Armistril

Zilfrel Findadur's page

325 posts. Alias of Madpianist.




How to convert this to PF?

http://absolutetabletop.com/copper-jackals


Well i wanted to convert a known anime's character to PF, Mu of Saint Seiya. The Gold Saint of Aries possesses Psionic abilities, he can create sometype of psychic wall, he can speak by telekinesis, he can float, he can repair armors and he can throw potent "magic missiles" at it's target. He also can use heavy gold armor, which boosts his "KI" powers. Is there a way to make this character without going Homebrew?

Wanted to use the Aegis 3pp class and mix it with the Aether Kineticist of Occult Adventures. How would that be?


SO just ended the game and had 3 questions.

How to adapt Dredge.
How to adapt Varl
What is The Mendr, a Mystic Theurge or a White Mage Arcanist?


So found this in the GotP forums, what do you think of it for PF?

Magical energy follows a continuum, but it is generally divided into two main kinds by function:Od, the colourless energy, provides form. It is a passive energy existing in all the universe, and when concentrated it becomes physical matter.Seidr, the coloured energy, provides shape. It is an active energy produced by thought and movement, and when concentrated it becomes spirits and concepts.

To cast a spell the caster must provide both seidr and od, the first binding the second in a sort of lattice. While typically the seidr is provided by the caster himself, the source of od varies. Releasing and shaping seidr in the correct manner normally requires a careful series of movements - doing so from thought alone requires great willpower and skill. This structure is fragile however - breaking it frees the od and ends the spell. Fighting styles have been developed which take advantage of the seidr produced by a fighter's movements to disrupt the seidr involved in casting.

Clerics and similar casters receive od from their deity, in exchange for the seidr provided by worship. As such it is "tinted", closer to seidr than normal. Since it already has some structure it is easier to provide more (requiring less movement), but likewise harder or impossible to use it for tasks which do not fit the nature of the energy.

Certain creatures have such enormous supplies of od that they can release it in raw form, most famously dragons with their breath weapons. Spellfire is another example of this ability.

Psionic powers differ from spells, being a homogenous mass of near-od rather than a blend of multiple energies. To achieve the deisred effect, a psion focuses on a related concept or ideal so intently that the od of his body becomes coloured by it, then expels raw energy in a similar manner to the creatures above. Techniques which affect his body alone use only the first step.

Typically, concentrated od makes up a creature's physical body while seidr makes up its soul. However, some creatures have "veins" of seidr present in their physical bodies (whether by chance or purposefully inscribed). They may use these as a template in casting instead of learning to sculpt their own, resulting in magic coming easily to them. These are creatures with sorcerer casting or spell-like abilities, depending on whether the veins are wide or deep respectively. Usually these veins are hard to detect, but some families in Eberron display them visibly.

Antimagic fields consist of a net of seidr which binds to any od in the area and renders it inert. The od within a spell can be shielded from this effect if its seidr is sufficiently dense. (eg. epic spells) Force spells are resistant to antimagic due to containing a larger ratio of seidr to od, with the od entirely covered by the seidr.

One of the first things taught to any conventional wizard in the process of taming the power is the eight schools of magic, also known as the Eight Brothers. Representing magic as a group of people helps the caster visualise their power, and pick out the effect they want from the endless possibilities. Other traditions of magic use different representations, and thus the borders between different types of magical study do not line up between, for instance, a wizard and a wu jen.One influential wizard's school decided at some point in the past to teach cure wounds as part of the conjuration school, for political reasons; casters from distant regions still cast it as a necromancy spell.


So i was planning on a module in which a character's wizard has to enter Axis to retrieve the lost memory of his master, which sought to reach immortality without resorting to necromancy and finished being consumed by Axis god-mind computer.

Axis is full of automatons, like unevitables. Also constructs, but i would want something different and i thought ooof RX-78-2!!

It would have DR, Spell resistance, Ranged Touch Beam Rifle and a cool Beam sword. What else can i put? oh also a barrage of Vulcan and Slam.


I read one ability, some months ago--that allows a creature to take out the smite evil from him/her/it. i don't remember it's name though and i haven't been able to find it. Can someone pls tell me it's name, i'm in a hurry for today's game. want to include that in a monster.


So this is my first try at giving class levels to monsters, i was motivated by the new Bestiary which have a lot of monsters with class levels.

>> https://onedrive.live.com/redir?resid=FDE9EE5EF3F10834!119&authkey=!AN7 RNRZ8QuXnBmI&ithint=file%2cdotx

yet i would like to know if this is accurate, or if i need to fix something, i need some critique. thanks in advance.


So i was surfing the web, when i saw an outstanding guide made by Alex Augunas. The guide talks about making encounters more challenging, and precisely i wanted to buff the Staunton Vhane encounter, yet i didn't want to make it more powerful. Veredict? i will give Vhane a manacle belt with children attached to it, and he will ready an action to kill those children if the PCs don't surrender as soon as they enter his room. It will be a great opportunity for roleplaying and to meet the true face of evil for the party. The main question have to do with the Paladin, how would he be affected by this paradox? will he break his vows somehow? please help.


So i'm preparing a 3v3 tournament for my group, so we can take a break from our regular campaign. I know this game was not designed for PvP, but still we are just doing this for fun, i would like to give the group some challenge and yet some flavorful combs. For this module i will be the main GM and the rest will be Rule lawyers, and i will create the majority of encounters in the tournament. The character creation rules are the following:

-No Summons, Companions.
-Races: Core and Featured (without Aasimar, Fetchling and Tiefling)
-No Antagonize, Leadership, Divine protection, Improved Familiar, Augmented Summons.
-Classes: Core, Base, Alternate, Hybrid, Paizo Prestiges (without Summoner, Hunter, Druid)
-Level 8 Characters (Standard Gold,20 point buy, 0.75*HD)
-No Tech Equipment, Archetypes.
-At least one martial character in the team.
-1 Trait for character.
-Items: +2 max weapon enhancement, 2 wands maximum, 2 alchemical items maximum, one attribute enhancer item (eg Belt of Giant Strengh)
-No Pounce Combinations (like beast totem or vulpine pounce)
-Demon Implants.
-No Burrow.
--------------------------------------------------------------
The map for the encounters will be Conflict games main PvP arena, found in their main book.

The question is--what combinations do you guys recommend me for 3v3 encounters?


So i want to make a character based in Saint seiya characters, the Saints.

I was looking at Aegis from Dreamscarred press but being able to do Martial Maneuvers as a Martial Disciple. Also with the Unarmed Attack progression of a Monk and his Ki pool (not like the Stalker Ki Pool which i don't like)

So first i though about making and archetype of any of these classes but somehow it doesn't fit.

Then i thought about making a new Hybrid class with the guidelines released in Advanced Class guide. still would like to know what would be best, since creating a new class from scratch (despite it being a hybrid) is hard as hell.


So i want to create or put some kind of Easter Eggs that brings flavour to the game, i'm currently running a Wrath of the Righteous AP, we're in Sword of Valor arriving to Drezen and i just want to bring creative random stuff that give them questions. I have already some ideas as the group likes World of Warcraft. There is also a Musician. Any idea would be appreciated, also there could be reference to popular culture.

Any ideas?

PD: I don't put the ideas i already have just in case the players see this.


So i decided to create this d20 baseball rules, compatible with pathfinder. It has been a little bit overwhelming, wonder if someone has some advice, help, or is wishingto help me in this endeavor.

DOCUMENT..

this is of course inspired by Zeta Kai's original post, http://www.giantitp.com/forums/showthread.php?39392-D20-Baseball

and i don't claim the authory of the majority of ideas, photos, etc.


So i am planning to create a Homebrew Campaign inspired by Sword Art Online Anime, in which the characters will create two characters, the "IRL" character will be a normal human, and the "video game character" will be an ordinary pathfinder gun-wielding class. I will probably use this web for "IRL" stuff (http://www.d20modernpf.com/) and technology guide for advanced levels stuff.

This will be a good opportunity to play Gunslingers, Holy Guns, Spellslingers, Musketeers and the new Barbarian Firearm Switch-Hitter etc.

There would be a huge complot moving underground the online game known as Blade Gun-Online. Mafia, Business, Hackers, Occultism (yes, just as you read) Celebrities and more!

I just want to know what do you guys think of the idea and what would you suggest? (2 {or more} minds think more efficiently than 1)


i pretty know some1 has asked this type of builds before, but this time i'll give a build for starter. oh i forgot, it's for Carrion Crown.

Aasimar N Pharasma Cleric (Repose and Restoration Domains)

Str 12 Dex 7 Con 12 Int 10 Wis 18 Cha 18

Traits: Sacred Conduit, Bralani's Step, Enemy of the Dead.

1 level (Cleric): Selective Channel
2 level (Cleric): -
3 level (Cleric): Channel Smite
4 level (Oracle): Prophetic Armor, Tongues curse
5 level (Cleric): Guided Hand
6 level (Cleric): -
7 level (Cleric): Fateful Channel
8 level (Cleric): -
9 level (Cleric): Divine Protection
10 level (Cleric): -
11 level (Cleric): Life Lure
12 level (Cleric): -
13 level (Cleric): Versatile Channeler
14 level (Cleric): -
15 level (Cleric): Quick Channel


How would you convert Yu GI Oh Cards?


So i finally got my ACG! and i am going to create a Paladin of Nethys!
2 levels of paladin and the rest in magus eldritch scion archetype. any ideas on what feats to take?


So i wanted to make a Pathfinder or D20 Tennis matches, with my 16th level characters. I wanted the matches to have special powers like Prince of Tennis (maybe more)

What ideas do you guys have for potential special powers or the system in general?

For example

Power Attack Feat: Let's the attacker do a Strong Stroke.

Weapon Finesse: Allows the user to pin point better his shots, making it extremely difficult to catch.

Hammer The Gap: Lets the owner find an opening in the defender when the ball has been in play for a while.

Mobility: Lets the player use a Two-Step Style of game, which is characterized by it's higher adaptation to rhythm changes.

Improved Two Weapon Fighting: Lets the player use the Racket with any hand.

Point Blank Shot: Player can Pin Point his volleys extremely well.

Spring Attack/Attack on the Run: Lets the player suffer no penalty from swings made at full speed.

Acrobatic: Let's the character do acrobatics to reach nearly impossible shots.

Combat Reflexes: Give Bonus to players fighting in the net.

Deadly Aim/Point Blank Master: Gives the ability to pin-point, with superior precision. almost never gets an out.

Improved Feint: Lets the player fool the opponent and gives bonus to drop shots.

Also combinations of feats could give more powers. I think Magus will be ridicolously good here, making their rackets +1 and Keen, and making shocking grasp topspins.


So i made this Gestalt Cryptic (brutal disruptor archetype)
with Fighter 5, Telekinetic Weapomaster 5, Duelist 10.

The Main idea of this build is to utterly destroy anything in a Full attack and still being able to survive lots of punishment.

The guy has Psionic Tatoos, Concealing Amorpha, AC to be scared, Saves, Contingency with Teleportation, an ability to recover damage for every power point sacrificed. Full BAB. The ability to teleport, mind blank, he can detect magic just by sight, he is the god of skills, He can heal, he can whirlwind attack, he has got reach and 9 AoO, he can parry blows, he can dispel psionic buffs with an attack. and if he is defeated he revives with 2 negative levels :}

What else can i put him to be more OP?
How would you defeat him?


I will keep it simple, in my current campaign the wizard split from party.
A bright idea came into my mind, do some solo sessions with him, to caught up with the rest of the party.

The Wiz is level 13. I wanted to send him in an Interplanar adventure in which he will meet a couple of NPCs which could help him collect a series of artifacts in the planes. He needs to visit the city of portals and find useful contacts to have access to the better portals, because the plane shift spell in my world is highly erratical, and could get him killed.

Any suggestions guys? regarding:

1. Encounters
2. NPCs
3. Investigative puzzles
4. flavor places.


How would they be done? does anyone remember this anime?


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So in 3.5e there were certain tiers for classes, i wonder if there is a current objective tier list, just for balancing purposes.

the 3.5e list was something like this:

Tier 1: Capable of doing absolutely everything, often better than classes that specialize in that thing. Often capable of solving encounters with a single mechanical ability and little thought from the player. Has world changing powers at high levels. These guys, if played with skill, can easily break a campaign and can be very hard to challenge without extreme DM fiat or plenty of house rules, especially if Tier 3s and below are in the party.

Examples: Wizard, Cleric, Druid, Archivist, Artificer, Erudite (Spell to Power Variant)

Tier 2: Has as much raw power as the Tier 1 classes, but can't pull off nearly as many tricks, and while the class itself is capable of anything, no one build can actually do nearly as much as the Tier 1 classes. Still potentially campaign smashers by using the right abilities, but at the same time are more predictable and can't always have the right tool for the job. If the Tier 1 classes are countries with 10,000 nuclear weapons in their arsenal, these guys are countries with 10 nukes. Still dangerous and easily world shattering, but not in quite so many ways. Note that the Tier 2 classes are often less flexible than Tier 3 classes... it's just that their incredible potential power overwhelms their lack in flexibility.

Examples: Sorcerer, Favored Soul, Psion, Binder (with access to online vestiges), Erudite (No Spell to Power)

Tier 3: Capable of doing one thing quite well, while still being useful when that one thing is inappropriate, or capable of doing all things, but not as well as classes that specialize in that area. Occasionally has a mechanical ability that can solve an encounter, but this is relatively rare and easy to deal with. Can be game breaking only with specific intent to do so. Challenging such a character takes some thought from the DM, but isn't too difficult. Will outshine any Tier 5s in the party much of the time.

Examples: Beguiler, Dread Necromancer, Crusader, Bard, Swordsage, Binder (without access to the summon monster vestige), Wildshape Varient Ranger, Duskblade, Factotum, Warblade, Psychic Warrior

Tier 4: Capable of doing one thing quite well, but often useless when encounters require other areas of expertise, or capable of doing many things to a reasonable degree of competence without truly shining. Rarely has any abilities that can outright handle an encounter unless that encounter plays directly to the class's main strength. DMs may sometimes need to work to make sure Tier 4s can contribute to an encounter, as their abilities may sometimes leave them useless. Won't outshine anyone except Tier 6s except in specific circumstances that play to their strengths. Cannot compete effectively with Tier 1s that are played well.

Examples: Rogue, Barbarian, Warlock, Warmage, Scout, Ranger, Hexblade, Adept, Spellthief, Marshal, Fighter (Zhentarium Variant)

Tier 5: Capable of doing only one thing, and not necessarily all that well, or so unfocused that they have trouble mastering anything, and in many types of encounters the character cannot contribute. In some cases, can do one thing very well, but that one thing is very often not needed. Has trouble shining in any encounter unless the encounter matches their strengths. DMs may have to work to avoid the player feeling that their character is worthless unless the entire party is Tier 4 and below. Characters in this tier will often feel like one trick ponies if they do well, or just feel like they have no tricks at all if they build the class poorly.

Examples: Fighter, Monk, CA Ninja, Healer, Swashbuckler, Rokugan Ninja, Soulknife, Expert, OA Samurai, Paladin, Knight, CW Samurai (with Imperious Command available)

Tier 6: Not even capable of shining in their own area of expertise. DMs will need to work hard to make encounters that this sort of character can contribute in with their mechanical abilities. Will often feel worthless unless the character is seriously powergamed beyond belief, and even then won't be terribly impressive. Needs to fight enemies of lower than normal CR. Class is often completely unsynergized or with almost no abilities of merit. Avoid allowing PCs to play these characters.

Examples: CW Samurai (without Imperious Command available), Aristocrat, Warrior, Commoner


So i want to build Leonidas from 300, i know this is not the correct place to post it, but i don't know how to get there sorry :S


So i know this should be done by me, but since people here enjoy to help and to give ideas, i'm going to ask for some help with my homebrew story. It is complicated so i don't expect you to comment at all, but it will be very appreciated.

I have a problem with my story, things don't mix well, i have this feeling that it's just not working, and that it is of poor quality. I want it to be of better quality.

So basically i have to match up some things, because i started the game as a module, but expanded it later, improvising a lot of stuff, like who is Caiden Cailean in this new world.

The world started from the will of an omnipotent but careless being, who let the primal lesser beings known as Priori to exist. they eventually organized the Planes of Existence. At this time The Arcs developed the Orbs of power and the Dragons developed Magic and eventually a war rose for dominance of Celestia, the Arcs won and the Dragons went to the Material Plane and the Elysium, where the majority of the metallic dragons stayed.

Some Arcs grew corrupt and followed a dark arc named Xanathas who thought they were being oppresed and they deserved more power. They became Demons and were banished with the power of the Master Orb, but the final battle was so cataclysmic that changed the structure of the planes. Ohm Ethel the commander of the Arcs became the First Deity, closely followed by other Arcs. The rest of the races were created by this cataclysm and the Master Orb was broken and dispersed through the planes.

The story of the PCs starts in the country of Arialel, in the continent of Variah. they were helping a corrupt dwarf king to uncover a problem with the massive power of Torag being manifested against their kind. At the end they couldn't save the town and they were transported to Elysium, just at the end of the great mountain of Celestia. They arrived in Caiden Cailean's realm and quickly got the attention of the drunken god, who made them participate in a tournament against chosen individuals from other gods. Finally they lost the tournament, but the other gods were insulted by the fact Caiden Used mortals in his game. Also the gods were at a point of Cold War between Chaos and Law. Caiden gave the PCs a mission to Sabotage the Church of Ohm Ethel, because they were being oppresive. now they are sabotaging the church, while the Wizard of the party is allying himself with the magical academy of Weriard, which are enemy of the Church in the country of Deia (a Theocracy)

I haven't figured out how to proceed, i'm kind of blocked. That's why i shared this. I need help to articulate this. main questions i ask to myself are:

1. Where did Caiden come, and what is his problem with the Lawful Gods and Gorum. also who is Gorum in this world.
2. Where do Torag entered in all this.
3. How should i create the climax of the story? i was thinking in making the PCs realize there is someone, 4 demon lords that escaped the banishment, that are reuniting the fragments of the master orb to bring their master back. and these someones are manipulating the gods to fight between themselves. but i haven't figured out an argument strong enough.
4. There is an Elan Cryptic PC, which comes from an organization of Elans, still don't know how to get him in the story, the organization comes from the city of Sigil (you should've heard of this city) and they are mercenaries and chaos mongers.

If someone have read all of this, just by it he/she has my most deep gratitude. And i hope i can get out of this mental block xD

Sorry also for my english, it is not my first language.


So i am new to Gming, but it has always been my passion, to create stories, even if i am not going to play them.

Anyways i have seen that solo humanoid encounters are not effective at all, against a well structured 4 man party. even if the CR is adequate.

Let's say a group of 4 level 5 players. their APL is 5. a hard encounter would be CR 7. Still i've seen that they can beat a lvl 7 humanoid easily, au contraire from monsters.

Do you guys rule this specially in some kind? because i've been wanting to change the rules when is solo encounters for humanoids.

Any comment would be deeply appreciated.


So i have been playing this game, and i want to build the characters in Pathfinder, specially Raphael, Voldo, Xiba and Maxi.

Any one have some ideas? im new


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So i am making a magic academy for my campaign. And i am still unsure in what to put, i want the place to be somekind like Hogwarts from Harry Potter, i giant castle with lots of history and cool places.

As this task is too big for one mind to brainstorm, i would like some help. mostly i need ideas for cool places, rooms and encounters.

so far i have:

1. Secret library (ofc)
2. Homunculi room
3. Simulacrum room
4. Time travelling room.
5. temple for Nethys.
6. an infinite stairway, like the plane of stairs.
7. fake principal room.

any help would be deeply appreciated. let's have fun.


So i've decided to make the character with the most touch AC.
What Monk Archeype is most compatible.

this is actually just a concept, let's have fun finding ways to make this good.


Excuse my ignorance but...What is Pathfinder society? what makes it different from an adventure path? can anyone help me with this?


So basically i'm a new GM and i made the mistake to accept 5 people in the group, i'm having problems for giving a challenge, their APL is 3...and i think this is just going to be worse when levels go up, i'm currently sending them CR 5, and they don't use even half their resources. what do you guys reccomend me, i try to use intelligent tactics, i am not just attacking with monsters, i Sunder the barbarian sword, try to flank them, Debuff them, etc...and put traps, but no use, pls halp D:


Hey there, i am going to use mass combat rules for my campaign, i want to introduce it gradually, so i will give the PC's 2 tiny armies (25 people)
so they can use in a city battle.

the question is, how does ACR functions for tiny (CR 1 or CR 1/2) armies, does it go negative? and if that's the case, does it influence in OM rolls and in DV?

*for example, their ACR is -3, so basically in all OM rolls, this is substracted from the d20? (d20-3?)

i would like someone to explain me how things work with tiny armies, please.


So basically i want to use the mass combat rules of ultimate campaign, but i don't have maps in the scale that i need, i have searched in 20 maps making webpages, like cartographers guild, etc...and i haven't found a single map that is in tactical scale, and if i found one, it is saturated with text.

But i want a map in a tactical scale, not a battle scale, like usual PF maps, and not in a World Scale. I want a map in which the castle is tiny but still watchable and not a square, the walls being there to be seen.

i don't know if i explained it correctly, as i don't have enough knowledge to even make the map myself.

Can some1 tell me where can i get this kind of maps? a good example to this kind of maps would be the map of Drezen in WotR Adventure Path.


Ok i will try to be brief.

I am GMing WotR and i want to include more Mass combats to the scene, but i am lacking maps, and i don't know how to make them, can anyone help me, perhaps illustrating me in the art of drawing maps, or telling me where to get some. i will be very thankful.


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So basically i have taken the time to create the stats using 3.0 Deities and demigods excellent ruleset, with the help of mythic adventures, have proved to be quite nice. i would like some feedback or help, since i don't even know if this is 100% correct, there is a lot of stuff going on and i am not aware of all, as i am not the best spotting errors.

Caiden Cailean
Fighter 20/Duelist 10/Champion 10
CN Medium Outsider (Deity)
Divine Rank 14
Initiative: +34 (Dex +12 Improved Initiative+4 Improved Reaction+4 Duelist Weapon +4 Mythic Initiative +10); Senses True Seeing 120ft, Perception +41
Languages: understand, speak, and read all languages and speak directly to all beings within 14 miles
--------------------------------------------------------------------- ------------------------------------------------------
AC 69 (+9 armor, +12 Dexterity, +5 dodge, +14 Divine +9 Deflection+20 Natural)
Touch: 40
Flat Footed: 52
DR 49/Epic
Hit Dice: 20d8+200 (outsider) plus 20d10+200 (Fighter) plus 10d10+200 (Duelist) +50 Mythic (1,050 hp)
Saves: Fort +25, Ref +23, Will +17
Resist, fire resistance 34, sonic resistance 34
Immune Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment
Fast healing 34
Spell Resistance 46
--------------------------------------------------------------------------- ---------------------------------------------------
Speed: 70 ft. (14 squares)
Melee: Cleverpoint +46/+46/+46/+41/+36 melee (1d6+33 /15–20/x4)
Ranged by weapon +52
Space/Reach: 5 ft. / 5 ft.
Special Attacks: Domain powers, salient divine abilities, spell-like abilities.
Special Qualities: remote communication, godly realm, teleport without error at will, plane shift at will, fast movement, uncanny dodge (cannot be flanked) divine aura (1,400 ft., DC 33).
Spell-like Abilities (CL 16th)
--------------------------------------------------------------------------- ---------------------------------------------------
Base Attack/CMB: +30/+42; Combat Maneuver Defense: 62
Abilities: Str 30, Dex 34, Con 30, Int 28, Wis 24, Cha 36
Feats: Agile Maneuvers, Combat Expertise, Improved Trip, Greater Trip, Improved disarm, Greater Disarm, Power Attack, Vital Strike, Weapon Focus, Weapon Specialization, Weapon Finesse, Greater Weapon Specialization, Devastating Strike, Improved Critical, Point Blank Shot, Improved Vital Strike, Greater Vital Strike, Dodge, Mobility, Spring Attack, Whirlwind Attack, Improved Feint, Furious Focus, Critical Focus, Bleeding Critical, Stunning Critical, Critical Mastery, Quick Draw, Greater Weapon Focus. Combat Reflexes. Deflect Arrows,
Mythic Feats: Mythic Agile Maneuvers, Mythic Combat Reflexes, Mythic Critical Focus, Mythic Power Attack, Mythic Improved critical.
--------------------------------------------------------------------------- ---------------------------------------------------
Skills: (350 Skill Points) Acrobatics +45(30), Bluff +46 (30) Craft+27(15), Climb +23(10), Diplomacy +28(15) Escape Artist +45(30), Fly +32(20), Intimidate +31(15), Knowledge (dungeoneering) +27(15), Knowledge (History) +25(15) Knowledge (Arcana) +19(10) Knowledge (Dungeoneering) +27 (15), Knowledge (Religion) +27(15), Perception +41(30), Perform+31(15) Ride +20(5), Sense Motive +41(30), Sleight of hand+27(15) Survival +26(15), Swim +33(20)
Salient Divine Abilities: Alter Reality, Alter Size, Area Divine Shield, Avatar Divine Blast, Divine Blessing (Strength), Divine Fast Healing, Divine Inspiration (Courage) Divine Shield, Divine Weapon Focus (Rapier) Extra Energy Resistance (sonics), Gift of Life. Water to Beer.
Domain Powers: Cast chaos spells at +1 caster level; cast good
Spells at +1 caster level; 14/day reroll a die roll once after it is made
Spell-Like Abilities: Caiden Cailean uses these abilities as a 24th-level caster, except for chaos spells and good spells, which he uses as a 25th level caster. The save DCs are 33 + spell level. Aid, animate objects, blade barrier, break enchantment, Cat’s grace, chaos hammer, cloak of chaos, dispel evil, dispel law, endure elements, entropic shield, holy aura, holy smite, holy word, magic circle against evil, magic circle against law, magic vestment, miracle, mislead, protection from elements, protection from evil, protection from law, righteous might, shatter, spell immunity, spell turning, stoneskin, summon monster IX (as chaos or good spell only), word of chaos.
A Pint of cold one: Caiden can summon anytime, one pint of any size he wants, with beer of the best quality.
--------------------------------------------------------------------------- ---------------------------------------------------
Fighter (free hand) and Duelist Features: Deceptive Strike, Weapon Mastery, Reversal, Interference, Timely Tip, Singleton +3, Elusive +5
Canny defense, Improved Reaction +4, Parry, Enhanced Mobility, Riposte, Grace, Acrobatic Charge, Elaborate Defense, No Retreat, Crippling Critical.
Standard Mythic Features: Hard to Kill (Ex) Amazing initiative, surge +1d12, legendary hero, Unstoppable, Force of will, Mythic saves, Recuperation, Mythic Power (20/day)
Champion Features: Fleet Charge, Mythic Weapon training, punishing blow, imprinting hand, Maximized Critical, Incredible Parry, Elemental Fury, Fleet Warrior, Precision, Shatter Spells, impossible speed, Legendary Champion.
--------------------------------------------------------------------------- ---------------------------------------------------------------
Possessions: Caiden’s Rapier Cleverpoint, is an adamantine +5 Duelist Rapier. Cleverpoint is intelligent, with Intelligence, Wisdom, and Charisma scores of 24. It can speak and communicate telepathically. It has a chaotic Neutral alignment and has the following special powers, usable at will: detect lawful evil alignment, find traps, detect magic, locate object (120-foot radius), and true seeing. It also can use detect thoughts three times per day. Cleverpoint has a special purpose to slay lawful evil aberrations. When the sword strikes such a
Creature, it must make a Will save (DC 23) or die.
Caster Level: 20th; Weight: 6 lb.
Caiden’s Armor is +5 Mitral Heavy Fortification Chainshirt and casts overland flight. Freedom of movement and haste at will.
--------------------------------------------------------------------------- ---------------------------------------------------------------
Other Abilities
As an intermediate deity, Caiden automatically receives a die result of
20 on any check. He treats a 1 on a saving throw or attack roll normally and not as an automatic failure. He is immortal.

Senses: Caiden can see, hear, touch, and smell at a distance of fourteen miles. As a standard action, he can perceive anything within fourteen miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to ten locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 14 hours.

Portfolio Sense: Caiden senses any act of courage the instant it happens and retains the sensation for fourteen weeks after the event occurs. He is likewise aware of any Beverage Festival and any outstanding achievement of Drinking. Automatic Actions: Caiden can use any Strength- or Dexterity related skill as free action if the DC for the task is 25 or lower. To use a skill as a free action, Caiden must have ranks in the skill, or the skill must be usable untrained.


basically the monster is a planetar and i would like to add 10 Paladin levels and 2 Mythic Tiers. i would like to know what are the main things i must do. in paizo webpage it says this, but i don't understand.

Next, add the class levels to the monster, making all of the necessary additions to its HD, hit points, BAB, CMB, CMD, feats, skills, spells, and class features. If the creature possesses class features (such as spellcasting or sneak attack) for the class that is being added, these abilities stack. This functions just like adding class levels to a character without racial Hit Dice.

My main questions are...Are all this stats just added to the stats of the monster? in the rules they don't tell exactly how to adjust..they just say...make all the neccessary additions, well the word "addition" seems a little OP for me here. so i just add BAB to the current BAB of the creature so it gets 10 BAB more for paladin levels?


So basically i've been having problems beating this character, actually i don't technically need to beat him in one turn, i just want to win...is just that i thought beating him in one turn was the only way of beating him, i did beat him once, before he started to boost his Initiative to crazy levels (without Traits)

i first beat him with a barbarian Pounce build, but then he reformatted his PC and now is like this, please help.

-----------------------------------------------------------------------
human rogue(swashbuckler) lvl8 / wizard lvl 1 / oracle (Black-Blooded) Oracle lvl 1----- lvl 10

items: wand of darkness---------------4500
waand of silence---------------4500
wand of fog cloud--------------4500
fogcutting lenses--------------8000
launching crosbow +1-----------2000
spiked gauntlet +1 duelist----16000
bag, handy haversack-----------2000
cracked dusty rose prism-------500
alchemist lab------------------300
alchemist fire*15--------------100
acid flask*30------------------100
elemental flusk*20-------------125
tanglefoot bag*10--------------167
Wrist Sheath spring loaded-----5
Wrist Sheath spring loaded-----5
belt of incredible dextety+4---16000
liquid ice *10-----------------134
flask of water*30--------------1 (like really? water... this expensive...?)
fungal stun vial*5-------------125

total--------------------------58929

Ability scores
str------8-------(-2)[10-2(+2 pts)]
con------14------(+0)[10+5(+5 pts]
dex------26------(+8)[10+8(+17 pts)]+2 racial modifier+ 1 ability score 4th lvl + 1 ability score 8th lvl+4 belt of incredible dexterty
int------14------(+2)[10+5(+5 pts)]
wis------10------(+0)[10]
cha------10------(+0)[10]
total----------------25 pts

initiative
(two rolls- War Sight) +22 [+8(dex)+1(cracked dusty rose prism)+4(improved initiative)+4(spiked gauntlet +1 duelist)+1(foreswarned)+4(familiar Compsognathus)

feats
human feat-------exotic weapon proficiency, launching crossbow
1stlvl-----------point blank shot
3rdlvl-----------Improved initiative
5thlvl-----------rapid reload
7thlvl-----------rapid shot
9thlvl-----------crossbow mastery

rogue talents

2ndlvl-----------weapon training, launching crossbow
4thlvl-----------ninja trick, preassure points
6thlvl-----------combat trick, deadly aim
8thlvl-----------combat trick, Quick draw
favored class----scavenger

skill points

(8+3)*10

skill ranks ability mod misc total
accrobatics-------11--------+ 8------------3-------22
bluff-------------11---------0-------------3-------14
craf(alchemy)-----11---------+3------------3-------17
climb-------------11---------(-2)----------3-------12
escape Artist-----11--------+8-------------3-------22
perception--------11---------0-------------3-------14
use magic device--11---------0-------------3-------14
stealth-----------11---------+8------------3-------22
sense motive------11----------0------------3-------22
sleight of hand---11---------+8------------3-------22

------------------------------------------------------------------

His tactic is to win initiative and use Darkness or Fog cloud, which makes me unable to see him (because i haven't built anything that have darkvision and fog vision) and also being able to disable him. then he starts to throw those alchemical fires at me with his crossbow with sneak attack damage and i'm dead because i cannot see him.

Any help? or advise? what i want perhaps would be a high initiative PC to gain an upperhand before he starts.

The rules are simple, 10 lvl PC, with standard gold for level, only Paizo Books accepted, not 3pp or 3.5 stuff, core races, no traits.


Will try this one, to play with a friend, since gathering a group is quite difficult in south america.


So basically i started a lvl 10 campaign and i accepted one of my players the psionics unleashed 3PP class from dreamscarred press, the cryptic. The problem is that my player chose the brutal disruptor archetype, imbuing his full attacks with his disruption he is able to do 150+ dmg in one full round, with some speed weapons he bought. Also he has an infinite percepton, being able to realize almost anything that happens, he can steal like a crazy thief in drugs and he negated 93 damage from a critical last fight. Any advice on how can i counter this character without making it a cheat? or some rule that makes him more balanced?


So my GM told all my group to create our own prestige classes for epic play, i am full dervish build magus, stacked dexterity and inteligence through items. have metamagic feats and feats such as critical focus and lunge...so i am pretty balanced in martial/arcane stuff. So any one have some ideas of how can i create a prestige class that complement and empower this humble pc?

Full Name

Veloc

Race

Half Elf

Classes/Levels

Fighter 2/Magus 7

Gender

Male

Size

Medium

Age

28

Alignment

CE

Languages

Common, Aklo, Elven, Undercommon, Sylvan, Boggard

Occupation

Mercenary

Homepage URL

http://www.myth-weavers.com/sheet.html#id=883978

Strength 12
Dexterity 23
Constitution 12
Intelligence 20
Wisdom 10
Charisma 9