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![]() If the Summoner's Eidolon has claw attack x2 is that a full round attack or can it take the 2 claws after a move? It looks to me like it would only be one claw after a move. Eidolon: Eidolon CR 4 Biped (Claws) NN Medium Outsider Init +2; Senses Darkvision (60 feet), Scent; Perception +16 -------------------- DEFENSE -------------------- AC 18, touch 12, flat-footed 16 (+2 Dex, +6 natural) hp 52 (+12) Fort +6, Ref +3, Will +5 -------------------- OFFENSE -------------------- Spd 30 ft. Melee Claw x2 (Claws) +8 x2 (1d6+4/20/x2) and Unarmed Strike +8 (1d3+4/20/x2) -------------------- STATISTICS -------------------- Str 18, Dex 15, Con 14, Int 10, Wis 12, Cha 10 Base Atk +4; CMB +8; CMD 20 Feats Combat Reflexes (3 AoO/round), Toughness +4 Skills Bluff +7, Craft: Blacksmith +5, Knowledge: The Planes +7, Perception +16, Sense Motive +8, Stealth +17 Languages SQ Evasion (Ex), Magic Attacks (Ex) --------------------
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![]() I am having problems wrapping my head around this one. I am confused on the effects of delaying vs readying and how it effect initiative. There is also some confusion on the suprise round. I found some good threads on this in the past (should have bookmarked) so how does this work by RAW. One of the main questions is delaying and moving to the top of init order. ![]()
![]() I am running a fire elementalist and I am having issues finding a specialized school spell for 2nd level. Burning hands worked for first level. (using herolab). Burning disarm didnt work as it is transmutation. It looks like it has to be evocation/fire elemental for me to load it as a school spell. (so far it seems to be requiring both). Edit:
Is this correct or something I can take to Herolab? It seems kinda limited to me. Zandakar: ZANDAKAR BAJADEK CR 1 Male Human (Varisian) Wizard 2 NG Medium Humanoid (Human) Hero Points 2 Init +2; Senses Perception +1 -------------------- DEFENSE -------------------- AC 12, touch 12, flat-footed 10. . (+2 Dex) hp 15 (2d6+4) Fort +2, Ref +2, Will +2 Resist fire 5 -------------------- OFFENSE -------------------- Spd 30 ft. Melee Dagger +2 (1d4+1/19-20/x2) and . . Quarterstaff +2 (1d6+1/20/x2) and . . Touch Attack +2 (As Spell/20/x2) Ranged Crossbow, Light +3 (1d8/19-20/x2) and . . Ranged Touch Attack +3 (As Spell/20/x2) Special Attacks Fire Jet (1d6+1) (6/day) (DC 14) Spell-Like Abilities Dancing Lights (3/day) Wizard Spells Known (CL 2, 2 melee touch, 3 ranged touch): 1 (3/day) Mage Armor, Color Spray (DC 14), Burning Hands (DC 15), Ill Omen 0 (at will) Disrupt Undead, Read Magic, Light, Detect Magic -------------------- STATISTICS -------------------- Str 12, Dex 15, Con 14, Int 17, Wis 8, Cha 7 Base Atk +1; CMB +2; CMD 14 Feats Scribe Scroll, Spell Focus: Evocation, Varisian Tattoo: Evocation, Wizard Weapon Proficiencies Traits Elemental Pupil: Fire, Focused Mind Skills Appraise +8, Concentration: Wizard +7, Knowledge: Arcana +8, Knowledge: History +7, Knowledge: Local +7, Knowledge: Nature +7, Knowledge: Religion +7, Knowledge: The Planes +7, Perception +1, Spellcraft +8 Languages Goblin, Orc, Thassilonian SQ Bonded Object: Ring (1/day) (Sp), Fire Supremacy (Fire damage 1), Hero Points (2), Water Combat Gear Crossbow, Light, Dagger, Ranged Touch Attack, Quarterstaff, Touch Attack; Other Gear Backpack (12 @ 20.48 lbs), Bedroll, Chalk, 1 piece, Ink (1 oz. vial, black), Inkpen, Parchment (sheet) (3), Rations, trail (per day) (5), Ring, Rope, hempen (50 ft.), Scroll: Darkvision, Vanish, Spell component pouch, Spellbook, wizard's (blank), Waterskin, Wrist sheath, spring loaded -------------------- SPECIAL ABILITIES -------------------- Bonded Object: Ring (1/day) (Sp) DC 20 + spell level to cast spells without the bonded object. Once per day, you can cast any spell in your spellbook for free. Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks. Elemental Pupil: Fire +1 dam when cast damaging spells of chosen element. Fire Jet (1d6+1) (6/day) (DC 14) (Su) 20' line deals 1d6+1 Fire damage and sets targets on fire for 1d6/round Ref halves/negates. Fire Supremacy (Fire damage 1) If you are within 5' of a fire at least as large as a campfire, you can draw the fire around you for 1r. Anyone striking you with a non-reach melee attack takes fire damage. Focused Mind +2 to Concentration checks Hero Points (2) Hero Points can be spent at any time to grant a variety of bonuses. Spell Focus: Evocation Spells from one school of magic have +1 to their save DC. Varisian Tattoo: Evocation Spells from chosen school gain +1 caster level. Water You must spend 2 slots to cast spells from the Water school. -------------------- Created With Hero Lab® - try it for free at http://www.wolflair.com! ![]()
![]() I could have swore that I read SOMEWHERE that when you level (say 1st to 2nd) that extra xp beyond the amount needed to get to level 2 is dropped. Is this correct, or do you level to 2nd and half way to third? Im getting old and memory is kinda going on the blink :). Our dm allowed us to progress from first to 1/2 to 3rd. (fine by me, but i would like to know for sure). It could be something i am picking up from a house rule or older version... ![]()
![]() I have a buddy running this summoner in one of the games i play in. To be honest I was impressed with the build and I am keeping it as a reference if I ever run one. So take a look at let me know what you think. Things that could be improved, etc. Thanks for reading my worthless post! Summoner Build:
ZOLIMON QIX CR 4 Male Human (Varisian) Summoner 5 NN Medium Humanoid (Human) Init +3; Senses Bond Senses (5 rounds/day); Perception +11 -------------------- DEFENSE -------------------- AC 17, touch 13, flat-footed 14. . (+4 armor, +3 Dex) hp 50 (5d8+10) Fort +3, Ref +4, Will +7 Defensive Abilities Shield Ally (+2 AC/Saves); Resist Shield Ally (+2 AC/Saves) -------------------- OFFENSE -------------------- Spd 30 ft. Melee Dagger +6 (1d4+3/19-20/x2) and . . Dagger +6 (1d4+3/19-20/x2) and . . Masterwork Cold Iron Urumi +7 (1d8+3/19-20/x2) Spell-Like Abilities Summon Monster III (7/day) Summoner Spells Known (CL 5, +6 melee touch, +6 ranged touch): 2 (3/day) Haste (DC 16), Bull's Strength (DC 16), Levitate 1 (5/day) Shield, Mage Armor, Expeditious Retreat, Rejuvenate Eidolon, Lesser 0 (at will) Acid Splash, Read Magic, Light, Detect Magic, Mage Hand, Arcane Mark -------------------- STATISTICS -------------------- Str 16, Dex 16, Con 14, Int 14, Wis 16, Cha 18 Base Atk +3; CMB +6; CMD 19 Feats Augment Summoning, Combat Casting, Exotic Weapon Proficiency: Urumi, Spell Focus: Conjuration Traits Focused Mind, Looking for Work: Perception Skills Acrobatics +1, Climb +1, Escape Artist +1, Fly +1, Handle Animal +11, Knowledge: Dungeoneering +8, Knowledge: Nature +8, Knowledge: The Planes +7, Linguistics +10, Perception +11, Ride +5, Spellcraft +9, Stealth +1, Swim +1, Use Magic Device +11 Languages Abyssal, Aklo, Celestial, Draconic, Kelish, Shoanti, Sylvan SQ Eidolon Link (Ex), Life Link (Su), Share Spells with Eidolon (Ex) Combat Gear Chain Shirt, Dagger (4), Dagger, Masterwork Cold Iron Urumi; Other Gear Bedroll, Caltrops (5), Case, map or scroll (1 @ 0 lbs), Chalk, 1 piece (2), Charcoal Stick (2), Crowbar, Flint and steel, Grappling bolt (2), Handy Haversack (53 @ 66 lbs), Healer's kit (10 uses) (2), Ink (1 oz. vial, black), Inkpen (5), Iron Spike (5), Rations, trail (per day) (7), Rope, silk (50 ft.) (2), Scroll: Rejuvenate Eidolon, Lesser (CL 7), Shaving kit, Soap, Bar (50 uses), Spade or shovel, Spell component pouch, Torch (5), Varisian Idol, Vermin repellent (5), Water purification sponge, Waterskin, Whiskey, Oldlaw (per bottle), Wide Brim with Buckle -------------------- SPECIAL ABILITIES -------------------- Augment Summoning Summoned creatures have +4 to Strength and Constitution. Bond Senses (5 rounds/day) (Ex) Share your Eidolon's senses. Combat Casting +4 to Concentration checks to cast while on the defensive. Eidolon Link (Ex) You have a link with your Eidolon, but share magic item slots. Focused Mind +2 to Concentration checks Life Link (Su) Sacrifice HP to prevent that much damage to your Eidolon. Share Spells with Eidolon (Ex) Personal spells can be cast on your Eidolon instead. Shield Ally (+2 AC/Saves) (Ex) +2 AC and save when within Eidolon's reach. Spell Focus: Conjuration Spells from one school of magic have +1 to their save DC. Summon Monster III (7/day) (Sp) Use summon monster spells as spell-like abilities, with durations measured in minutes instead of rounds. -------------------- Created With Hero Lab® - try it for free at http://www.wolflair.com! And his good buddy XiX
Eidolon: XIX CR 4 Biped (Claws) NN Medium Outsider Init +2; Senses Darkvision (60 feet), Scent; Perception +16 -------------------- DEFENSE -------------------- AC 18, touch 12, flat-footed 16. . (+2 Dex, +6 natural) hp 52 (+12) Fort +6, Ref +3, Will +5 -------------------- OFFENSE -------------------- Spd 30 ft. Melee Claw x2 (Claws) +8 x2 (1d6+4/20/x2) -------------------- STATISTICS -------------------- Str 18, Dex 15, Con 14, Int 10, Wis 12, Cha 10 Base Atk +4; CMB +8; CMD 20 Feats Combat Reflexes (3 AoO/round), Toughness +4 Skills Bluff +7, Craft: Blacksmith +5, Knowledge: The Planes +7, Perception +16, Sense Motive +8, Stealth +17 Languages SQ Evasion (Ex), Magic Attacks (Ex) --------------------
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![]() Page 184 Core rule book. Shooting or Throwing into a Melee: If you shoot or
So if that is correct you dont take a -4 if they are 10 feet away and engaged in melee? Does the creature have to be larger than the PC to reduce the -4? ![]()
![]() Currenly I am running a 1st lvl Wizard in one of the games im in. Is it worth it to bust out and multi class? What are the best classes for a wizard (i want wizard to be a large part of the build)? Any advice is appreciated. Thanks! Wizard:
WAYLORN CR 1/2 Male Human Wizard 1 NG Medium Humanoid (Human) Init +4; Senses Perception +5 -------------------- DEFENSE -------------------- AC 14, touch 14, flat-footed 10. . (+4 Dex) hp 8 (1d6+2) Fort +2, Ref +4, Will +3 -------------------- OFFENSE -------------------- Spd 30 ft. Melee Dagger +2 (1d4+2/19-20/x2) and . . Quarterstaff +2 (1d6+3/20/x2) and . . Touch Attack +2 (As Spell/20/x2) and . . Unarmed Strike +2 (1d3+2/20/x2) Ranged Crossbow, Light +4 (1d8/19-20/x2) and . . Ranged Touch Attack +4 (As Spell/20/x2) Wizard Spells Known (CL 1, 2 melee touch, 4 ranged touch): 1 (3/day) Color Spray (DC 16), Sleep (DC 16), Mage Armor 0 (at will) Disrupt Undead, Light, Sotto Voce (DC 15) -------------------- STATISTICS -------------------- Str 14, Dex 18, Con 14, Int 20, Wis 13, Cha 11 Base Atk +0; CMB +2; CMD 16 Feats Academy Graduate, Cosmopolitan: Sense Motive, Perception, Scribe Scroll, Wizard Weapon Proficiencies Traits Black Sheep - Titus Scarnetti: Stealth, Extremely Fashionable: Intimidate Skills Bluff +5, Concentration: Wizard +6, Diplomacy +1, Intimidate +5, Knowledge: Arcana +9, Knowledge: Dungeoneering +9, Knowledge: Religion +9, Perception +5, Sense Motive +5, Spellcraft +9, Stealth +9 Languages Abyssal, Aklo, Aquan, Auran, Celestial, Draconic, Infernal SQ Bonded Object: Ring (1/day) (Sp), Hand of the Apprentice (8/day) (Su) Combat Gear Crossbow, Light, Dagger, Quarterstaff, Touch Attack, Ranged Touch Attack; Other Gear Backpack (13 @ 5 lbs), Ink (1 oz. vial, black), Inkpen, Parchment (sheet) (10), Ring, Rope, silk (50 ft.) -------------------- SPECIAL ABILITIES -------------------- Bonded Object: Ring (1/day) (Sp) DC 20 + spell level to cast spells without the bonded object. Once per day, you can cast any spell in your spellbook for free. Hand of the Apprentice (8/day) (Su) Throw the melee weapon you are holding 8/day. Created With Hero Lab® - try it for free at http://www.wolflair.com!
A side note: Do Wizards get to make knowledge checks untrained? ![]()
![]() Can someone explain how to calculate the DC for scribing a scroll? Somehow my DM came up with a dc of 21 for mage armor... Somehow that does not sound right. I found this line under magic item creation: The DC to create
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![]() Ok.. I keep reading about these unbalanced WiZarD's that wipe the floor with everything. I have yet to see ONE build posted. As i play a wizard alot (running 2 wizards and a sorcerer, currently). I would like to see a "god wizard" built out to 20th lvl with a complete spell list. It must be playable (defense + offence), no stupid dump stats,etc. 25 pt build. I must be holding the wrong end of the wand or something... :) ![]()
![]() I got back into D&D/pathfinder about 8 months ago. The game that i have been playing (2nd darkness and kingmaker) are starting to fall apart (DM no show's). So i am looking for a game with 2 slots open (my brother also plays). We are GMT -6, but are willing to try any schedule as long as it does not conflict with my work hours. (Monday - Friday 7:00am to 4:00pm.) I am looking for a dedicated gaming group that wont fall apart in 2 months! We are always on time and prepared. We have not missed or been late to a session in 8 months. I know maptools pretty well, but would use any VTT. We also have a Vent server for voice if needed. I normally play a full caster class or something like the ranger. My brother likes the melee classes more, but we will play any class except cleric. (we both do not like playing cleric's for some reason). So if you looking to start up a game or have an existing game that needs a couple of players... Let me know! We are ready to play! Any AP or homebrew is fine with me, we want to have some fun and enjoy a good game/group. waylorndnd (at) gmail.com ![]()
![]() I just started a game with a new DM. We have a fighter, cleric, and a wizard (me) in the party. The first serious encounter was with some Kobolds... So im thinking this shouldnt be too bad, and soon found out that these were special kobolds with 20 AC and a +6 to hit. We are all first level (i have 7 HP), and we were presented with upto 5 of these at a time. Needless to say, things didnt go well for us. As an example, i have to crit with a crossbow when firing into melee to hit one of these guys. After getting lucky and killing a couple we get 200 xp per kobold. Is this unfair or am I seeing it the wrong way? ![]()
![]() I managed to pick up rods of extend spell(lesser), enlarge spell(lesser), and silent(lesser). I have kinda went over this with my dm but would like to find out more detail. As a 5 lvl sorcerer i cannot cast 3rd level spells. If you use metamagic to enhance a spell it takes higher levels.How is this dealt with? I looked over the PHB but didnt find what i was looking for. Also i think he is going to make me do a "use magic device check" when using the rods. I didnt find anything on the dc for using a rod. If someone can explain a bit on what/how i can use the devices, I would really appreciate it. And yea.. im a noob. :) |