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We are starting Serpents Skull, and so far we have a druid, magus, swashbuckler, and me. I am going to have to play some sort of healer, but i dont want to "just be a healer". 15 point buy as standard, 2 traits and one free campaign trait. We are also missing trapfinding due to the rouge archtype.

Looking for build ideas, actual builds i can review, general advice, etc. I have never ran an oracle or cleric, but those are the 2 i am looking at. Any advice/help would be appreciated. Thanks in advance!


3 people marked this as FAQ candidate.

grants a +2 enhancement to Int. Does this in any way add to your skill ranks? Or is it just a +2 to int and thats it?


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)

--------------------
SPECIAL ABILITIES
--------------------
Combat Reflexes (3 AoO/round) You may make up to 3 attacks of apportunity per round, and may make them while flat-footed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Evasion (Ex) No damage on successful reflex save.
Magic Attacks (Ex) Your natural attacks are magic.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

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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:
Ok.. I loaded every first level spell into my spell book and went to my specialized spell tab. The only 2 first level spells that work according to herolab is burning hands and... Dancing lantern. Great!

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.
--------------------
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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.
--------------------

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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)

--------------------
SPECIAL ABILITIES
--------------------
Combat Reflexes (3 AoO/round) You may make up to 3 attacks of apportunity per round, and may make them while flat-footed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Evasion (Ex) No damage on successful reflex save.
Magic Attacks (Ex) Your natural attacks are magic.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

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1 person marked this as FAQ candidate.

Is it stated anywhere RAW that a 1 is a fumble on a skill check? If so is a 20 a auto win?


The Archetype stacking rules are a bit confusing. Do any of the Archetypes stack with the Zen archer?


Page 184 Core rule book.

Shooting or Throwing into a Melee: If you shoot or
throw a ranged weapon at a target engaged in melee with a
friendly character, you take a –4 penalty on your attack roll.
Two characters are engaged in melee if they are enemies of
each other and either threatens the other. (An unconscious
or otherwise immobilized character is not considered
engaged unless he is actually being attacked.)
If your target (or the part of your target you’re aiming at,
if it’s a big target) is at least 10 feet away from the nearest
friendly character, you can avoid the –4 penalty, even if
the creature you’re aiming at is engaged in melee with a
friendly character.
If your target is two size categories larger than the
friendly characters it is engaged with, this penalty is
reduced to –2. There is no penalty for firing at a creature
that is three size categories larger than the friendly
characters it is engaged with.
Precise Shot: If you have the Precise Shot feat, you don’t
take this penalty.

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.

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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
a magic item is 5 + the caster level for the item. So would that make the dc for a first lvl scroll (first lvl wizard) a 6?


I have a total of about 8k spell fire cards. I hate to ebay them (I just hate ebay in general). Anyone know of a good place to sell a 90+% collection of first run cards with specials and chase cards?


For some reason all the games i have played in, mage armor stacked. New DM sez NO! Is this true?


I have a huge problem with picking to opposing schools. I am looking to do a controller/blaster. What would be good opposing schools and why. (yes I read Treantmonk's guide to being a god).

I normally go as a generalist, but at low levels that extra spell slot looks mighty nice.


1 person marked this as a favorite.

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... :)


What has been your overall experience with Pathfinder using a VTT (Virtual Table Top). Did it add to the game? Was the game better or worse? I would like to see what other people think...

I feel that it can become too much like a computer game if the DM allows it.


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


Can you scribe a spell that has a meta magic feat applied?


How does trip work with a wolf? what do i have to roll and vs what? AC, CMD, etc.


8 people marked this as FAQ candidate. Staff response: no reply required.

Do spells get crit's? if so, how does it work?


What are the general guidlines for tracking spell components? Currently my DM expects me to track every componet needed for every spell. I know this is by RAW, but what a PITA. (My wizard knows ALOT of spells.).


How many scrolls can you scribe a day? Lets take mage armor and say im going to spend 8 hours scribing this spell to scrolls. How does this work? I am pretty lost on understanding the mechanics. My DM has no idea how scribe scroll works either.

Thx...


if you are flanked (creature above and below you on the grid), if you do a 5 foot step, does it provoke Aoo's?


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?


My group is starting Kingmaker. They are allowing races from the Monster Manuals or other materal. I normally play a sorcerer, but the character needs to be able to survive for extened periods in the wild. Any race/class ideas? I cant find anything that really suits me.. Any advice?


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. :)