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Thank you!


I am a level 5 wizard crafting a wand of fireball.

I do not have the spell in my book but my level 10 sorcerer friend knows it.

I craft the wand and he supplies the spell.

Can we make the wand a caster level 10 wand because the spell is coming from a 10th level caster?


Just bought it and started reading it. Just noticed that the Halo alternate racial trait still says Aasimar.


I have a Question.
How do caster level boosters interact with Spheres of Power? Like the Orange Ioun Stone or magical knack?


Me and my group are completely paperless. Our game group gathers around the table basking in the glow of 6 lap tops.
When we used to play 3rd and 3.5 we had a trunk of books we lovingly referred to as the "Trunk of Pain!" (thunder crashes in the background). It weighed about 400-500 lbs. and it hurt to move it. But i was the only one who had books.

When Pathfinder came out we went digital and have never looked back....much to the joy of all our backs.


1 person marked this as a favorite.

Just out of curiosity, but dose the Starseed remind anyone else of a Diclonius?


Just had a discussion with my group.

We have noticed that the picture for the shadowcaster seems to be a negative black and white of Billy Idol.

I always pictured him as a bard, but it seems that he is a summoner.....


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I love the Dark Retainer. I will be playing it as soon as the next game starts. I can't wait.


Thank you! Had a player trying to get it the other way. Glad to have official word. and Happy Holidays.


Just a quick question about Imprint Racial Traits.
If you use it to replace Focused Study trait with the Bonus Feat trait. Do you get to choose the feat you get each time you change it?


Thank you, that helps a lot.
Glad I could help as well.


Quick question about the Greenstalker Sniper Archetype for the ranger.
You replace almost everything in the ranger class with archery related things including favored terrain.

but you keep camouflage and hide in plain sight.

both of which only work in your favored terrains... so the question is, how are they supposed to work?


Thank you Domingo, I see the ruling now. So they wouldn't stack, unless I can find a way to change the type. Ahh well.

Thanks for the responses. I greatly appreciate the help.


in an example

we are facing an ogre, i use the swift aid feat to give him a +1 bonus to attack, say by nocking the ogres club out of guard alignment, then using my normal standard action i use the aid another action to grant him another +2 to attack, say by making threatening movements to the side distracting him.

for a skill it would be like someone telling you (cut the blue wire, no the other blue wire) when difusing a bomb


When using the aid another option it grants a +2 bonus.
When using the Swift Aid feat you grant a +1 bonus instead.

The question is sense they are both unnamed bonuses could you use a swift action to use swift aid and then your standard action for a normal aid another action granting a total of +3?

If not can someone tell me where the rules governing this are located?


Playing in a higher powered game and the GM has allowed 3.5 books, including a feat called reserves of strength. It let's me increase my caster level in exchange for being stunned. If I am unable to be stunned it simply does a set amount of damage depending on how high I increase my CL.

Damage is much easier to deal with than the stunned condition.


Hey guys i am looking for a way to become immune to the stunned condition, either through feat, spell, or class ability. Anyone have any suggestions?


I am actualy building a Monk MoMS for this kind of an idea. All good saves, good AC with the right stances. Sense it wont get flurry
I will almost never make a full attack but with all the responce attack I can get with the stances Crane, Panther, Snake, I will get the most milage out of Antaganise as anyone I think


Magic Immunity is treated as Spell Resistance infanite


Great idea about the spell dancer but the boost to speed is also an enhancement bonus so it wont stack with the monks speed bonus.

so far it looks like monk cleric, maybe the oracle for cinder dance hmm

If i have any spare feats i will grab fleet.


Sweet didn't even see that. So level one cleric with the travel domain and human lets me start at a base speed of 40 with Dodge and Mobility.
Next level go on to monk.


I remember a build in the old wizards boards about a character that had a movement rate in the hundreds if not thousands. I am trying to build a character that focuses on mobility and movement.

Feats along the lines of Dodge, Mobility, Spring Attack are a given but other then the things that take advantage of a high speed I cant seem to find many ways of increasing speed much.

Probably going to go with Monk for the fast movement but other than that I cant find much.

Any help would be appreciated.

Any and all Pathfinder books allowed, even 3PP.


Anyone interested in running a game around here?


Its still considered a class feature and should be treated as such.


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Depends on one thing, Would everyone agree that it is well within the rights of the GM to decide that the Wizard has to memorize spells that he says or the the cleric has to use channel energy when he says? Because they are all class features of the character.

It seems to me taking control of a familiar is just like telling the cleric that he just used his channel energy to heal everyone. even if he had no intention of doing so himself.


I am playing a Halfling Cavalier, the thing my GM keeps using to control my charges is rough terrain. The question is if i take the dragon style feat will i be able to charge on my mount over rough terrain? Or does my mount have to have that feat?


I love this book but i do have a few questions if anyone has time to answer....

When wildshaping into multiple creatures if you cast a spell do all the creatures have to cast or just one?

If you are targeted by a spell you cast or someone else casts do all the creatures get it or just one?

If you have mage armor on before you shift. do all the creatures have mage armor or just one?

I have a great idea for a build and will be playing with this book soon so i realy want to know.


Ahh got it. Ok then, how about have them find him in the market place. just cause they find him doesnt meen they can do anything about it. starting a fight with a mad bomber in the middle of a crowd is not a very heroic thing to do.
Now if they where to fallow him, say to the bath house where there is a secret door leading down to a sub lever where he has been secretly doseing the bathwater with chemicals to turn the people into his mindless slaves so he can use them to summon his lord and bring hell to this world!!!!!..... well that would be another story then wouldnt it? ... lol


Put him in the Palace. The king has hired an alchemist to upgrade and treat the weapons of the guard and army, alchalemical arrows and such. As long as the alchemist is doing his job the king is happy. let the PC's handle some court policy.


I remember a game I was running once. The party was bad at hearing me describe a monster and saying ahh! its vulnerable to fire!. Meta-gaming at its best. So one session i had them go to the aid of a small village. the people where under the attack of a white dragon. it would come down and take the animals, destroy the buildings and such.

Well they of course loaded up on fire spells and protection from cold and all sorts of anti-cold devices and spells.

long story short.......fireball does nothing to an albino red dragon smart enough not to display its fires to the public....

just cause they are collor coded doesnt meen they will always be so..


I will be joining a game soon and everyone has to incorporate guns into thier build. I was wondering if it is "rules wise" legal for an antipaladin to take the holy gun archtype, an unholy gun so to speak.


ok lets see if i can get atleast one responce. anyone have a tips for a fear based character?


Hey everyone, I am working on a Fear based character and i am taking antipaladin up to level 3 at least for the aura.
I am wondering if there is any way for me to increase the size of the aura. 10 foot is good but 20 would be better lol.


So....looking at the time jaunt ability....what exactly can you do with it. The way it is worded makes it almost completely un-useable. Why are there so many limmitations on it?


well the better lucky than good aspect is more RP than anything. I can grap rerolls and luck bonuses on just about anything but if the dc for a skill check is 30 then it doesn't mater how many rerolls i have if i don't have enough ranks to actually make the check.

If i take a few ranks in most of the physical skills then i can play it off as luck. Otherwise i just try and fail alot....


Hey everyone, i am getting ready to start a new game and i need a hand with my character. I am going for a guy that is more lucky than good at anything.
We are playing a gestalted game but other than that there are no house rules.
I have decided to take levels in the Luckbringer class from Rite Publishing all the way to 20 on one side, but need help deciding what i should take on the other side.
Thinking rogue for the skill points but i am not sure...

I could use a hand in the feat choice as well


I know all the abilities work with the Vanguard, what i was asking is effectivly. Are there any spear specific feats or prestige classes out there other than the pikeman from stratigists and tactitions?


Hey everyone. I believe this is the first time i have posted on this site but i have been a long time lurker.
I am in need of a little help with a character in an upcoming game.
I am playing a Human Spearman starting at level 2. we are using the Gestalt rules from wizards so i am playing fighter/vanguard.
The vanguard is from Super Genius Games. I am having a hard time focusing on the spear. There are a lot of things that you can do with other weapons and spells but the spear seems to be lacking a bit.

Anyone have any suggestions for feats and such?
Any help is appreciated.


Thanks guys, I was afraid of that. In that case maybe you can help me out a bit more. I am playing in a Gestalt game with 2 other people. i am doing a rogue/sorcerer. so far its going to be rogue full on one side and sorcerer 5 arcane trickster 10 sorcerer 5 on the other. i will be staggering the arcane trickster so i can get the sneak attack from both.
The only reason i am wanting that is the shadow bloodlines 9th level ability.

Anyone have any suggestions?


Good evening everyone. I believe this is the first time I have posted here lol. I have a small question and I cant seem to find an answer anywhere.
Is there any way to advance a sorcerers bloodline powers other than taking levels in sorcerer, levels in dragon disciple, or the robe of arcane heritage?

Full Name

Init +2; Perception +3

Race

Fort +8, Ref +7, Will +10

Classes/Levels

AC 17, touch 15, flat-footed 15 // hp 50

About Toro

Toro's Stat Block:

Toro
Male Half-Orc Druid (Serpent Shaman) 5 Monk 1
LN Medium Humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception +3
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Defense
--------------------
AC 17, touch 15, flat-footed 15 (+2 Dex, +2 natural)
hp 50 (6d8+17)
Fort +8, Ref +7, Will +10; +1 trait bonus vs. effects that require the Perform skill, +4 vs. spell-like and supernatural abilities of Fey and against effects that target plants
Defensive Abilities orc ferocity (1/day)
--------------------
Offense
--------------------
Speed 30 ft.
Melee Unarmed strike +7 (1d6+4/x2)
Special Attacks flurry of blows -1/-1
Druid (Serpent Shaman) Spells Prepared (CL 5):
3 (2/day) Remove Disease, Call Lightning (DC 16)
2 (3/day) Barkskin, Flaming Sphere (DC 15), Flaming Sphere (DC 15)
1 (4/day) Faerie Fire (x2), Obscuring Mist (x2)
0 (at will) Guidance, Stabilize, Light, Detect Magic
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 12, Int 10, Wis 16, Cha 10
Base Atk +3; CMB +6 (+8 Grappling); CMD 21 (23 vs. Grapple)
Feats Improved Grapple, Improved Unarmed Strike, Natural Spell, Power Attack -1/+2, Stunning Fist (2/day) (DC 16), Toughness +6
Traits Deft Dodger, Trouper (Perform [dance])
Skills Acrobatics +9, Climb +9, Escape Artist +9, Handle Animal +8, Heal +7, Intimidate +2, Perform (dance) +5, Stealth +10, Survival +9; Racial Modifiers +2 Intimidate
Languages Common, Druidic, Orc
SQ ac bonus +3, animal companion link, nature bond abilities (animal companion, snake, constrictor), resist nature's lure, serpent wild shape (2/day), serpent's totem transformation (standard action) (, serpent's totemic summons, share spells with companion, spontaneous casting, stunning fist (stun), totem transformations (serpent's scales), trackless step, unarmed strike (1d6), wild empathy, wild shape (totem animal), woodland stride
Combat Gear Oil of bless weapon (3), Potion of Cure Moderate Wounds, Potion of Restoration, Lesser, Wand of cure light wounds; Other Gear Amulet of mighty fists +1, Cloak of resistance +1, Druid's vestment, 15472 GP
--------------------
Special Abilities
--------------------
AC Bonus +3 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Animal Companion Link (Ex) You have a link with your Animal Companion.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Flurry of Blows -1/-1 (Ex) Make Flurry of Blows attack as a full rd action.
Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Natural Spell You can cast spells while in Wild Shape.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Potion of Cure Moderate Wounds Add this item to create a potion of a chosen spell.
Potion of Restoration, Lesser Add this item to create a potion of a chosen spell.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Resist Nature's Lure (Ex) +4 save vs. effects from Fey and effects using plants.
Serpent Wild Shape (2/day) (Su) Shapeshift into a snake one or more times per day.
Serpent's Totem Transformation (Standard Action) (5 minutes/day) (Su) At 2nd level, a serpent shaman may adopt an aspect of the snake while retaining her normal form. This ability functions as the bear shaman ability, but the druid may select from the following bonuses: movement (climb speed 20 feet, swim speed 20 feet
Serpent's Totemic Summons (Su) At 5th level, a serpent shaman may cast summon nature’s ally as a standard action when summoning snakes, and these summoned creatures gain temporary hit points equal to her druid level. This ability otherwise functions as the bear shaman abi
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Spontaneous Casting The Druid can convert stored spells into Summon Nature's Ally spells.
Stunning Fist (2/day) (DC 16) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This conditio
Trackless Step (Ex) You do not leave a trail as you move through natural surroundings.
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.
Wild Empathy +5 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wild Shape (Beast Shape II: Tiny - Large totem animal) You may use your Wild Shape ability to become an animal.
Woodland Stride (Ex) Move through undergrowth at normal speed.

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

Animal Companion
Snake, Constrictor
N Large Animal
Init +3; Senses low-light vision, scent; Perception +5
--------------------
Defense
--------------------
AC 17, touch 12, flat-footed 14 (+3 Dex, -1 size, +5 natural)
hp 47 (+25)
Fort +8, Ref +7, Will +2
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 20 ft., climbing (20 feet), swimming (20 feet)
Melee Bite (Snake, Constrictor) +10 (1d4+10 plus grab/x2) and
Constrict (Snake, Constrictor) +9 (1d4+10/x2)
Space 10 ft.; Reach 10 ft.
--------------------
Statistics
--------------------
Str 24, Dex 16, Con 18, Int 1, Wis 12, Cha 2
Base Atk +3; CMB +11 (+15 Grappling); CMD 24 (can't be Tripped)
Feats Power Attack -1/+2, Toughness +5, Weapon Focus (Bite)
Tricks Attack [Trick], Attack [Trick], Attack [Trick], Attack Any Target [Trick], Defend [Trick], Down [Trick], Fighting [Trick], Stay [Trick]
Skills Acrobatics +9 (+5 jump), Climb +19, Fly +1, Perception +5, Stealth -1, Swim +15
Languages
SQ attack [trick], attack any target [trick], defend [trick], fighting [trick]
Other Gear You have no money!
--------------------
Special Abilities
--------------------
Attack [Trick] The animal will attack on command.
Attack Any Target [Trick] The animal will attack any creature on command.
Climbing (20 feet) You have a Climb speed.
Defend [Trick] The animal will defend you.
Evasion (Ex) No damage on successful reflex save.
Fighting [Trick] The animal has been trained to fight.
Grab: Bite (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Swimming (20 feet) You have a Swim speed.

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