Wood Golem

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With the release of the Advanced Class Guide, has anyone done a Thunder and Fang Slayer build? As a human you can still get T&F by level 3 and with the addition of precision damage I would think it would be a nice boon to the damage potential of a T&F build.


So I am trying to create a level 12 Half-elf Inquisitor who would be acting as the main meat shield of the group. I 'm also looking to work the intimidation of the Inquisitor for some battlefield debuffs. Here is what I have so far. Gear was kinda just thrown in there so it may not make much sense. Also, some things might not make much sense (like his Glamored armor), but are there for thematic backstory stuff.

Any thoughts, suggestions, criticisms and public floggings are welcome (That which does not kill us.... )

Inquisitor Blakeney
Male Half-Elf Inquisitor 12
CG Medium Humanoid (elf, human)
Init +10; Senses low-light vision; Perception +20
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Defense
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AC 26, touch 13, flat-footed 25 (+10 armor, +1 Dex, +3 natural, +2 deflection)
hp 122 (12d8+48); judgement of sacred healing 5
Fort +11, Ref +5, Will +11; +2 vs. enchantments
Defensive Abilities freedom's call (12 rounds/day), judgement of sacred protection +3 / +6, stalwart; DR judgement of sacred resiliency 3 (evil); Immune magic sleep; Resist elven immunities, judgement of sacred purity +3 / +6, judgement of sacred resistance 10 (fire)
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Offense
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Speed 20 ft.
Melee +3 Keen Elven curve blade +20/+15 (1d10+13/15-20/x2)
Special Attacks greater bane (+2 / 4d6) (12 rounds/day), judgement of sacred destruction +5, judgement of sacred justice +3 / +6, judgement of sacred piercing +5, judgement of sacred smiting (magic, chaos, adamant
Spell-Like Abilities Detect Alignment (At will), Discern Lies (12 rounds/day)
Inquisitor Spells Known (CL 12):
4 (3/day) Invisibility, Greater, Divine Power, Brand, Greater (DC 17), Judgment Light
3 (5/day) Searing Light, Cure Serious Wounds, Coordinated Effort, Terrible Remorse (DC 16)
2 (6/day) Confess (DC 15), Cure Moderate Wounds, Invisibility, Blistering Invective, Brow Gasher
1 (6/day) Divine Favor, Shield of Faith, Expeditious Retreat, True Strike, Compel Hostility, Wrath
0 (at will) Bleed (DC 13), Read Magic, Create Water, Guidance, Light, Brand (DC 13)
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Statistics
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Str 24, Dex 13, Con 16, Int 8, Wis 16, Cha 7
Base Atk +9; CMB +16; CMD 29
Feats Armor Proficiency (Heavy), Dazzling Display (Elven curve blade), Improved Initiative, Intimidating Prowess, Lookout, Outflank, Paired Opportunists, Power Attack -3/+6, Shake It Off, Shatter Defenses (Elven curve blade), Weapon Focus (Elven curve blade)
Traits Elven Reflexes, Reactionary
Flaws Shaky
Skills Acrobatics -1 (-5 jump), Bluff +2, Climb +9, Diplomacy +2, Disguise +2, Escape Artist -1, Fly -1, Heal +7, Intimidate +26, Knowledge (religion) +14 (+17 to identify the abilities and weaknesses of creatures), Perception +20, Ride +3, Sense Motive +24, Spellcraft +3, Stealth +3, Survival +9 (+15 to track), Swim +9; Racial Modifiers +2 Perception, monster lore
Languages Common, Elven
SQ domains (liberation), elf blood, glamered, liberation (12 rounds/day), judgement (4/day), solo tactics, teamwork feat (change 3/day), track
Other Gear +1 Comfort Glamered Mithril Full Plate, +3 Keen Elven curve blade, Amulet of natural armor +3, Belt of physical perfection +2, Cloak of resistance +3, Muleback cords, Ring of protection +2, 1164 GP
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Special Abilities
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Dazzling Display (Elven curve blade) Intimidate check to demoralize can affect those within 30' who see you.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Discern Lies (12 rounds/day) (Sp) Discern Lies at will
Elf Blood You are counted as both elven and human for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Freedom's Call (12 rounds/day) (Su) 30'r aura suppresses many conditions.
Glamered Assumes appearance of normal clothes on command.
Greater Bane (+2 / 4d6) (12 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Inquisitor Domain (Liberation) Granted Powers: You are a spirit of freedom and a staunch foe against all who would enslave and oppress.
Judgement of Sacred Destruction +5 (Su) Weapon Damage bonus.
Judgement of Sacred Healing 5 (Su) Fast Healing
Judgement of Sacred Justice +3 / +6 (Su) Attack bonus
Judgement of Sacred Piercing +5 (Su) Concentration and vs. SR bonus
Judgement of Sacred Protection +3 / +6 (Su) AC bonus
Judgement of Sacred Purity +3 / +6 (Su) Save bonus
Judgement of Sacred Resiliency 3 (Evil) (Su) DR/magic
Judgement of Sacred Resistance 10 (Fire) (Su) Energy Resistances
Judgement of Sacred Smiting (Magic, Chaos, Adamantine) (Su) DR bypass
Liberation (12 rounds/day) (Su) Act as if you had freedom of movement for 12 rounds/day.
Lookout Act in the surprise rouns if an adjacent ally with this feat can act in the surprise round.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Monster Lore +3 (Ex) +3 to Knowledge checks when identifying the weaknessess of creatures.
Muleback cords These thick leather cords wrap around the wearer’s biceps and shoulders; when worn, they make the muscles appear larger than normal. The wearer treats his Strength score as 8 higher than normal when determining his carrying capacity (see Pathfinder RPG Core Rulebook page 171). This bonus does not apply to combat, breaking items, or any other Strength-related rolls except the amount of equipment or material the wearer can carry. Construction Requirements Craft Wondrous Item, bull’s strength; Cost 500 gp
Outflank Flanking bonus increases to +4 if the other flanker also has this feat, and ally gets an AoO if you score a critical hit against the target.
Paired Opportunists +4 to hit for AoOs if you and an ally with this feat both threaten the target.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Second Judgement (4/day) (Su) Variable bonuses increase as the combat continues.
Shake It Off Gain +1 to all saving throws per adjacent ally
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Stalwart (Ex) If you succeed at a Fort or Will save for reduced effect, you take none instead.
Teamwork Feat (change 3/day) Swap your most recent Teamwork feat for another
Track +6 Add the listed bonus to survival checks made to track.


If a pain taster is wielding a chakram in melee can they forego the Reflex save and take the damage to gain the benefits of Masochism?

d20pfsrd wrote:

Chakram: The chakram is a simple, elegant, and highly portable thrown weapon. It is a flat, open-centered metal discus with a sharpened edge.

Benefit: You can wield the chakram as a melee weapon, but it is not designed for such use; you take a –1 penalty on your attack roll with the weapon and must make a DC 15 Reflex save or cut yourself on the blade (half damage, no Strength modifier). You do not need to make this save if wearing heavy armor.

d20pfsrd wrote:
Masochism: You have a perverse tolerance for pain that grants you a +4 circumstance bonus on saving throws against pain effects (such as that caused by symbol of pain or other effects especially noted to cause pain) and gives you damage reduction 5/— against nonlethal damage. You gain a +1 circumstance bonus on attack rolls and weapon damage rolls anytime you have sustained lethal damage in the previous round (whether self-inflicted or otherwise).


Ok, so beyond the obvious explanation of NPC =/= PC, is there a reason people don't typically use NPC races for PC characters? Is it simply against the rules to do so, or is it just not done because it's not seen as being worth the trade off.

I use Hero Lab for building my characters and I've noticed some NPC races, like the brownie, seem to give you an awful lot of benefit for only one level lost.

I have a lot of fun playing a brownie summoner right now and I'm in the process of building a druid and thought of the Brownie again, but I wasn't sure why more people don't mention things like this.


I have a couple of questions on the interation between the Hospitaler Paladin's Aura of Healing ability and the Holy Vindicator's Stigmata.

Holy Vindicator in APG wrote:
Stigmata - A vindicator willingly gives his blood in service to his faith, and is marked by scarified wounds appropriate to his deity. At 2nd level, he may stop or start the flow of blood by force of will as a standard action; at 6th level it becomes a move action, and at 10th level it becomes a swift action. Activating stigmata causes bleed damage equal to half the vindicator’s class level, and this bleed damage is not halted by curative magic. While the stigmata are bleeding, the vindicator gains a sacred bonus (if he channels positive energy) or profane bonus (if he channels negative energy) equal to half his class level. Each time he activates his stigmata, the vindicator decides if the bonus applies to attack rolls, weapon damage rolls, Armor Class, caster level checks, or saving throws; to change what the bonus applies to, the vindicator must deactivate and reactivate his stigmata. While his stigmata are bleeding, the vindicator ignores blood drain and bleed damage from any other source and can use bleed or stabilize at will as a standard action.
Paladin Archtype: Hospitaler in APG wrote:
Aura of Healing - At 11th level, a hospitaler can expend one use of her channel positive energy ability to emit a 30-foot aura of healing for a number of rounds equal to her paladin level. Allies in this aura (including the hospitaler) automatically stabilize if below 0 hit points and are immune to bleed damage. In addition, allies (including the paladin) that spend at least 1 full round inside the aura are healed an amount of damage equal to their total number of Hit Dice and may make a saving throw against any afflictions they are suffering from, such as a curse, disease, or poison. This saving throw only counts toward curing the affliction and does not impose any penalty on a failed save. Allies can only be healed once by a use of this ability and they can only attempt additional saving throws once per day, even if they are exposed to this aura multiple times.

So my questions are:

1) Does this mean a Hospitaler / Holy Vindicator is immune to the damage from Stigmata if his Aura of Healing is active? I noted the "not halted by curative magic" in the Stigmata description, but the Aura isn't curing it it's making the person immune.
2) If a Hospitaler takes only a 4 level dip into HV they have to use a standard action to turn off Stigmata, could they instead fire off an Aura of Healing to basically surpress the stigmata damage for 1rd/class level or does the Aura need to be in place before they activate Stigmata so the bleed is never applied? If so they could then just turn it off after combat or when time allows.


I was working on a character concept and started working towards the idea of a Soulbound Doll Synthesist. My question is about what happens when the construct is merged with the eidolon (an outsider). Does the merged entity still have the construct's immunities? The synthesist description (quoted below) talks about effects related to a type, but not about abilities that come from being a particular type. My assumption is they would be retained just like a dwarf's darkvision or a gnome's racial magic trait. Am I reading it correctly?

d20pfsrd.com wrote:


He counts as both his original type and as an outsider for any effect related to type, whichever is worse for the synthesist. Spells such as banishment or dismissal work normally on the eidolon, but the synthesist is unaffected.


This should be a straightforward question. Once a summoner attains tenth level and gains the class Aspect ability (quoted below), is it always active or is it active only when the eidolon is present?

d20pfsrd wrote:

Aspect (Su)

At 10th level, a summoner can divert up to 2 points from his eidolon’s evolution pool to add evolutions to himself. He cannot select any evolution that the eidolon could not possess, and he must be able to meet the requirements as well. He cannot select the ability increase evolution through this ability. Any points spent in this way are taken from the eidolon’s evolution pool (reducing the total number available to the eidolon). The summoner can change the evolutions he receives from these points any time he can change the eidolon’s evolutions.


2 people marked this as FAQ candidate.

I was looking at trying to build a real bestial/feral barbarian PC and noticed if I went half-orc with the Toothy alt trait Lesser Beast totem I would have three natural attacks. If I dipped two levels into Ranger and took Natural Weapon Combat style with Aspect of the Beast I could then have one bite attack and four claw attacks at 4th level. So would this require me to have four arms, or could one pair of claws be on my feet, as is allowed for eidolons?


The Summon Monster spell description wrote:
Creatures on Table: Summon Monster marked with an "*" are summoned with the celestial template, if you are good, and the fiendish template, if you are evil. If you are neutral, you may choose which template to apply to the creature.

Does that template confer the associated language to the summoned monster? So if I summon an eagle with the Celestial template, can it understand and/or speak Celestial?


If you want an eidolon that can climb easily the climb evolution seems the obvious choice, but would points in the climb skill work just as well and save an evolution point? If not would having both provide any advantage over just having the evolution? or just the skill?

Also if my eidolon has the Climb and Mount evolutions can I ride it while it climbs? DO I need to make ride checks for that?


The links for all of my previously purchased PDFs still appear to be correct, but the links for the errata downloads all just point to the URL for the "My Downloads" page.


2 people marked this as a favorite.

If a summoner and his eidolon both have the Escape Route (Teamwork) feat, and he is mounted on the eidolon can they move about the battlefield without provoking AoOs?

Ultimate Combat wrote:
Escape Route (Combat, Teamwork): An ally who also has this feat provokes no attacks of opportunity for moving through squares adjacent to you or within your space.

Since they are always in each other's space do they always have each other's back covered?


I have a character concept for a half-Orc foppish nobleman. A dandy. The goal would be to have him fight with either a single rapier, or if it's just way to gimped, a rapier/main gauche pair.

Back story is he is the son of a noble house raised in seclusion because of his mixed heritage. He has been raised as an aristocratic, snobbish dandy. Dedicated to fine dress, elegant conversation and the indulgences of life only wealth can offer. Sheltered from the outside world he is very naive. He doesn't understand why the poor choose to live the way they do. While he feels he is a charming and friendly sort he often comes off as one of the pampered elite looking down his nose at "the common folk".

While his traits and upbringing are steadfastly ingrained into his behavior, as he becomes more and more exposed to the outside world he begins to feel for the plight of the less fortunate - the working class (e.g. merchants, laborers, businessmen). He feels for them, for their lack of culture and upbringing and in turn decides to take on a secret life helping those "in need".

Because of the embarassment such exploits would bring to his family if discovered ("associating with commoners") he needs to sneak around to keep his secret. I was thinking maybe a rogue/duelist type build, but I felt story wise he wouldn't feel it dignified to stab someone in the back so I don't know how I would resolve that with getting sneak attack damage. I do like the idea of tactics like Spring Attack, but since I traditionally play pole arm wielding battle field control types, I'm kind of in unfamiliar waters here.


1 person marked this as FAQ candidate.

There are two rules at odds when it comes to a Broodmaster's Huge Brood.

Ultimate Magic pg 79 2nd Paragraph of Large Brood entry wrote:
At 13th level, if the broodmaster has purchased the large evolution for his brood, he can spend an additional 6 evolution points from the evolution pool for the huge evolution, distributing the remaining points among his eidolons. This allows him to call two Large eidolons, four Medium eidolons, eight Small eidolons, or any similar combination in which two smaller eidolons count as one eidolon of one size larger.

This passage clearly states a 13th level Broodmaster could have 8 small eidolons, but per APG there is a maximum of five natural attacks at 13th level. Since all base forms have at least one (quad and aquatic) or more (biped and serpentine) free attacks wouldn't the Broodmaster be limited to a max of five eidolons at 13th (and seven at 20th)?

It would be great if you could just forfeit those free evolutions, but from doing searches on the boards, it appears this is not allowed.

Also, with the line "or any similar combination in which two smaller eidolons count as one eidolon of one size larger" mean I could merge my two large eidolons into one huge eidolon basically reverting the Broodmaster back into a base Summoner until he levels again and can change the broods makeup?


So the concept behind the eidolon is it is an outsider dreamed up in the mind of the summoner. It's appearance is limited only by the summoner's imagination (and it's evo points) but what is the eidolon made of?

If I make an eidolon that looks like an iron construct is it more susceptible to Heat Metal? Do eidolons modeled after treants burn brighter when caught in that ignited field of Grease? If my eidolon resembles the last of Qin Shi Huang's Terra Cotta Warriors is a kid with a slingshot gonna shatter my dreams?

Inquiring minds want to know, what are eidolons made of?


I was looking at building a mounted combat focused summoner who rides in battle on his eidolon. I was looking at the Ride-by Attack feat and wanted to know if my eidolon could attack too. I found an old thread that discussed this with a normal mount. In that thread it was stated the mount could not Spring Attack on a Charge because they were both full actions. At first glance I thought this would be the same for a Summoner with a Trample equipped eidolon, but now I'm not so sure. (All the bolds are belong to me.)

Trample Evolution Description wrote:
An eidolon gains the ability to crush its foes underfoot, gaining the trample ability. As a full-round action, the eidolon can overrun any creature that is at least one size smaller than itself. This works like the overrun combat maneuver, but the eidolon does not need to make a check, it merely has to move over opponents in its path. The creatures take 1d6 points of damage (1d8 if Large, 2d6 if Huge), plus 1-1/2 times the eidolon’s Strength modifier. Targets of the trample can make attacks of opportunity at a –4 penalty. If a target forgoes the attack of opportunity, it can make a Reflex save for half damage. The DC of this save is 10 + 1/2 the eidolon’s HD + the eidolon’s Strength modifier. A trampling eidolon can only deal trampling damage to a creature once per round. This evolution is only available to eidolons of the biped or quadruped base forms.
Overrun Combat Maneuver Description wrote:
As a standard action, taken during your move or as part of a charge, you can attempt to overrun your target, moving through its square. You can only overrun an opponent who is no more than one size category larger than you. If you do not have the Improved Overrun feat, or a similar ability, initiating an overrun provokes an attack of opportunity from the target of your maneuver. If your overrun attempt fails, you stop in the space directly in front of the opponent, or the nearest open space in front of the creature if there are other creatures occupying that space.

My reading of this is the eidolon could use his trample evolution and I could use Ride-by Attack while we go charging by (over) the target. Now granted this would be limited to trampling targets one size or more smaller than the eidolon, but otherwise is this correct?