Zander Liteshadow's page

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I very nearly killed a party of 3 with one well built NPC whose CR was equal to the parties average level. By taking advantage of Spells/SLA's, and the terrain. the only thing that saved them was a pair of bad dice rolls.

I play my NPC's 'the right way' meaning I build and equip them the way they would be equipped if they were a living breathing entity with a life of its own. And when they come into contact with the PC's they don't just fight because its a combat encounter, they fight to survive, and more importantly they fight to win. Not because I want to win, or beat the players or have them lose, but because to do anything less invalidates their struggle against evil and cheapens the campaign as a whole.


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Pathfinder Epic Play Guide

Upon Achieving 21st level, a character ascends to Epic status. Epic characters progress differently from non-epic characters; see the chart below.

Level---Slow xp-----------------Medium xp---------------Fast xp-----------------Base Attack----Fortitude------Reflex---Will-----Feats---Abilities-------Class Abilities-------------------------Mythic Tier
21------8,350,000---------------5,700,000---------------3,800,000---------- -----1---------------+0---------------+0------+0-------11th---------------- ----+1 Level of Existing Class Abilities----1st
22------14,350,000--------------9,900,000---------------6,600,000---------- -----1---------------+1---------------+1------+1--------------------------- ----+1 Level of Existing Class Abilities-----
23------26,350,000--------------18,300,000--------------12,200,000--------- -----2---------------+1---------------+1------+1-------12th---------------- ----+1 Level of Existing Class Abilities-----
24------50,350,000--------------35,100,000--------------23,400,000--------- -----2---------------+2---------------+2------+2---------------6th--------- ----+1 Level of Existing Class Abilities-----
25------98,350,000--------------68,700,000--------------45,800,000--------- -----3---------------+2---------------+2------+2-------13th---------------- ----+1 Level of Existing Class Abilities----2nd
26------194,350,000-------------135,900,000-------------90,600,000--------- -----3---------------+3---------------+3------+3--------------------------- ----+1 Level of Existing Class Abilities-----
27------386,350,000-------------270,300,000-------------180,200,000-------- -----4---------------+3---------------+3------+3-------14th---------------- ----+1 Level of Existing Class Abilities-----
28------770,350,000-------------539,100,000-------------359,400,000-------- -----4---------------+4---------------+4------+4---------------7th--------- ----+1 Level of Existing Class Abilities-----
29------1,538,350,000-----------1,076,700,000-----------717,800,000-------- -----5---------------+4---------------+4------+4-------15th---------------- ----+1 Level of Existing Class Abilities----3rd
30------3,074,350,000-----------2,151,900,000-----------1,434,600,000------ -----5---------------+5---------------+5------+5--------------------------- ----+1 Level of Existing Class Abilities-----
31------6,146,350,000-----------4,302,300,000-----------2,868,200,000------ -----6/1-------------+5---------------+5------+5-------16th---------------- ----+1 Level of Existing Class Abilities-----
32------12,290,350,000----------8,603,100,000-----------5,735,400,000------ -----6/1-------------+6---------------+6------+6---------------8th--------- ----+1 Level of Existing Class Abilities-----
33------24,578,350,000----------17,204,700,000----------11,469,800,000----- -----7/2-------------+6---------------+6------+6-------17th---------------- ----+1 Level of Existing Class Abilities----4th
34------49,154,350,000----------34,407,900,000----------22,938,600,000----- -----7/2-------------+7---------------+7------+7--------------------------- ----+1 Level of Existing Class Abilities-----
35------98,306,350,000----------68,814,300,000----------45,876,200,000----- -----8/3-------------+7---------------+7------+7-------18th---------------- ----+1 Level of Existing Class Abilities-----
36------196,610,350,000---------137,627,100,000---------91,751,400,000----- -----8/3-------------+8---------------+8------+8---------------9th--------- ----+1 Level of Existing Class Abilities-----
37------393,218,350,000---------275,252,700,000---------183,501,800,000---- -----9/4-------------+8---------------+8------+8-------19th---------------- ----+1 Level of Existing Class Abilities----5th
38------786,434,350,000---------550,503,900,000---------367,002,600,000---- -----9/4-------------+9---------------+9------+9--------------------------- ----+1 Level of Existing Class Abilities-----
39------1,572,866,350,000-------1,101,006,300,000-------734,004,200,000---- -----10/5------------+9---------------+9------+9-------20th---------------- ----+1 Level of Existing Class Abilities-----
40------3,145,730,350,000-------2,202,011,100,000-------1,468,007,400,000-- -----10/5------------+10--------------+10-----+10--------------10th-------- ----+1 Level of Existing Class Abilities-----

Base Attack:
An epic character's base attack continues to improve according to the chart above as they gain levels instead of following their normal class progression. Characters with less than 4 attacks at 20th level will continue to gain additional attacks until they reach 4 attacks per round. No matter how high an epic characters base attack becomes they will never gain more than 4 attacks per round from Base Attack.

Saving Throws:
An epic character's saving throws continue to increase according to the chart above rather than according to their class levels. Beginning at 22nd level and improving by +1 at every even level thereafter.

Feats:
An epic characters continues to gain feats normally however they will occasionally gain Mythic Feats according to their Mythic Tier..

Ability Scores:
An epic characters ability scores continue to advance normally however they will occasionally gain additional points according to their Mythic Tier.

Class Abilities:
An epic character will continue to gain class abilities according to the chart associated with his class until he achieves the maximum level for that class. Once the maximum level has been reached the epic character can either multiclass to a new class, or continue to gain epic levels in their existing class. Any class ability that progresses along a stable and predictable path will continue to do so into epic levels. For example Fighters will continue to gain Bonus feats every even level, and Bravery every 4th level. Likewise A rogue will gain +1d6 sneak attack at every odd level, and an additional rogue talent at every even level.

Spell Casting:
Epic spell casters gain new Spells Known and new Spells per Day According to their class level until they achieve the maximum spell progression for that class. Once a character acheives the maximum spell progression for his class, he may begin to add epic spell slots. The first level after attaining the maximum, an Epic caster gains one 10th level spell slot, the second level he gains a number of spell slots that add up to the highest level the character can currently cast; this can be either ten 1st level spell slots, one 10th level spell slot, or any combination in between so long as it adds up to 10 levels. On the 3rd level, after obtaining the maximum spell progression, this pattern repats by adding an 11th level spell slot and continuing in this fashion for each level there after. At any point during this process a Spontaneous caster (one who doesn't prepare spells) may sacrifice the spell slots gained at that level and instead add 2 new spells to the list of spells known. An epic Spell caster combines his caster level for all classes and prestige classes that use the same spell progression and gains +1 caster level for each epic spell caster level he gains.

Mythic Tier:
Epic characters are Mythic by their very nature, and gain Mythic Tiers according to the chart above. If your campaign already uses Mythic Tiers, Disregard this portion of the chart, your Mythic Tiers will progress as dictated by your GM.

Hit Dice & Skills:
A character gains hit points and skills as normal for the class they are advancing.


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Just like Ability scores which can receive upto a +5 inherent bonus from wish or miracle, we also allow those spells to grant a character up to 5 new feats. one feat per casting.


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A Spell Filcher is a unique type of Arcanist whose lust for new spells and magical knowledge takes him outside of the mores of civilized society and into the most dangerous places in the world: the homes of other spell casters.

Skills: The Spell Filcher adds Disable Device, Perception, and Stealth to their list of class skills.

Class Abilities:
Sneak Attack: The Spell Filcher is able to Sneak Attack as per the Rogue class ability gaining +1d6 damage at 1st, 5th,9th,13th, and 17th levels This ability replaces Consume Spells, and the Arcane Exploits gained at each other level that sneak attack is gained beyond 1st.

Spell Filcher Exploits: Whenever a Spell Filcher gains an Arcane exploit he must choose from the list below:
Arcane Bond:This is as per the wizard ability of the same name and Arcanist levels count as and stack with wizard levels for purposes of this ability.
Arcane Trapper (Su): The Spell Filcher can expend 1 pt from his Arcane Reservoir to gain an enhancement bonus to perception checks made to find traps, and to disable device checks made to disarm traps equal to 1/2 his Arcanist level (minimum 1). This bonus lasts for 1 hour per Arcanist level. Additionally The Spell Filcher may spend 1 pt from his Arcane Reservoir as a free action to substitute his Disable Device skill for any dispel check he makes.
Arcane Weapon
Bloodline Development
Dimensional Slide
Meta Magic Knowledge
Meta Mixing
Quick Study
See Magic
Shadow Speed(Su):
While using the Stealth skill the Spell Filcher can expend 1 point from his Arcane Reservoir as a swift action to gain the benefits of a Haste spell (self only) as if the spell was cast at the Arcanist's class level. This effect ends immediately if the Spell Filcher breaks stealth.
Sixth Sense (Su): The Arcanist gains the ability to sense traps and can make a perception check merely by passing within 10' of one. Additionally, the Arcanist can spend 1 pt from his Arcane Reservoir as an immediate action to gain a deflection bonus to his AC vs. traps and a dodge bonus to his Reflex saves vs. Traps for 1 round equal to +1 per 4 Arcanist levels.
Spell Disruption
Spell Resistance

Spell Jack (Su): Whenever the Spell Filcher successfully sneak attacks an enemy spell caster, he can forgo dealing any number of dice of sneak attack damage. if he does so, the Spell Filcher can steal a spell from them either by removing it from memory or expending an available spell slot (Arcanists choice) The stolen spell is chosen randomly from the highest level the enemy caster has, or the number of sneak attack dice sacrificed to activate this ability which ever is lower. The Stolen spell or spell slot is unavailable to the enemy spell caster until the next time they rest for at least 8 hours. The Spell Filcher adds points to his arcane reservoir equal to the level of the stolen spell up to his max reservoir size. Cantrips and Orisons can be stolen in this way but do not provide any points to the Spell Filcher. This Ability replaces the Arcane Exploit gained at 3rd level

Greater Spell Filcher Exploits: Whenever the Spell Filcher gains arcane exploits he may select from this list in addition to any other list he may choose from. This list replaces the Greater Arcane Exploits list.
Alter Enhancements
Greater Metamagic Knowledge
Greater Sixth Sense (Su):
Requires Sixth Sense. The Spell Filcher may expend 1 pt from his Arcane Reservoir as a free action to gain evasion for 1 round.
Greater Spell Disruption
Greater Spell Resistance
Mental Escape (Su):
The Spell Filcher may spend 1 pt from his Arcane Reservoir as an immediate action to re-roll failed Will saves.
Redirect Spell
Resistance Drain
Siphon Spell
Spell Thief
Suffering Knowledge

[b]Greater Spell Jack (Su): Requires Spell Jack. The Spell filcher may add spells stolen to his list of prepared spells for the day, or spell slots stolen to his available slots instead of regaining Arcane Reservoir points. This Ability replaces the arcane exploit gained at 15th level

Master Spell Thief (Su): The Spell Filcher can now choose exactly which spells are stolen or spell slots are expended with his Spell Jack ability, and no longer expends dice of sneak attack when stealing spells. This ability replaces Magical Supremacy.