Ezren

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Greetings everyone! I hope you are all well!

We are planning on running the Hell's Rebels adventure path from level 1 all the way to the end.

I would like to ask you about the composition of the party we have, as I am a bit worried about the balance and integrity it has.

We have the following party members:

A Human Unchained Rogue who specializes in Two-Weapon Fighting.
A Half-Elf Skald who wields a greatsword in battle.
A Human Warpriest with the Arsenal Chaplain archetype who wields a glaive and specializes in attacks of opportunity with Combat Reflexes.
A Human Inquisitor with the Sanctified Slayer archetype who wields a longsword and a shield in battle.

I am afraid we might be a bit hampered when it comes to dealing with hordes of small enemies, and we do not have a very robust martial character. Do you think that such a party is capable of handling itself in battle and out of combat?

Thank you for your advice in advance!


Greetings to you all!

As the title suggests, I am trying to create a character based on the concept of a Dhampir who will be using a scythe with Dex to attack and also boast magical powers by temporarily tapping into his undead bloodline (Eldritch Scion Magus).

The general idea is to multiclass with 4 levels in Fighter Weapon Master and grab the Fighter's Finesse advanced weapon training option as a bonus feat (via Advanced Weapon Training feat) at 4th level, but I cannot find a way to use the Scythe as a 1-handed weapon for the purpose of being able to use Spell Combat as well.

I once saw somewhere a way to treat a Scythe as an option to benefit from Quarterstaff Master feat, it had something to do with weapon modifications on the Scythe from Weapon Master's Handbook and a chain of feats that eludes me.

Do you people have any viable way of treating a Scythe as a 1-handed weapon apart from taking 2 levels as a Titan Mauler Barbarian? (It is already too much of a spellcasting sacrifice to lose 4 caster levels by taking levels as a fighter.)

Thank you all in advance!


As the title suggests. Do you guys know of any way this can be achieved? Even if it can only be done at close range, it would be more than enough. Thanks in advance!


So, I was talking with a friend of mine and we discussed the lack of flexibility that spell slots bring on the table when it comes to high level spellcasters. To be more precise, he mentioned that a spell caster who could cast 9th level spells should have reached a point where his lower level magicks would come effortlessly to him, and I see the point he makes.

So I proposed this house rule but I want your opinions on the matter before I apply it to our campaign. When a spellcaster reaches the point where they can cast 6th level spells, their 1st level spells become "spells per encounter" instead of "spells per day". This means that these spell slots, if consumed during an encounter, are automatically replenished after 1 minute following the encounter's end. If a spellcaster casts these spells out of combat, no matter which spell was last cast, he must wait 1 full minute without casting anything at all for these slots to be replenished.

This house rule applies to 2nd level spells when the caster reaches 7th level spells, to 3rd level spells then attaining 8th level spells, and finally to 4th level spells when reaching the last, 9th level spells.

So, do you guys think this is a bit too much? Should the system remain as is, or would it be a good idea to give it a try? Thanks for taking your time to read this post, and I appreciate any feedback you give me! Have a nice day everyone!


Hello and happy new year everyone! I would like to ask you one minor question. An archetype of the Shaman Class, the Speaker for the Past, can select some Revelations from the Oracle's Time and Ancestor Mysteries at levels 4, 6, 12, 14, and 20. My question is, can the Shaman select the Final Revelation from the Time Mystery at level 20? Or is this ability strictly about the regular revelations of the Time Mystery? Thanks in advance for reading my post! :)


As the title suggests, I would like to know if there is a spell that allows a spellcaster to hover just a few inches above ground. I am not interested in actual flight, I was wondering if the spell in question would simply allow the target to ignore difficult terrain and evade pressure-trigger traps from going off. Thanks in advance for your time to reply! :)


I would like to know whether you think this homebrew mythic ability is overpowered or not. I am thinking of using it for an NPC that will serve as one of the main antagonists in the game.

Eldritch Supremacy:
You have mastered the fundamental blocks of raw magic of specific spells that you can cast them at will and beyond magical restrains.

Benefit: Upon selecting this mythic ability, you gain a number of spell levels equal to your mythic tier. You can select a number of spell whose combined spell level equals this amount. You can cast these spells at will, and when you are within an antimagic field, you can attempt a caster level check with a bonus equal to your mythic tier vs a DC equal to 11 + the antimagic field's caster level + the mythic tier or rank of the one who cast the antimagic field. Success on this check will allow you to ignore the antimagic field and cast the desired spell without fail.

Special: The spells you can choose must each have a spell level equal to or lower than 1/3 of your mythic tier. You can never apply metamagic feats to these spells, unless you choose them with the metamagic feat included when you gain supremacy on the spell. For example, you could master an intensified shocking grasp spell, and would be able to cast it as such at will, but it would count as a 2nd level spell towards the limit of spell levels granted by this mythic ability.

Also, if you are a prepared caster, you must still prepare these spells as normal using your own spell slots, and if you are a spontaneous caster, you must always have a spell slot of the appropriate level in order to be able to cast your chosen spells.

To select this ability you must be at least 6th tier. Each time you gain a new tier, you can retrain a total of spell levels from this ability equal to 1/2 your mythic tier, selecting different spells each time. You can select this ability up to two times, each time gaining spell levels up to your mythic tier to master.

Finally, you cannot use a prepared spell slot containing your mastered spells for feats such as Divine Interference which require the expenditure of the magic power needed to fuel the spell contained.


I am making plans on building a sorcerer all the way from lvl 1 to lvl 20.
I would like some feedback from you guys whether my spells known and feat choices are good as far as optimization and flavor are concerned. I am trying to be as versatile as possible. This will be a human Sorcerer with the Sage bloodline, and I will be taking 20 extra spells known for a favored class benefit at every level. Thanks in advance! :)

lvl 1: Detect Magic, Read Magic, Light, Prestidigitation, Acid Splash, Mage Armor, Burning Hands - Eschew Materials, Improved Initiative, Toughness.

lvl 2: Message, Ghost Sound.

lvl 3: Open/Close, Identify (bloodline spell), Grease - Combat Casting.

lvl 4: Mage Hand, Charm Person, Web.

lvl 5: Shield, Ray of Enfeeblement, Invisibility (bloodline spell), Mirror Image - Extend Spell.

lvl 6: Touch of Fatigue, Alter Self, Haste.

lvl 7: Feather Fall, Resist Energy, Glitterdust, Dispel Magic (bloodline spell), Fireball - Still Spell (bloodline feat), Silent Spell.

lvl 8: Spark, Fly, Confusion.

lvl 9: Haunting Mists, Slow, Arcane Eye, Magic Circle against Evil, Dimension Door (bloodline spell), Dragon's Breath - Empower Spell.

lvl 10: Mending, Enervation, Teleport.

lvl 11: Minor Image, Stinking Cloud, Lesser Globe of Invulnerability, Acid Pit, Overland Flight (bloodline spell), Communal Stoneskin - Selective Spell.

lvl 12: Wall of Stone, Greater Heroism.

lvl 13: Greater Invisibility, Break Enchantment, Telekinesis, True Seeing (bloodline spell), Contingency, Disintegrate - Spell Focus (Evocation) (bloodline feat), Quicken Spell.

lvl 14: Greater Dispel Magic, Waves of Exhaustion.

lvl 15: Dominate Person, Repulsion, Permanent Image, Greater Teleport (bloodline spell), Summon Monster VII - Spell Perfection (Dragon's Breath).

lvl 16: Project Image, Maze.

lvl 17: Caustic Eruption, Plane Shift, Power Word Stun (bloodline spell), Mind Blank, Moment of Prescience - Spell Penetration.

lvl 18: Polymorph Any Object, Time Stop.

lvl 19: Prismatic Wall, Mass Charm Monster, Wish (bloodline spell), Prismatic Sphere - Iron Will (bloodline feat), Persistent Spell.

lvl 20: Stormbolts, Mage's Disjunction.


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Do spell-like abilities that duplicate arcane spells count as arcane spellcasting for any and all feat prerequisites such as item creation feats, feats such as Dimensional Agility, Arcane Strike, Arcane Blast, and Arcane Shield? Thanks in advance for your help! :)


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Hello everyone. I would like to ask something about the True Name discovery that is available to wizards. It states that from lvl 15 an on, this power allows a wizard to summon an outsider with up to 18 HD as per Greater Planar Binding.

My question is: Is it possible to summon a Fomorian Titan from the Bestiary 4? That monster has 18HD and 8 Mythic Ranks, and is effectively CR 22.

Would you allow the True Name power to summon such a powerful entity? The discovery says that the only restriction is the 18 HD limit.

What are your thoughts on this?

Link to the True Name discovery:

http://paizo.com/pathfinderRPG/prd/ultimateMagic/spellcastingClassOptions/w izard.html#_true-name


Hello everyone. I am currently delighted at the thought of participating in a new high powered campaign where all three players get to have our own gestalt character.

I am also excited that our DM has allowed 3.5 material in the game, and I am dying to create a gestalt Swordsage (from the Book of Nine Swords)/Magus with the Bladebound and Kensai archetypes.

I was terryfied however, at the amount of options available to both classes...

So, what I wish is a couple of suggestions from you guys as far as feats/spells/maneuvers are concerned. I have rolled my stats and what I got is 17, 17, 15, 15, 14, 12. I wish to create a Human, and I want to have him fight with a single one-handed slashing weapon (his bound blade).

The starting level is 8. What say you? Could you spare a piece of advice?

Thanks in advance! :)