +6 (+8 trip); CMD 23 (25 vs. trip)
Feats Combat Expertise, Improved Trip, Improved Two-weapon Fighting, Improved Whip Mastery, Two-Weapon Feint, Two-weapon Fighting, Weapon Finesse, Weapon Focus (whip), Whip Mastery
Traits opportunistic, trap finder
Skills Acrobatics +22 (+27 to jump, +26 jump), Appraise +5, Bluff +15, Climb +5, Diplomacy +6, Disable Device +18, Disguise +9, Escape Artist +13, Fly +10, Intimidate +6, Knowledge (arcana) +5, Knowledge (dungeoneering) +10, Knowledge (local) +7, Knowledge (planes) +5, Linguistics +7, Perception +14 (+16 while in underground terrain), Ride +10, Sleight of Hand +12, Spellcraft +5, Stealth +21 (+23 while in underground terrain), Swim +5, Use Magic Device +15; Racial Modifiers +2 Sleight of Hand, +2 Stealth
Languages Common, Dwarven, Elven, Sylvan, Undercommon, Varisian
SQ arcane pool, chosen weapon, favored terrain (underground +2), gutter rat, heart of the slums, heart of the streets, mixed heritage, rogue talents (combat trick, combat trick, finesse rogue, offensive defense), spell combat
Other Gear +2 darkleaf cloth studded leather armor, +1 dueling scorpion whip, +2 scorpion whip, poisoned sand tube, amulet of natural armor +1, belt of incredible dexterity +2, boots of striding and springing, handy haversack, ring of protection +1, rogue's kit, 40 GP
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Special Abilities
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Arcane Pool (+1) (2/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Canny Defense +1 (Ex) +INT bonus to AC (max Kensai level).
Chosen Weapon (Whip) Kensai abilities only function when wielding a weapon of this type.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Daring +3 (Ex) +3 save vs. fear.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Favored Terrain (Underground +2) (Ex) +2 to rolls vs Favored Terrain (Underground).
Gutter Rat Often second-class citizens living in sprawling ghettos and slums, these humans work hard to eke out an existence in a city. Replace the skilled racial trait with heart of the slums and the bonus feat racial trait with mixed heritage (heart of the st
Heart of the Slums +4 Survival in underground/urban environments. Save twice vs. disease, and take the better roll.
Heart of the Streets +1 AC while adjacent to at least two allies. Crowds do not count as difficult terrain.
Improved Trip You don't provoke attacks of opportunity when tripping.
Improved Uncanny Dodge (Lv >=13) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 13+.
Improved Whip Mastery Threaten with your whip and grasp Tiny objects
Mixed Heritage Often human civilization is defined by more than one characteristic. A human with this trait may select a second “Heart of the” racial trait. This replaces the bonus feat racial trait.
Offensive Defense (Ex) Sneak attack grants a +1 dodge bonus to AC for each die rolled vs. that foe.
Opportunistic You have learned to recognize openings that your foes leave, and you know how to take advantage of them. You gain a +1 trait bonus on attacks of opportunity when using a dagger, sword, or whip.
Sneak Attack +5d6 +5d6 damage if you flank your target or your target is flat-footed.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Trap Finder Use Disable Device to disarm magic traps, like a rogue.
Two-Weapon Feint Forgo first melee attack to feint
Whip Mastery Using a whip does not provoke attacks of opportunity

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.