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Under weapon proficiency it states that inquisitors receive repeating crossbow proficiency, does this cover the 'heavy' version of that weapon, or only the base repeating crossbow?

Something less class specific but related...

In order to use a wand or scroll, must you have the spell on your list of 'known' spells in order to use them without a use magic device check? Or does your class simply need to have access to the spell?

Thanks for the help


A few things occurred to me while looking at some of the planned races in the 'Advanced Race Guide' being released in the spring of 2012. First, I am very happy to see some of the races I read about in 3.5 making a reappearance as well as some new additions. Second, the point system for designing races will be fantastic, this will allow my players a whole new level of design for their characters. I may even go as far as to let them design the flavor of the race and it's presence in Golarion, including their history, deities, common social practices etc...

This however led me to the only real problem I have with some of these additional races as well as some of the more intelligent 'monsters' in the bestiary. With clearly superior traits, in many cases, to those of the 'core' humanoid races how is it that these beings have not become much more prolific?

I am certain that this would be answered in different ways depending on the creature being discussed; however, I think more detail is needed than:

(paraphrasing) 'dhampir's are rare due to a fearful reaction by the members of the community that they are born into and thus often meet with an early demise at the hands of said community'.

If a vampire can in fact impregnate a human, I would think by the very nature of this type of intelligent undead that this would occur more frequently. With a greater success for that particular race to be more present than the description states.

Another example might be why a race like the giants haven't bred to the point that the vast resources in Golarion would allow and than simply conquered the more diminutive races. Same for dragons and so on.

Perhaps this information is found somewhere within a Pathfinder splat book on the races and monsters of Golarion, if anyone might know where I can find that information within a purchasable Paizo resource, or might have a link to a general guide or discussion about the history and presence of races, I would appreciate the help.


Question 1. The 'lifedrinker' ability for a magus blackblade states that the monster slain must be one half hit die of the magus level. Does this mean that at level 19 when the ability becomes available that it only works on 8 hd creatures or anything 8 hd and up?

Question 2. There is a racial ability for half-elves that lets them use a spell trigger or completion device as though they were one class level higher, what does this mean and how does it affect the use of those items?

Question 3. Does the summoner eidolon receive a d10 hit die at every level including 1st?


I have a request from a player that wishes to play a mobile teleporting class that has some decent combat ability in the upcoming Jade Reagent module. He is converting to Pathinder from 4.0 D&D so I want to allow him to play something he will really enjoy. His inspiration is the 'Avenger' class from 4.0 and he is hoping to find something like that.

*Of note he has read the monk and while he likes some of the abilities it is not what he is looking for, which is unfortunate as this was my initial suggestion.*

Maneuverability and full bab while in no armor or light armor seems to be what he is after.

Any suggestions for builds or information on converting certain 4.0 class flavors to Pathfinder would be appreciated. All current standard Pathfinder content is allowed (core, apg, UM, beastairy 1, 2). No 3.5 resources.


I am running a max hit point campaign for my players, their preference, where they receive maximum hit points per level, but, so do all of the monsters and npcs. I've read recently in a summoner guide that eidolons do not receive maximum hit points at first level and are only supposed to receive 'average' hit points per level. is this accurate, do they not roll a d10 for hit points in a normal game?


I have recently started a Rise of the Runelords campaign as a lead in to the 'we be goblins' module and 'Jade Reagent' that are coming out and have a few questions for anyone that has run this module before.

1. There is a wealth of information in the module that doesn't seem to be italicized and I am wondering how to impart this history and story to my players who are, like myself, new to Pathfinder and Golarion?

2. Is there a conversion for the encounters and npc's that has been done and if so where might I find them?

3. With Sandpoint being so large, having something like 57 different visitable locations each with it's own npcs, how do you manage all of that information without bogging the game down? I don't have access to a Sanpoint map big enough for my party to see as I use the pdf on my laptop, so it is hard for them to really see the options available.

4. Are the background feats in the players guide free at level one? Also, are players allowed 2 traits in the new pathfinder system and do the traits presented in the players guide still work for the conversion?

*minor spoiler alert below*

The story is unfolding rather well so far. The sorceress in the party used her knowledge of goblins and their fear of horses to use her first level illusion spell to cast a figment of a goblin on her horse and swatted the animal on the behind so that it rode through town. This was a startling sight to the little trouble makers who are dreadfully fearful of the animals, which allowed the party assassin to catch many of them unaware due to the distraction. She also used ghost sound to imitate the sound of hoof beats rapidly approaching from behind the goblins while they were in combat...very tricky! She had read the 10 fun facts about goblins and really used that to her advantage.

(I allowed the party to read the goblin info as it didn't seem to reveal anything that they wouldn't be learning quickly about the little devils and I loved what pathfinder did with the race. I also asked that she spend one point to learn the goblin language as I wasn't sure what skill check she would need to know about the little creatures ways. This skill point represented her characters interest in them as well as knowledge)

Later in the game, the parties charismatic characters couldn't be bothered with killing rats...so the charisma deficient dwarf ranger wound up in the general store cellar with the local girl and that made for a wonderful bit of role playing so I would hate to have the party miss out on the really great content and writing in this module.

Any help from experienced dam's or players that have used this material would be greatly appreciated.


Had a player come to the table with a two-handed fighting ranger using a dwarven dorn derger, and I'm wondering about the squares that he threatens for opportunity attacks, does he threaten squares that are 10 feet away if the weapon hasn't been hafted? As in does he have threatening reach with the weapon?


A player asked me to update the dragon shaman class out of the 3.5 phb II, this is what I came up with. The biggest changes are in the 'touch of vitality' feature, skill points and class skills, and the capstone abilities for the class. Any input in terms of balance of features would be greatly appreciated as I've never had this class in a group. I apologize for the formatting, I'm not entirely certain how to clean that up.
Thanks -JWP.

Draconic Shaman

Role: Draonic Shamans act as diplomats, keepers of tribal or local lore, healers, warriors and combat support. Their dragon auras and gifts make them effective at supporting their allies while still being competent combatants in their own right.

Alignment: Within one-step of totem dragon spirit.

Hit Die: d10

Good Saves: Fort and WIll

Class Skills: Appraise, Bluff, Climb, Craft, Diplomacy, Fly, Handle Animal, Heal, Intimidate, Knowledge Arcana, Knowledge History, Knowledge Nature, Perception, Profession, Sense Motive, Survival, Swim

Skill Ranks per Level: 4 + Int modifier

Starting Gold: 4d4x10 gp

Starting Age: As druid

Class Features:
Weapon and Armor Proficiency: Dragon Shamans are proficient with all simple weapons, with medium and light armor, and with shields (except tower shields).

Bonus Languages: A dragon shaman’s bonus language options include Draconic.

Dragon Aura (Su):

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A dragon shaman can channel the powers of dragons to project an aura that grants him and his nearby allies a special benefit.

Projecting this aura is a swift action and only one aura can be projected at one time. An aura remains in effect until the dragon shaman uses a free action to dismiss it or he activates another aura in its place. He can have a dragon aura active continually, thus, an aura can be in effect at the start of an encounter even before he takes his first turn.

Unless noted, a dragon aura affects all allies within 30 feet, (including the draconic shaman) with line of effect to the shaman. The aura is dismissed if the draconic shaman becomes unconscious or is slain, but will remain in effect even if he is incapable of acting.

The bonus granted by the draconic shamans aura begins at +1 and increases to +2 at 5th level, +3 at 10th level, +4 at 15th level, and +5 at 20th level. At 1st level a draconic shaman knows how to project 3 auras, at every odd numbered level after that he learns on additional dragon aura, until all seven are known at level 9. Each time he activates a dragon aura, a draconic shaman may choose from any of the auras that he knows.

Totem Dragon Spirit:

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A draconic shaman must choose a totem dragon sprit from among the true dragons appearing in the Bestiary (black, blue, brass, bronze, copper, gold, green, red, silver, or white). He must choose a dragon spirit whose alignment is within one-step of his own. The following table describes alignment for the dragon spirits as well as the additional class skill that the draconic shaman receives and the particular breath weapon based on the dragon spirit type.

    Black NE, CE, CN, Stealth, Line of acid
    Blue NE, LE, LN, Stealth, Line of electricity
    Brass NG, CG, CN, Linguistics, Line of fire
    Bronze NG, LG, LN, Disguise, Line of electricity
    Copper NG, CG, CN, Acrobatics, Line of acid
    Gold NG, LG, LN, Disguise, Cone of fire
    Green NE, LE, LN, Stealth, Cone of acid
    Red NE, CE, CN, Acrobatics, Cone of fire
    Silver NG, LG, LN, Acrobatics, Cone of cold
    White CE, CN, NE, Escape Artist, Cone of cold

Draconic Lore:

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A dragon shaman adds half his class level (minimum 1) to all knowledge arcana checks when used to discern information about dragons or creatures of the dragon sub-type.

Gift of the Dragon Spirit: At 2nd level a draconic shaman may heal the wounds of living creatures (including his own or those of others) by touch. Once per day, a draconic shaman can heal a number of points of damage equal to twice his class level x his charisma bonus. For example, if a 6th level draconic shaman with a charisma score of 14 (+2 bonus) can heal 24 points of damage. He may chose to divide his healing among multiple recipients, and he does not have to use it all at once. Using gift of the dragon spirit is a standard action, it has no effect on undead.

*At 11th level the draconic shaman treats his charisma score as if it were 2 higher than it is for the purposes of calculating the amount points of damage he can heal. At level 19 the dragon shamans charisma score is treated as 4 higher than it is for determining the amount of points of damage he can heal, this ability replaces the level 11 ability.

Starting at level 5 a dragon shaman’s Gift of the Dragon Spirit ability begins to become more powerful. He may spend 5 points of healing from the Gift of the Dragon Spirit ability to remove the dazed, fatigued, or sickened condition from one individual.

At level 7, for every 10 points of healing spent from the Gift of the Dragon Spirit ability he can remove the exhausted, nauseated, poisoned, or stunned condition from one individual.

At level 9, for every 20 points of healing spent from the Gift of the Dragon Spirit ability he can remove a negative level, or the blinded, deafened or diseased condition from one individual.

At level 11, the draconic shaman may use his Gift of the Dragon Spirit ability to create the effect of a ‘Reincarnate’ spell on a fallen creature. In order to use this ability the dragon shaman must spend 40 points of healing from the Gift of the Dragon spirit ability. Using this aspect of Gift of the Dragon Spirit also requires a tithe made to the totem dragon of the dragon shaman. This tithe must be 1000 gold pieces worth of precious coins or gems that are placed next to the body to be reincarnated during this ritual. As the subject is reincarnated the precious coins or gems are used just as the material components of the ‘Reincarnate’ spell. This ability functions just like the spell listed on pg. 331 of Core Rulebook. If this ability is attempted without a tithe, or if the tithe is lost, stolen, or removed during the ritual, the ritual fails.

This particular use of the Gift of the Dragon Spirit ability is strenuous, as such, the draconic shaman may only use this gift a number of times per day equal to ¼ levels in the draconic shaman class the character posses, to a maximum of 5 times/day at level 20. (draconic shaman levels only)

*This particular use of the ‘Gift of the Dragon Spirit’ ability counts as a spell, instead of a supernatural ability, because the draconic shaman’s totem dragon spirit is casting the spell not the draconic shaman, who is only channeling it. Therefore, this use of ‘Gift of the Dragon Spirit’ is subject to anything that can affect a spell. The effective caster level for the totem dragon spirit is equal to the draconic shamans caster level (equal to a druid of the same level), with the dc for the spell being equal to 10 + spell level + the draconic shamans cha modifier. The draconic shaman must concentrate on this ritual. If a concentration check is required, the base check is d20 + the caster level of the draconic shaman (equal to a druid of the same level) + the draconic shamans cha mod, for all other concentration checks reference table 9-1 on pg. 207 of the Core Rulebook.

Dragon Spirit Adaptation: At 3rd level the draconic shaman takes on an aspect of his totem dragon spirit. Some adaptations are extraordinary abilities while others are always active; others are spell-like abilities that have a caster level equal to your class level and a save DC equal to 10 + spell level + Cha modifier.

Black—Water Breathing (Ex): You can breathe underwater indefinitely and can freely use spells and other abilities underwater (always active).
Blue—Ventriloquism (Sp): As the spell (at will).
Brass—Endure Elements (Sp): As the spell, except you can only target yourself (at will).
Bronze—Water Breathing (Ex): You can breathe underwater indefinitely and can freely use spells and other abilities underwater (always active).
Copper—Spider Climb (Sp): As the spell, except you can only target yourself (at will).
Gold—Water Breathing (Ex): You can breathe underwater indefinitely and can freely use spells and other abilities underwater (always active).
Green—Water Breathing (Ex): You can breathe underwater indefinitely and can freely use spells and other abilities underwater (always active).
Red—Treasure Seeker (Ex): You gain a +5 competence bonus on Appraise and Search checks (always active).
Silver—Feather Fall (Sp): As the spell, except you can only target yourself (at will).
White—Icewalker (Ex): You can walk across icy surfaces without reducing your speed or making Balance checks (always active).

Breath Weapon: At 4th level, you gain a breath weapon corresponding to your totem spirit dragon. Regardless of the area one affects or the type of energy damage it deals, all breath weapons deal 2d6 points of damage, plus an extra 1d6 points of damage for every two additional class levels (3d6 at 6th level, 4d6 at 8th level, and so forth). A successful Reflex save halves the damage dealt; the save DC is equal to 10 + 1/2 your dragon shaman level + your Con modifier. Just like a true dragon, once you breathe you must wait 1d4 rounds before you can use your breath weapon again. Cone-shaped breath weapons extend out to 15 feet at 4th level, increasing to 30 feet at 12th level and to 60 feet at 20th level. Line-shaped breath weapons are 30 feet long at 4th level, increasing to 60 feet at 12th level and to 120 feet at 20th level.

Dragons Resolve: At 4th level, you gain immunity to paralysis and sleep effects. You also become immune to the frightful presence of dragons.

Natural Armor: (Ex) +1 to natural armor at levels 7, 12, 17

Energy Immunity: (Ex) At 9th level, the dragon shaman gains immunity to the energy type of the breath weapon he gained at 4th level.

Commune with Draconic Spirit: (Sp) At 14 level, the draconic shaman gains the ability to contact his dragon totem spirit directly to ask questions of it. This is equivalent of casting a ‘commune’ spell, except that it has no material component, focus, or XP cost and allows only one question per three class levels. After using this ability, the draconic shaman cannot use it again for seven days.

Dragon Wings: (Ex) At 15th level the draconic shaman grows a pair of wings that resemble those of his totem dragon spirits. They allow flight at a speed of 60 (good maneuverability). The draconic shaman can even fly while carrying a medium load, though his fly speed drops to 40 feet in this case. If the dragon shaman already has wings, he can choose whether these wings replace his own.

Draconic Spirit Ascension (Ex): At 20th level the draconic shaman’s journey into the realm of dragons is complete. He gains several abilities and attributes similar to those of his dragon patron spirit. This amounts to and increase in his aura bonus to +5, and increase in breath weapon dmg equal to 10d6; and an increase to a 60-ft. cone or 120-ft. line, as well as immunity to paralysis and dark vision out to 60 ft.

In addition the Draconic shaman may choose between any one of the following gifts, representing a unique blessing from the draconic shamans totem dragon spirit.

Gift of the Dragon Scale: +4 to natural armor

Boon of the Dragon Body: +2 to two of the following stats: Str, Con, Int, Cha
*these +2 bonuses must be used on different stats, the bonuses cannot be used on the same stat twice.

Roar of the Dragon: Increased breath weapon hit die to d8

Gift of the Sky Dragon: Increased fly speed to 90 feet (good maneuverability)

Senses of the Dragon: Your dark vision range increases to 90 ft and you also receive blind sense out to 20 ft. in addition you may cast Truesight as a spell like ability 1/day with your caster level being equal to your class level.


A player has requested to play a Dragon Shaman in the RotRL campaign I am running. He will be playing the role of the healer/support within the group which so far has: a dwarf fighter spec'd for defense and battle field control, a half-orc ninja based on the play-test for ultimate combat, and a half-elf summoner. He is wondering if this class can make a competent healing/status removal contribution to the party as he does not like the flavor of the cleric, druid, or oracle. If not, is there another option for healing and party support beyond the aforementioned?

Lastly, I have just read a player made conversion of this class by 'Smilodan' and I found some of the aura feats that he had created to be extremely powerful for the level you could take them. Does anyone have any experience running one of his converted Dragon Shamans or have any thoughts on the conversion itself? Overall I liked it, but being able to fast heal and augment damage at the level you could with his improved aura feats seemed like it could be an issue.


Does the half-elf summoner alternate racial trait on pg. 17 of the APG, allow the pc to receive the extra hit point or skill point on levels where an extra evolution point is not given? I am assuming that the summoner only receives an extra 'evo' point on levels 4,8,12,16,and 20. Do they not receive anything on levels 1-3,5-7,9-11,13-15, and 17-19?


As a new user to these forums and the Pathfinder game system, I have been amazed to see the depth and quality of some of the player contributed content for class conversions from 3.5 as well as home brew classes.
I've actually purchased the players guide and campaign setting for this game for these reasons alone. I am very interested in contributing some of the builds and conversions that I have made for my various 3.5 play groups and am wondering where I might be able to find some of the text sheets that I have seen on these message boards. I'd rather not just cut and paste a text document as they never seem to work correctly. If anyone could help me find these character template sheets for posting original classes it would be much appreciated.