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So I have a character dual wielding bladesinger from prior editions with an insane weapon i'm trying to convert to pathfinder.

The character uses two weapon fighting (when not casting a spell as this was not a problem back in 2nd ed) with the following weapon:

Banshee: +3 Screaming, Dirge, Twinblade Bastard sword (back in the day the Complete Book of Elves had this cool bastard sword that non elves treated as longswords).

Twinblade was a property I created myself that allowed him to create a magical copy he could wield anytime he spoke a command word. the copy would disipate into nothing anytime the weapon was dropped.

Dirge was a property that I wrote that gave the caster a fear aura anytime he used the bladesong dance. I'm thinking of converting it to this:
Dirge (SU): Whenever a Spelldancer (magus archetype advanced race guide) activates the spell dance class ability, enemies within 30' must make a will save dc 10 + 1/2 Spelldancers class level + Spell dancers Charisma mod or become shaken.

Screaming is a +1 weapon property that adds 1d6 sonic damage

These days the Dagger of Doubling is the closest living relative to what I had back then and I'm happy with it.

If I take the Dagger of doubling and make it a bastard sword, then the base weapon would cost 5,335gp for a +1 bastardsword of doubling.

The Question then becomes, what enhancement bonus do I track Dirge at (+1 or +2), and how do I cost improvements to a Special Weapon?

Is it as simple as calculating a weapon with an enhancement of x(after figuring out dirge)-the cost of a +1 weapon + the cost of the Bastard sword of doubling, or do I treat them as an item with multiple similar abilities Higher of [(Cost of Enhancement +X)-(Cost of +1 Weapon)] & [Cost of Bastard Sword of Doubling] + 75% of the lesser value?


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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.


The Scenario:

I am under the effects of greater invisibility, and have just made a full attack action.

The Question:
Can I take a 5' step and make a stealth check after a full attack action to prevent my opponent from knowing exactly which square I'm standing in?

The Rules:

Stealth:

(Dex; Armor Check Penalty)
You are skilled at avoiding detection, allowing you to slip past foes or strike from an unseen position. This skill covers hiding and moving silently.

Check: Your Stealth check is opposed by the Perception check of anyone who might notice you. Creatures that fail to beat your Stealth check are not aware of you and treat you as if you had total concealment. You can move up to half your normal speed and use Stealth at no penalty. When moving at a speed greater than half but less than your normal speed, you take a -5 penalty. It's impossible to use Stealth while attacking, running, or charging.

Creatures gain a bonus or penalty on Stealth checks based on their size: Fine +16, Diminutive +12, Tiny +8, Small +4, Medium +0, Large -4, Huge -8, Gargantuan -12, Colossal -16.

If people are observing you using any of their senses (but typically sight), you can't use Stealth. Against most creatures, finding cover or concealment allows you to use Stealth. If your observers are momentarily distracted (such as by a Bluff check), you can attempt to use Stealth. While the others turn their attention from you, you can attempt a Stealth check if you can get to an unobserved place of some kind. This check, however, is made at a –10 penalty because you have to move fast.

Breaking Stealth: When you start your turn using Stealth, you can leave cover or concealment and remain unobserved as long as you succeed at a Stealth check and end your turn in cover or concealment. Your Stealth immediately ends after you make and attack roll, whether or not the attack is successful (except when sniping as noted below).

Sniping: If you've already successfully used Stealth at least 10 feet from your target, you can make one ranged attack and then immediately use Stealth again. You take a –20 penalty on your Stealth check to maintain your obscured location.

Creating a Diversion to Hide: You can use Bluff to allow you to use Stealth. A successful Bluff check can give you the momentary diversion you need to attempt a Stealth check while people are aware of you.

Action: Usually none. Normally, you make a Stealth check as part of movement, so it doesn't take a separate action. However, using Stealth immediately after a ranged attack (see Sniping, above) is a move action.

Special: If you are invisible, you gain a +40 bonus on Stealth checks if you are immobile, or a +20 bonus on Stealth checks if you're moving.

If you have the Stealthy feat, you get a bonus on Stealth checks (see Feats).

Greater Invisibility:
School illusion (glamer); Level bard 4, sorcerer/wizard 4
Components: V, S
Target you or creature touched
Duration 1 round/level (D)
Saving Throw Will negates (harmless)
This spell functions like invisibility, except that it doesn't end if the subject attacks.

Invisibility:
School illusion (glamer); Level bard 2, sorcerer/wizard 2
Casting Time 1 standard action
Components V, S, M/DF (an eyelash encased in gum arabic)
Range personal or touch
Target you or a creature or object weighing no more than 100 lbs./level
Duration 1 min./level (D)
Saving Throw Will negates (harmless) or Will negates (harmless, object); Spell Resistance yes (harmless) or yes (harmless, object)
The creature or object touched becomes invisible. If the recipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone else, neither you nor your allies can see the subject, unless you can normally see invisible things or you employ magic to do so.

Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries but that extends more than 10 feet from it becomes visible.

Of course, the subject is not magically silenced, and certain other conditions can render the recipient detectable (such as swimming in water or stepping in a puddle). If a check is required, a stationary invisible creature has a +40 bonus on its Stealth checks. This bonus is reduced to +20 if the creature is moving. The spell ends if the subject attacks any creature. For purposes of this spell, 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. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. 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.

Invisibility can be made permanent (on objects only) with a permanency spell.


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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.