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If you want to destroy a CR23 Solar Angel before it can even act, be an unbeatable tank, or just shoot creatures from 1,000 ft. away then here are 3 archery builds that do just that! L20 Eversmoking Archer - Half-Orc, Zen Archer Monk 2 - Planar Sneak Unchained Rogue 18
These three characters are in below zip file. Use them and report on how you messed up the DM or players' plans. :) https://www.mediafire.com/file/cnq7cshxc9yq5jb/Characters.zip/file Close the ad window that pops up. It's part of MediaFire.
Never have I seen characters take helping hand spell so this post presents why that should change!
Creative Applications for Helping Hand 0. Helping Hand is not blocked by Anti-Divination magic
1. The "Ambush Trigger" (Early Warning & Strategic Risk) • The Move: While on watch or resting in hostile territory, cast the spell describing a specific threat (e.g., "The Red Fang Orc Chieftain") or a general category ("Any Orc"). • The Result: If the hand returns after 4 hours with an outstretched palm, the target is either outside the 5-mile radius or lacks a navigable path for the helping hand. If the hand does not return after 4 hours, a target has been located within range. • The Risk: You are signalling your presence. A high-level target using See Invisibility or Invisibility Purge can identify the hand and follow its return path to ambush you. Because the spell is not Dismissible, you cannot end the effect to hide your position; your only escape is to move more than 5 miles from the original casting spot, and the spell will eventually expire. 2. The "Secret Door" Ooze (Structural Probe) • The Move: To find hidden exits in a sealed room, use wax or damp cloth to plug all known door and window gaps. Cast the spell describing a creature you know is definitely outside the room. • The Result: Watch the hand's initial movement. If it simply hovers, the room is confirmed airtight and lacks navigable secret passages. If the hand "streaks off" into a hairline fracture or a tiny crack in the masonry, it has proven a navigable space exists on the other side. You don't need the hand to return; you just need to see where its path began. 3. The "Subjectivity" Trap (Instant Identity Verification) • The Move: When suspicious of an NPC's identity, cast the spell using a highly detailed physical description of the "true" individual (include specific scars, exact height, or birthmarks). • The Result: The spell targets based on physical traits, not identity or intent, making it immune to Bluff, Disguise, or Glibness. If the "King" standing before you is a Doppelganger or an impostor, the hand will ignore them and immediately streak off toward the horizon in search of the real subject. The hand’s refusal to beckon to the person in front of you reveals the fraud instantly. 4. The "Courier of Secret Signs" (Stealth Signalling) • The Move: Use the hand to send a pre-arranged "silent signal" to an ally, double agent, or prisoner in a guarded area. • The Result: The hand is invisible to everyone except the caster and the subject. The target sees a beckoning ghostly hand—a signal that the rescue party is within 5 miles—while guards remain oblivious. • The Risk: Vigilant guards may still notice a presence; a DC 20 Perception check allows a creature to notice "something" is invisible within 30 feet. Alerted guards may use Invisibility Purge or Dispel Magic to neutralize the signal. More dangerously, crafty guards might simply "escort" the bound prisoner and follow the hand, leading them straight to their "saviour." 5. The "Regroup" Logic (Status Assessment) • The Move: When separated from a teammate, cast the spell to guide them back to your position. • The Result: Teammate Follows: They are led back to you safely via the most direct, feasible route.
6. Follow the Hand to Target (requires Level 12+ cleric/oracle) • The Move:
• Tracking and Following the Hand:
• Result:
I'm going to use this beastie with my players tonight. If you've played D&D long enough to remember the original Sussurus - get your Pathfinder conversion here. Some pages of legacy notes used to recreate the creature are included.
I have just made available the Character Creation Guide for my existing Pathfinder campaign.
It contains a streamlined but structured method on how PCs can buy and sell magic items based on vendor attitudes and community size. Any feedback on how you use or modify it would be appreciated. You can download it here: Pathfinder Character Creation Guide.pdf
Hi all, I’ve started on a Pathfinder Conversion for G3 Hall of the Fire Giant King. It’s based on daemonslye's 3.5e version (the best starting point I could find) with a mass of my own personal story embellishments. After 15 pages I can see why it takes years for some people to complete a conversion and have a new found appreciation for daemonslye's skill at page layout and font selection. Anyhow, I’ve only got 4 weeks to get this done for my players so progress has been posted for comment and a looksee. You can download it here G3 Hall of the Fire Giant King (Pathfinder Conversion).pdf The first 15 pages are up. This URL won't change but the file will so if you download it later there will be progressively more content. Cheers,
The goal of this mini-project is to review and balance out the power level of character traits, making them equally compelling and each worth half-a-feat. Anatomist is the most obvious example of a trait in need of review, and it's clear what modification is required to make it worth half-a-feat. Pathfinder's Critical focus feat grants a +4 bonus on attack rolls made to confirm critical hits. Anatomist should grant a +2 trait bonus on attack rolls made to confirm critical hits (exactly half the feat bonus) rather than +1. Quote:
Here are some more examples of traits upgraded to make them more desirable and competitive when compared to "power traits" such as those that grant a constant +1 trait bonus to Fortitude, Reflex or Will saves. Quote:
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One of the goals of this review is to eliminate a requirement that you must take a feat before you can (properly) benefit from what are supposed to be background character traits. "Bullied" and "Threatening Defender" are two examples of traits with this problem. Quote:
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