Allevrah Azrinae

Vasantasena's page

Organized Play Member. 54 posts (131 including aliases). No reviews. No lists. No wishlists. 1 Organized Play character. 1 alias.


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Keyword here is discipline vs instinct, think about a fighter training versus how a barbarian learned to fight, its the same, most street urchins, and street figthers are urban barbarians they have a lot of rage and somehow learned how to focus that into their fists.

Jason "make me a baby" Statham is the perfect example of some pent up rage gone wild, damn he must be awesome in bed. lol


Borrowed Time from Mythic Reals is a transmutation spell that gives you (in its standard form) an extra swift action at the expense of 1 point of constitution or 5 Hp if you are immune to constitution damage...hello Undead Anatomy..


I think the best approach would be to research a spell that does the same as Incarnate Construct and if that cannot be done. I will need to find a witch with Forced Reincarnation. Which might or might not work due to the rules in Reincarnate.

Anyhow thank you very much for all your input! :)


Tinkergoth wrote:
Mikaze wrote:
Quintin Belmont wrote:
Tinkergoth wrote:
SeaBiscuit01 wrote:
GeraintElberion wrote:
The very best way to do it. Possibly the only way.
How? rejecting it and then blaming him for everything wrong in my life and then following it to the north pole and not killing it?
Works for me. Certainly seems a better bet than what that Herbert West guy did.
wow, cant believe someone else remembers that story
Re-Animator helps West's reputation too. ;)

Hey, I may only be a young'un (relatively speaking anyway, I'm 24) but I'm still a massive Lovecraft fan. Been reading his stories since I was about 12 years old. Haven't read a whole lot of stuff that other authors have added to the Mythos though.

Funnily enough, I haven't actually seen Re-Animator, only read the stories.

EDIT: Sorry if the response seems a bit agressive. I'm currently sitting in a hotel room in a country where I don't speak the language, and not many people speak mine, dealing with a respiratory tract infection. I've been here two weeks longer than intended, so the combination of stress from that and my head being foggy from the medication is resulting in some unintentially abrupt posts. On the plus side, hopefully I can fly home tomorrow.

Poor chap! Get better! And you didnt sound aggresive at all.

The Witch (Forced Reincarnation) idea sounds perfect, but I dont know if the golem being soulless would have something into account. Other than that sounds good.


The thing is this Golem already is "awakened" sentient and free from its master. And I was wondering how to turn him into a human which might require creating a soul for him and changing his appearance. At best.

At worst just to modify his appearance so he looks human at least.

Does changing his subtype (as per the polymorph any object) automatically gives him a soul?


How would you do that?


Pointers:
1) A golem doesn't have a soul so it cannot be resurrected.
2) It has a elemental spirit bound to it animating him.
3) The flesh golem is right now sentient and freewilled.

From what I think:
- Polymorph Any Object should do the trick (in two or three stages)
- Something else besides a well worded Miracle or Wish?
- Is there anything that can be done in order to grant him a soul?
- Inmmunity to Magic prevents spells from targeting him but: Rules for modifying a contruct should remove this in order for it to be affected by spells.

Let me know your suggestions!


Added Spells from Champions of Purity
Burst of Radiance Lv 2
Touch of Mercy Lv 2
Chains of Light Lv6
Archons Trumpet Lv7
Angelic Aspect & Lesser/Greater Lvs 2,5,8
Aceppt Affliction Druid 3

New Feats:
Summon Good Monster (Add new summons to the list and some of them gain the Diehard feat)
Yueral's Blessing (arcane discovery:cast spells from druid and wizard at +1 CL and +1 to the DC also replace the material components of the spells with gems of the same value)


Also, worth to notice that if you have a Inquisitor or a Paladin in your group and they cast Lithany of Rightenousness, you might double your damage from spells, Lithany of Righthenousness says "attack", will need a rules lawyer to review this please. :)

Attack as stated in invisibility:

Spoiler:

"...an attack includes any spell targeting a foe or whose area or effect includes a foe. (Exactly who is a foe depends on the invisible character’s perceptions.) Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. If the subject attacks directly, however, it immediately becomes visible along with all its gear. Spells such as bless that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area."

Or an attack as a ranged touch attack from Scorching Ray.


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I build a Wizard Conjurer Teleport/Magaambyan Arcanist. And after much review of the Prestige Class I wanted to post the following list of spells from the Druid Spell lists in order to make your life easier when picking the class (thanks Ravingdork for your advice on this list).

My suggestions for druid spells are the following.

1: Cure Light Wounds, Entangle
2: Barkskin, Lesser Restoration
3: Remove Disease, Cure Moderate Wounds, Call Lighting
4: Freedom of Movement, Atavism, Cure Serious Wounds
5: Wall of Thorns, Awaken, Hallow, Death Ward
6: Antilife Shell, LiveOak
7: Heal

Summon Natures Ally Line of spells are prerequs for Sunlight & Moonlight summons line of feats.

As you have an Aura you also fill for Sacred Summons, but it only applies to certain creatures with the specific Good description.

Also spells with the Good Descriptor:

Spoiler:

Shield of the Dawnflower
Bless Water
Consecrate
Dispel Evil
Hallow
Holy Aura
Holy Smite
Holy Sword
Magic Circle against Evil
Protection from Evil
Holy Whisper
Sanctify Armor
Veil of Positive Energy
Wake of Light
Blade of Bright Victory
Eagle Aerie
Sanctify Corpse
Spear of Purity
Crusader's Edge
Eaglesoul
Divine Arrow
Protection from Evil, Communal
Sacred Space
Veil Of Heaven
Karmic Blessing
Litany of Righteousness
Bestow Grace of the Champion
Archon's Aura
Light Lance
Light of Iomedae
Blinding Ray
Blaze of Glory
Rally Point
Holy Word

And situational/variable good descriptor (thanks Grick)

Spoiler:

Align Weapon
Elemental Swarm
Planar Ally, Lesser
Planar Binding, Lesser
Summon Monster I
Summon Nature's Ally III
Summon Nature's Ally IV
Summon Nature's Ally V
Summon Nature's Ally VI
Summon Nature's Ally VII
Summon Nature's Ally VIII
Summon Nature's Ally IX
Summon Elemental Steed
Imbue With Elemental Might
Planar Ally
Planar Ally, Greater
Planar Binding
Planar Binding, Greater
Energy Siege Shot
Energy Siege Shot, Greater


Travel and Liberation Domains Cleric. Youve got teleport, heals and good buffs right there.


What my group does is the following:

1) We get an item
2) Anyone can ask for it
3) The one who get it "buys" the item
4) Lets say I buy a Pearl of Power I
5) I will pay 1000 / 4 players at the moment for the item, including the winner.

That way everyone gets rewarded and everyone eventually has a share of the loot.


One silly question:

With Improved Counterspell I can counter a spell of the same school. But Does it have to be one level above the countered spell or it can be the same level and above?

Also (on another note) with Counterspelling Mastery, can you counter with Dispel Magic?


Thanks for your suggestions guys. He is in fact a beggining GM and knew 3.5 to the heart and is now learning the Pathfinder system, he keeps mentioning that we are all surviving and expected us to die more but we keep pulling our weight.

I just hope it gets better because its not being fun and specially when we dont play.


So, after a disastrous endgame of Rise of the Runelords in which our 15th level characters we were wiped out by Karzoug in three rounds, and Varisia is most likely now doomed, one of the players mentioned he wanted to DM the Age of Worms adventure path.

We started the first module and finished the 2nd with a lot of excitement.

But we were marked by something we call "The Incident" at the end of module II (which is a huge dungeon crawl), I was making calculus on the loot and rounded out something beetween 40 to 42k gold pieces (needless to say we were all happy), right at the end when we were returning to town he mentioned me:

GM: Roll perception please
Me: 21
GM: Ok

(Afterwards at the inn)

Me: Perfect, we need to go to a near city to sell some of this stuff because in this town we are not going to...wait a minute...were is my Bad of Holding!

To sum up, the perception check was because my bag of holding with all of our loot from the last part of the first module and the second one, the party pool (a pool of money we did to pay for regeneration, cures and assorted things), and Magical Items was stolen.

We roleplayed trying to find it from casting locate object, and trying to look for local thieves and seeing if anyone was expending extra money.

The day after, the party monk found 8000 GPs in his bed. And the exact money that the party pool had.

We were WTF!. Afterwards we managed to find the bag of holding with books relevant to the plot and nothing more. The animal companion tried to do a scent check to follow the thief but only pointed to me one of the party wizards. And the GM just pushed us to the start of the next module, and yes we were very upset our search for the thief was not sucessfull at all.

And well that was our sad sad story so far. We were starting level 4 in that time and we are 2 Wizards, Cavalier with a Wolf Animal Companion, Four Winds Monk and Druid with Beetle Animal Companion.

This caused a lot of drama within the group. When we confronted the GM about this in our next session he said he was roleplaying how the villians would have acted. And that in the future we will be able to get the stolen loot back. I just told him its not fun for me to have everything taken away (my personal opinion), my main concern is that he gave us all that loot and after I calculate how much it summed up he freaked out and took it from us in what I think is an immature way.

I'm still freaking upset!!

And to crown all that, I dont really think he wants to play anymore. Its been already 2 times that he skips our weekly sessions because "I have a shot at winning the MtG tournament this saturday" (he confirmed this to me at sunday 2am, and we play at 10am).

Ugh I needed to get that out of my system. There.

So:
- Should I open the drama-can-of-worms?
- Should I/we talk to him again?
- Should I ask him if he wants to keep Game Mastering?


I think the problem in here is with your DM, I hate to see DMs that play strict by not making it fun to grant a normal, suggested and balance ammount of treasure, my Dm once noticed this and made a reset of the gold per level and mentioned we could make changes to Magic Items in that way because we were all over the place with gold and items.

Also, you can ask your party if they can travel to another city so you can visit a Library or a Wizards guild in order to purchase spells, which imo is the only way wizards can fill their spellbooks.


My recommendations on how to decide your future wizarding career:

1) Read all spells from each given level, if you like some of them particularly try to specialize in a school or playstyle, blasting, battlefield control, buffing, summoning, debuffing.

2) It is heavily adviced that you never enter melee under any circumstance, you have almost zero ways to negate heavy melee damage, so touch attacks are to be used with metamagic.

3) View metamagic and consider what you will be casting in next levels.

4) Consider what you would do in a combat all the way through.

5) Your feats are what will make you completely different from other wizards you know. Have them into consideration when you level as they are invaluable and are prereqs to the future one.

6) Never be a Flaky Egoist Wizard...
- Paladin: Please dispel the defensive magics of the dragon so I can hit better (mage armor and shield)
- Flaky Egoist Wizard: Sure man sure next round, because right now is Lighting Bolt! Rolls 10d6...26 dmg...
- P: Please I can hit him with my Smite Evil for a lot please dispel him this round.
- FEW: Sure man sure right after my SCORCHING RAY...
- P: Right...
(dragon full attacks)
- P: <---Dead
- 2 rounds later Total Party Kill

Sometimes your most unflashy spells will be the ones that will turn the battle into your side I'm talking about: Charm Person, Dispel Magic, Grease, Glitterdust, etc...

Hope that helps!


I just got the same itch of making a Crossbow Dual Wielding Inquisitor.

It is quite feat intensive but makes a super flavor-rp character.

I've came to the following ideas:

1) Take Rapid Reload Feat
2) Have Gloves of Storing
- Gloves of Storing help you release your other hand in order to reload as a free action
- It would be like this: Xbow 1 to Glove -> Reload Xbow 2 -> Shoot Xbow 2 -> Repeat storing with Xbow 1.

3) Also you can do a permanent Wondrous Item with the Reloading Hands Spell in a permanent way.

Let me know what you guys think about it.


Oh right right yes 1d3, very optimal still, and helpful when in need of healing.


Throw in a Orange Ioun Stone and some nifty feats and I'm rolling my dice. How about a Cleric/Empyrial Sorcerer Mystic Theurge? (Wis stat)It lags a little (as a MT will always do) but damn what a versatile character!

MT always suffer from the beggining of their careers in my opinion its terrible to play them from the start, around level 15th you will start to pick yo the slack and start shining.


You were not a jerk, he willingly submitted to evil and now has to live feeding of innocent victims. Changing his aligment through magic is bull...you GM took a wrong desition, you have every right to smite the crap out of him.

This kind of considerations have to be asked to the whole party before hand. Not to be taken lightly.


Lillend Azatas (healing bards) are devastating for the buffs, the combat healing and Bardic Performance.

But also summoning 1d4+1 Bralanis rocks the house. Not to mention they can be a bothering flanking ally.


I was playing a magus level 15th and in a single round with good action economy, spending resources and two crits I managed to pull like 240 damage or so, and still save resources,

But I mean seriously at level 15th? you should be able to start rocking the table with mean combos, awesome summons, well planned spells. A good designed characters can be done by anyone, its a matter of careful planning and aim at something nice.

I mean Eidolons, Bardic Performance, Rage, Spell Combat, Judgements all are game mechanics that can be and should be used in game all can be abusive, nah I dont think so. everyone has a opportunity to make a run with their classes.


Touch of Gracelessness + Calcific Touch is a Dragon Killer

Try Maximized/persistent Touch followed by Calcific Touch, downside is that you make a mess to get the character loot items because they get petrified :(


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I spellblended some spells with Magus and I can tell you some of the strongest are:

0 Touch of Fatigue,
1 Protection from Evil, Touch of Gracelessness
2 Ghoul's Touch, False Life, Communal Protection from Evil, Magic Circle of Protection, Resist Energy
3 Heroism (Wand), Twilight Knife, Communal Resist Energy
4 Enervation, Dimensional Anchor, Bestow Curse, Touch of Slime, Boneshatter, Hellfire Ray
5 Feeblemind, Contingency, Permanency
6 Summon Monster VI/Planar Binding, Cold Ice Strike (swift action), Greater Heroism,

If you have the Close Range Arcana, Touch of Fatigue translates into a free extra attack that stacks with Haste and Enervation becomes very handy. Other than that Heroism is a hard to beat buff to almost everything. Touch of Fatigue and Touch of Idiocy can crit through Spellstrike for they are damage as the rules mention, also they are very handy when fighting casters or creatures that have low desterity (dragons can be toned down a lot by Touch of Gracelessness and Ray of Enfeeblement in concert).

Also remember that you get to add spells from your Magus 19 level ability and you certainly want some Summon Monster VI for utility, Cold Ice Strike for its hiper cool swift action casting and Greater Heroism as it is one of the greatest buffs of the game. Also remember at level 5 Contingency is a game saver if planned correctly.

I dont recommend that you Spell Blend more than once in your career because most of those spells buffs you can easily do with Use Magic Device and a handy Wand (heroism and resist energy are great candidates for those).

Hope that helped your desition :)


Where is the fast advancement mentioned as a basis for 3.5 AP? (Damn no wonder everything was very challenging)


Doble de oro...hay ajaaaaaaa.


We wiped so very hard after 2 years of playing and in the epilogue, Karzoug was holding a Balefoul Poly one of us, and others are still inside him in agony.

And in the end the child of one of the characters was taken by a green dragon and its supposed to be his ward. Sad we didnt survived even one round against him.


I was the magus in there, I still have my /SaddestPandaFaceEVAH! that was so anticlimatic I still imagine Karzoug casting that quickened Wail of the Banshee. . .2 freaking years...man it sucked.


Oh I didnt knew that! Is it errataed?


Norren wrote:


That makes sense, a little disappointing, but it makes sense. (I had visions of sniping from a bit farther away. I guess I still can with regular ammo. Gish build, ho~) I almost wonder why I can't just cast all non-personal spells through the gun in the first place then, down to pistol whipping for the regular touch spells.

The enhancement bonus brings up another question. Enhancement bonus added via sacrificing spell slots stacks with a bonus already present? Say my starting wealth allows a +1 enhance bonus, I can drop a level 2 spell slot for an additional +2 enhance bonus, totaling +3 to attack rolls and save DCs?

On your first mention you can get reach spell and increase the range for special cases. Or maybe a Rod of Extend Metamagic.

On the second, sadly, enhancement bonuses don't add up unless specifically stated. I recommend that you also review the Archetype for Ray Focused Maguses Myrmidarch with Ranged Spell Strike they offer different options and you could get some Gunslinger Feats in order to use firearms. Its a different option but Spellslinger seems to rock the house too. Specially with heavier spellcasting.


I'm wondering how the classes that cap at level 6th magic like Bard, Magus or Summoner would be in level 21 would they gain a 7th level spell slot usable only for metamagic purposes? And then gain spell slots on their higher casting level?

If so? How would you pick the new spells...humm I really want a PFRPG Epic Level book sniff x3


You only add the enhancement bonus of the weapon to the attack or the spell DC.

Nothing else changes except the other descriptors of using a gun.

A: No, you hit the same targets of the spell
B: Exactly, using the bonuses
C: Nope

The reason is that when the spell calls for a attack roll you can add the bonus of the gun and when it doesnt like burning hands, you usually add that to the spell DC.

For Scorching Ray you do all the rays and roll all the rays. Your range is the one of the Scroching ray and add enhancement or save DC bonuses.

Ocular Spell looks really weird. But from my interpretation it would convert spells into rays. And you fire through the gun at range 60 as the spell mentions.


- At level 6, a Magus has BAB +4
- Maximum Arcane Pool Weapon Enhancement of +2 (or +1 and 1d6 Elemental property: Fire/Frost/Shock)

Spell Strike (1 Attack)
Concentration Check DC Shocking Grasp = 15 + (1x2 SG) = 17
To hit: 4 BAB + 2 Arcane Pool + Str (0) = +6
Normal Damage = 1d6 Weapon + 5d6 (Shocking Grasp) + Str + 2 Enhancement Bonus
Crit Damage = 2d6 Weapon + 10d6 (Shocking Grasp) + 4 Enhancement Bonus
Average Damage on a Crit = 40

Spell Combat in Concert with Spell Strike (2 Attacks)
To hit 4 BAB + 2 Arcane Pool - 2 Spell Combat = +4
Concentration Check DC Shocking Grasp = 15 + (1x2 SG) = 17
Magus Concentration Check Roll = 1d20 + (6 Magus Caster Level + Int Mod (0) You need to get more than 11 at least to cast thats 55% of fail.

2 Attacks at +4
If crit same as spell strike.

The magus at lower levels is difficult to master because of the concentration DCs you need to do when you are in range of opportunity attacks.

Spell Combat at lower levels is very very difficult to pull off, and if you want to really excel at it you need to have a high intellect and or lower your attack to increase your concentration check, or get Combat Casting with eventually you will not need at all.

Hope that helps.


Hi! I think I finally have it narrowed down. Yes! Magic Item Creation. I love to design things for my characters and create stuff. But create something out of thin air requieres a lot of detail. So I wanted to create some sexy robes for my Magus.

That would have Use Activated Effect of Detect Evil and allowed the combined effects of Heroism and Wrath 3 times a day. Please review if I made it correctly.

Wrath
(1 Spell Level) x (9 Caster Level) x (2000 Use Activated Cost) x (4 Duration - 10 rounds) = 72,000 / (divided by 1.6 for 3 times a day) = 45,000

Heroism
(3 Spell Level) x (5 Caster Level) x (2000 Use Activated Cost) x (1.5 Duration) = 45,000 (x1.5 Multiple Different Abilities) = 67,500 / ((divided by 1.6 for 3 times a day) = 41,875

Detect Evil
(1 Spell Level) x (1 Caster Level) x (2000 Use Activated Cost) x (1.5 Duration) x (1.5 Multiple different abilities) = 4,500

Also adding the costs of 50 Thorny Vines.

Market Price would be 91,375 gps (plus 50 vines)

The combined effects would be this ones:
Constant Detect Evil
Morale Bonus to
+3 to Attack
+2 to Saves
+2 to Skills
+3 to Damage
+3 to Overcome Spell Resistance
Requisites CL 9, Wrath, Heroism, Detect Evil.

I think my munchkiness overcame me when I thought of it, but its a postumous item for my end of campaing Magus I think a bit too much but would like your input. Maybe restricting it to one enemy? Or bonuses only apply to Evil Creatures etc etc.

What do you guys think? (this is not homebrew its done via the Magic Item Creation Rules)


ShadowDax wrote:
Morgen wrote:
Correct, your weapon continues to deal it's normal damage while delivering a spell strike.
I appreciate your answer but, is there a post, book or something that I can use as proof. I get in arguments over this and I always loose.

Hi, as a fellow Magus I think you are mistaken. Because a level 1 Spellstriken Shocking Grasp is channeled through a weapon and if you Arcane Pooled a Weapon with Shock, although is the same kind of damage they dont add/stack themselves up with Spellstrike.

Because they come from two different sources.

And have to be considered separately for purposes of Metamagic Spells (like empowering a 5d6 Shocking Grasp (and not adding the Shock weapon). And for purposes of energy resistance.

Hope this helps :)


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Pues no soy de Guadalajara, pero tenemos una mesa que esta a punto de terminar Rise of the Runelords en el DF y tenemos 5 jugadores y un cruel DM hahaha.

Saludos!

Raúl


Maezer wrote:

You are not adding in the 1.5 multiplier for each additional ability you add to the robe. Adding the ring of evasion ability to a more expensive item adds 25,000*1.5 to the more expensive items price.

And when scaling an ability it scales exponentially. At the very least going from the 4 spell levels/+2 to the 6/+3 should be a 3^2/2^2 cost multiplier following the same lines as any other scaling bonus.

And I'd never let a player crafting an item for the party apply the restrictive alignment discount. Otherwise you might as well discount every single item in the game by 30%. Honestly to a player buying an item that does X, and an item that does X only for them is nearly nothing.

Swapping Con for Int is no price difference. Though to keep everything even within the Robe of Runes I'd just bump the stat increase by 3/2 as well.

Thusly I would price your item at the base item (Robe of Runes)*9/4+(Ring of Evasion)*1.5 = At 136.5. Leaving the stat bonus at +4 would be a 20k discount. So 116.5k. If you really want a 30% discount then its 81.5k.

Oh the scaling cost of the spell recalling ability I get it, but I dont think the 25,000*1.5 would not apply because that is for items that exist already not one created from scratch.


I want to put toguether several qualties of magical items in order to create a very special one tailor made for my character using these:

Robe of the Runes
Ring of Evasion
Robe of the Archmage

Essentially I want to use the Robe of the Runes (with a stronger ability), add the Ring of Evasion ability and use the aligment restriction of the robe of the archmage: Thus equaling to this:

+4 a Con de RotR: 16000

Spell Recal 4 levels of spells/+2: 28000

But to input a 6 level of spells/+3 to Attack and DC for 1 round:
Spell Recall 6 levels of spells/+3: 28,000 * 1.5 = 42000

Adding the Ring of Evasion:
+25000 del Ring of Evasion

And restricting the aligment to Lawful Good would be a 30% discount.

Totaling: 16000 (+4 Con) + 42000 (Spell Recall 6/+3) + 25000 (Evasion) = 83000

With a 30% discount for restricting aligment = 58,100

Thus I present to you:

Robe of the Noble Warrior Mage
Aura strong transmutation; CL 14th
Slot body; Price 58,100 gp

DESCRIPTION
This robe of white silk and emblazoned with dozens of spindly golden Thassilonian runes and arcane etchings was created by a renowned hero of Sandpoint with a flair for crafting unique wondrous items. During her attonement for her past sins and on the path of stopping the Runelord Karzoug she wanted to forge a powerful robe that would accentuate her arcane warrior heritage and yield proper honor to the path of redemption being walked, thus the Robes of the Noble Warrior Mage were born. Favored by powerful Magi and Eldrith Knights, this robe can provides benefits to those who wish to master spell and sword. While worn, it grants a +4 enhancement bonus to Constitution and allows the wearer to recall, as a free action, up to six levels of spells per day that he had prepared and then cast. Each time a spell is recalled and prepared again in this manner, the sudden rush of magical energy infuses the wearer with power for one round after recalling a spell, the wearer’s spell save DCs and attack rolls for spells gain a +3 enhancement bonus.

While worn the robe grants the wearer the ability to avoid damage as if she had evasion. Whenever she makes a Reflex saving throw to determine whether she takes half damage, a successful save results in no damage.

The Robe of the Noble Warrior Mage has the same restrictions to aligment as the Robe of the Archmage (good).

CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, bear's endurance, jump, limited wish, creator must be of the same aligment; Cost 29,050g

_______________

Please let me know what you think!


FoxAdriftAtSea wrote:
Vasantasena wrote:

No point buy, regular roll (3d6) for each, rolled failrly good numbers plus Noble Drow modifiers.

Also wearing the following
+1 Keen Scimitar
Amulet of Natural Armor +2
Artisan's Outfit (sexy endrowed little white dress)
Belt of Incredible Dexterity, +4
Celestial Armor
Cloak of Resistance, +1
Headband of Vast Intelligence, +4: Disable Device,
Knowledge (Dungeoneering)
Ioun Stone, Orange Prism
Ring of Protection, +2
Thieves' tools
Whip (dominatrix like rp)
Cloak of protection +1

Hmm... looks good but I might adjust it so you have at least a +2 or 3 weapon and spend the extra feat you dont have listed on improved critical.

Right forgot to mention I had Craft Wondrous Item :)


No point buy, regular roll (3d6) for each, rolled failrly good numbers plus Noble Drow modifiers.

Also wearing the following
+1 Keen Scimitar
Amulet of Natural Armor +2
Artisan's Outfit (sexy endrowed little white dress)
Belt of Incredible Dexterity, +4
Celestial Armor
Cloak of Resistance, +1
Headband of Vast Intelligence, +4: Disable Device,
Knowledge (Dungeoneering)
Ioun Stone, Orange Prism
Ring of Protection, +2
Thieves' tools
Whip (dominatrix like rp)
Cloak of protection +1


Hey guys can you give me feedback to my Magus Build please?

Vasantasena (V:TM Rip off I know but damn sounds quite drowish)
Female Drow, Noble Magus 11

STR 14
DEX 24
CON 12
INT 25
WIS 12
CHA 11

Feats
Weapon Focus: Scimitar
Spell Shield
Dervish Dance
Intensified Spell
Weapon Finesse
Piercing Spell
Combat Casting

Maguc Arcana:
Spell Shield
Empower Magic
Spell Blending: Resist Energy & Touch of Gracelessness
Lingering Pain

Natural Spell Resistance Drow: 22

AC 30
Base 10 + 9 (celestial armor) + 7 Dex + 2 Natural Armor (Amulet) +2 Deflection (Ring)

As a Drow Noble I have Divine Favor, and Dispel Magic and other goodies.

My usual approach is casting Mirror Image, Shield and/or Greater Invisivility in Combat and SpellCombat Intensified Shoking Grasps and Frigid Touch.

I'm Aiming for a Spell Perfected Dragon's Breath at level 15 (prereqs I'm choosing are: Intensified, Piercing and final I think Maximized or Quickened Spell) those two mainly because they are only a +1 to prepare spells.

Chose Lingering Pain because of SpellCasters and seem quite a nice ability to have.

So far it does awesome damage and has minor utility and lots of skills. And best part of all its a blast of fun to play.

Let me know what you guys think. Any suggestion anf future recommendation is welcome!


What new spells got added, can you tell which ones are magus related please? Thx!


I'm aiming for a Spell Perfected Dragon's Breath, prepare it as intensified for +5d6 dmg and cast it perfected with Dazing Spell on a lot of enemies or Quicken it for sheer damage, very versatile!


@Phasics and Meatrace: Thanks I didnt remember the new Polymorph spells and how they augment armor class. Ok also then: Misplacement, Blur and Mirror Image.

That would be 50% misplacement, 20% Blur and X% Mirror Image.

@TheDoctor: I was thinking about Lunge but as a Magus when you Spell Combat you can mage your attacks first, take a 5 step and cast the spell. Also my GM has a fetish for enemies with reach.

Also I was thinking about Combat Expertise. But I dont think the dodge bonuses are cumulative. :S

Edit: Opps Dodge bonuses are cumulative! Yey!


Hey guys, I'm playing a Drow Noble CR 2/Magus 9 (by the way the class rocks) and I have a 30 Armor Class throught this:

Base = 10
Dexterity = +7
Celestial Armor = +9
Amulet of Natural Armor = +2
Ring of Deflection = +2

I can raise it to 34 with the Shield Spell
Or 37 with Spell Shield Arcana

I got into a lot of trouble and was stalling a party of three stone giants and managed to get to 40 AC with Total Defense (+6 Dodge through Acrobatics Skill) and Mirror Image

I was wondering if you guys can help me seeing what else I can use in order to get more bonuses to AC from Feats, Armor, Items etcétera I want to Max it out (rawr) because I'm starting to think I might be the only chance of a decent tank in the party we are playing :S

Thanks!


I have a dumb question.

I was trying to empower a fireball (Im currently a level 9 Magus) and my DM told me I would only do 10d6 of damage because you can only do 10d6 of damage but as I'm reading its not the way it works can you guys clarify this for me please?

Option 1) roll 9d6 x 1.5
Or Option 2) Roll 9d6 + 4d6

Thanks!


Kvantum wrote:
Are you playing the Kingmaker AP, by any chance? Maybe see if your GM will let you try out the Fochlucan Lyricist PrC from the D&D 3.5 Complete Adventurer. Druid/Bard/Rogue multiclass, essentially.

We are playing Rise of the Runelords, and he is not allowing 3.5 classes just official paizo stuff to avoid converison mess. :D


So, it is time. My druid was killed by a freaking mother of oblivion while I was trapped in a Resilient Sphere casted by the mage in our party and that monster entered the space and ripped me up to -50 hp.

So. My DM pitched the idea to play with a Nymph but (he has the no same class after you die rule-his rule) forbade me to play druid.

So, IMO I'm thinking:
1) Nymph/Ranger (might be interesting for class abilities)
2) Nymph/Ranger 4 - Nature Warden (super cool nature guardian yey!)
3) Nymph/Sorcerer - Mystic Theurge (sounds cool)
4) Nymph/Wizard - Mystic Theurge (tricky)
5) Nymph/Bard (sound cool and sexy)

Input please! hehe


Jeraa wrote:
] [b wrote:

Dragonhide:[/b] Armorsmiths can work with the hides of dragons to produce armor or shields of masterwork quality. One dragon produces enough hide for a single suit of masterwork hide armor for a creature one size category smaller than the dragon. By selecting only choice scales and bits of hide, an armorsmith can produce one suit of masterwork banded mail for a creature two sizes smaller, one suit of masterwork half-plate for a creature three sizes smaller, or one masterwork breastplate or suit of full plate for a creature four sizes smaller. In each case, enough hide is available to produce a light or heavy masterwork shield in addition to the armor, provided that the dragon is Large or larger. If the dragonhide comes from a dragon that had immunity to an energy type, the armor is also immune to that energy type, although this does not confer any protection to the wearer. If the armor or shield is later given the ability to protect the wearer against that energy type, the cost to add such protection is reduced by 25%.

Because dragonhide armor isn't made of metal, druids can wear it without penalty.

Dragonhide armor costs twice as much as masterwork armor of that type, but it takes no longer to make than ordinary armor of that type (double all Craft results).

Dragonhide has 10 hit points per inch of thickness and hardness 10. The hide of a dragon is typically between 1/2 inch and 1 inch thick.

I bolded the appropriate parts. Basically, the large dragon can provide

You can only ever get enough material from one dragon to make a single suit of armor, and a single shield.

I assume you are medium size, so you can only get hide armor made from the dragon you killed, plus one shield. Dragonhide hide armor costs 330 gold total, and takes about 7 weeks to make.

If you really wanted dragonhide full-plate, you need to kill a colossal sized dragon, not a large sized one. Cost would be 3,300 gp, and only take 41 weeks to make. Thats 10 months.

Wow this is very very sad. But then the price is all wrong. Killing a colossal sized dragon should costs much more than doubling the listed price! I mean its a freaking big dragon!

Well at least I got my Hide Armor and a nice shield :P I guess I'm gonna wait for a Darkwood Ironwooded Fullplate so I will begin crafting it now :D