1 Weapon focus (starknife)/Weapon finesse/Quick draw
Hello everyone! I am trying to stat a CR 15 Succubus but I am facing some problem. While I find it easy to add class levels and adjust the CR, I still have issues while trying to advance monsters with racial HDs. The main problem I faced was the ability score adjustement. Following the official "Monster Advancement" guidelines, I can adjust the ability scores in order to reach the suggested damage and HPs. What happens when I try to advance a monster such as the Succubus, which also has Spell-like abilities? Do I have to reach suggested damage, AC, HPs and DCs or do I just focus on either the combat or the spell-like abilities?
You aren't likely to find a perfect fit. In a game that already encourages 15 minute adventuring days, a character that is only strong 15 minutes per day is stock.
I am building an NP. While he doesnt have to be a perfect fit, it would we good to get at least an Escanor vibe, something like 1/day, considering only the noon power spike maybe?
Whatever your potential plans for the NPC you need to at least think about balancing the possibility of the party gaining the item. GM fiat protecting GMPCs tends to cause hard feelings.
I am totally in favor of players using an item like that, and one of them already does. I just wanted to know if there is something RAW legal that could work.
I am the GM, but I like this character a lot and I would like to play him someday, so I am trying to make it as RAW legal as possible. He's a kineticist which uses both ranged blasts and kinetic fists, and I am trying to find a a way to get both the +5 enhancement bonus on attack and damage rolls (to overcome most DR types) + flaming, agile, ecc. If you have ideas, I would be glad to hear them.
Danny StarDust wrote:
I understand that, by logic, handwraps, brassknuckles and spiked gauntlets appear in your hands and not equipped, but is it listed anywhere what kind of action it is to equip them properly?
Hello everyone. I have a question that came to my mind while building a kineticist. Do gloves of storing automatically equip a weapon when used? I get that if I used them to store a longsword, for example, the longsword would appear in your hand and you could wield it as a free action. But what about spiked gauntlet? What about handwraps? Is it specified anywhere the type of action needed to equip them, or are they treated like any other weapon?
Hi everyone! I recently bought occult adventures and fell in love with the kineticist, but I am also confused about certain rule interactions.
I understand that RAW the spell is wasted, but to me it doesnt make too much sense. In my opinion it would make more sense that, if you miss the arrow, you dont do your normal arrow damage but you still do your spell damage, unless u roll a 1. Hitting a square is a very low DC, I dont get why the spell would be wasted. But we are here to discuss RAW, so there's no need for my ranting. Thank you for your help!
Hello everyone! I was trying to build an Arcane Archer and I met some diffulties.
It's just an NPC, so I just needed to make it rules compatible and I have no need for optimisation. I messed up and I read monk's proficiencies instead of flurry of blows text. Anyway, thank you all for your answers, you are the best!
I tried figuring out the CR adjustment by comparing this template with other templates which give a breath-weapon, like:
Demonic Vermin: 1d6 per CR point. Wait 1d4 between uses. CR +2
Element infused Template: 3PP Material, 1d6/3 HDs. Once every minute. CR +1.
Hello everyone! I was trying to advance some monster I need for the game I will DM in a month and I encountered two problems.
My bad, with "at-will breath weapon" I meant with no x/day uses limit, i would have still limited it like a dragon's breath --> "once and then wait 1d4 round".
Hello everyone! For my custom setting, I need to modifiy the half-dragon template so that it gives an at-will dragon's breath. How should I change the CR modifier? I am also open to consider other templates which give an at-will breath weapon (1d6 for HD), either official, 3PP or Homebrew material. Thank you in advance
I have never been a huge fan of the Vancian system. In April i will DM a Pathfinder campaign and I wanted to change how spellcasting works; I looked for alternative magic systems and after Words of Power and Sphere of Power I found Elements of Magic (Revised). I really like this system, for both its flexibility and the fact that it will work very well for my setting. While reading the rules and trying to create custom spells, I noticed that it probably isnt very compatible with Pathfinder, mainly for the huge bonuses to AC, Saving throws, Temp HP ecc you can easily get, even at low lvls. I wanted to know if there's someone who managed to either use the system RAW and make it work or revised its content to make it really compatible with Pathfinder.
I'm the DM, I have no intention of giving it to the players. I just wanted to know, flavor-wise, what people thought about its catastrophes.
Hello everyone! I am creating some demigod for my setting and I noticed the lack of pathfinder epic level progression for many classes. While classes like rogue gain additional rogue talents and sneak attack damage, classes like druids have nothing more to offer but highee spells slot. Since I have some free time now, I decided to make some epic level class, meaning that class advancement after lvl 20. I started with the druid, and I present here 2 of the paths the class can follow. The first is the Nature Spell Master, a spellcaster druid who doesn't use wildshape for melee combat and is heavily focused on casting. The second one is the Animal Master, a druid who channels his magic through his animal companion, giving him great ability score benefit but he doesnt gain any onther benefit and he lose some caster level. The third one, which i still I am creating right now, is the Wild Shape Master, a heavily wild shape focused druid who lose a lot of spellcasting ability but gains more forms to wild shape into and the rage class feature. I hope you like it, i am open to suggestions!
Nature Spell Master
Spells per day: At the indicated levels, an Nature Spell Master gains new spells per day as if he had gained a druid level.
Bonus Domain: At lvl 2 and every 4 lvl thereafter, a Nature Spell Master gains a Cleric Domain between those in theNature Bond's Druid class feature. If the druid doesnt have an animal companion because he chose a Domain at lvl 1, he can choose to get the animal companion instead of the Domain. The animal companion is the same level as the druid. He can make this choice even if he has an animal companion granted by a non druid class: in this case he just adds his druid lvls to his animal companion to determine his lvl.
Nature Assimilation (Ext): The druid can draw power from nature around him: when in contact natural terrain (this includes air and water, but only if they arent enclosed in an artificial construction, like a swimming pool or the center of a building) the druid's caster lvl is considered to 1 higher. This Caster Level Bonus increase by +1 every 5 lvls.
Spells per day: At the indicated levels, an Animal Master gains new spells per day as if he had gained a druid level.
Knowledge transfer (Ex): The connection within a druid and his animal companion is so deep he can communicate with his companion telepatically, to a 1 mile distance. Furthemore, every time the druid levels up, he can decide to sacrifice a feat and any number of skill points he get and give them permanently to his companion. If the companion dies this stream of knowledge go back to the druid who can so reallocate his skill point and chose a feat.
Incredible Vitality (Ex): As an Animal Master gains levels in this prestige class, his animal companion's Constitution score increase as noted on Table: Animal Master. These increases stack and are gained as if through level advancement.
Incredible Strenght (Ex) As an Animal Master gains levels in this prestige class, his animal companion's Strenght Score increase as noted on Table: Animal Master. These increases stack and are gained as if through level advancement.
Smart Companion (Ex): As an Animal Master gains levels in this prestige class, his animal companion's Intelligence Score increase as noted on Table: Animal Master. These increases stack and are gained as if through level advancement.
Iron Skin (Ex): As the Animal Master increase his power, his animal companion's skin thickens, giving him a +2 Natural Armor bonus which stack with all others. The animal companions gain this ability the first time at lvl 3 and every 5 levels thereafter.
Size augment (Ex): Once the Animal Master reaches lvl 8, the stream of natural energy between him and his animal companion become so powerful that the animal companion increase in size, gaining a +4 permanent bonus to Strenght and Costitution, -2 to Dexterity and an increase in size.
Improved Natural attack (Ex): At lvl 11, the Animal Master's animal companion strenghten one of his natural attacks as if he gained the Improved Natural attack feat. If he already has this feat, he can instead choose any feat his animal compaion can effectively use
I am not at home right now, so i cant write all my character's feats. It's a monk, multiclassed with barbarian, specialized in dimensional dervish ecc feats ( no myhic options here) and dragon style feat chain and pummeling style feat chain ( no mythic option here too) I like his mobility, he will have something like 60 meters/ movement action ( monk bonus, barbarian bonus, mythic impossible speed active/ passive), so i wanted to take both Run and mythic Run feats, for pure roleplaying reasons.