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Organized Play Member. 15 posts. No reviews. No lists. No wishlists. 3 Organized Play characters.
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If someone was to dual class with an oracle taking the Lore Mystery, they use Revelation:
Sidestep Secret (Su): Your innate understanding of the universe has granted you preternatural reflexes and the uncanny
ability to step out of danger at the very last second. Add your Charisma modifier (instead of your Dexterity modifier) to your Armor Class and all Reflex saving throws. Your armor’s maximum Dexterity bonus
applies to your Charisma instead of your Dexterity.
But does this when merged with the eidolon over ride the eidolon's own dexterity??
It is a supernatural ability remeber
Blueluck wrote: Yes. The Pathfinder Core Book states, "If the item’s activation is subsumed in its use and takes no extra time use, activation is not an action at all." It is clear that swinging a magic sword or firing a magic arrow in the same way that you would use a mundane sword or arrow entitles you to the benefits of the magical enhancements. even though the use of Javelin of lightning requires no attack roll??
& would character need quick draw to throw multi javelins??

Can you throw multiple magical weapons??
When throwing magical items like a javelin of lighting, a bead of force or even a beed from a necklace of fireballs.
Having a low BAB (+1 to +5) = 1 throw
Having a good BAB (+6/+1 & higher) = 2 throws
OR
Throwing these magical weapons allows only 1 throw, or is it based on your BAB??
Javelin of lighting:
This javelin becomes a 5d6 lightning bolt when thrown
Bead of Force:
This small black sphere appears to be a lusterless pearl. A bead
of force can be thrown up to 60 feet with no range penalties.
Necklace of Fireballs:
The spheres are detachable by the wearer (and only by the wearer), who can easily hurl one of them up to 70 feet. When a sphere arrives at the end of its trajectory, it detonates as a fireball spell
SO WHAT IS RULLING??
Is it a full round to throw 1 of the above listed items & other similar magical item, or by reasoning would it apply to your BAB???
If it is a full round to use these items would it apply to arrows that are specialy made aswell??
My question is aimed at Whips, in the pfhb it states under whip description: Using a whip provoke an attack of opportunity, just as if you had used a ranged weapon...
So can this feat apply to whips aswell???
Point Blank Master (Combat)
You are adept at firing ranged weapons in close quarters.
Prerequisite: Weapon Specialization with selected ranged weapon.
Benefit: Choose one type of ranged weapon. You do not provoke attacks of opportunity when firing the selected weapon while threatened.
Normal: Using a ranged weapon while you are threatened provokes attacks of opportunity.
Special: Starting at 6th level, a ranger with the archery combat style may select Point Blank Master as a combat style feat, but he must have Weapon Focus instead of Weapon Specialization in the selected weapon.
This Feat is out of the new Pathfinder Advanced handbook.
I need some confimation about this feat....
Ranged Weapon = bows/sling & whip since these are all reanged weapons that normally without this feat provoke an attack of opportunity when using them in close combat
Or is it for bow only???
Would like any Feadback from players, DM's & designers of the new book please
How would people quote the price on an item that did Alter self as a continuous effect
spell level x caster lvl x 2000gp x 2 = 4000gp
If a continuous item has an effect based on a spell with a duration measured in rounds, multiply the cost by 4. If the duration of the spell is 1 minute/level, multiply the cost by 2, and if the duration is 10 minutes/level, multiply the cost by 1.5. If the spell as a 24-hour duration or greater, divide the cost in half.
Is this too cheap???
Arcane monk Spell List:
0... Detect magic, Disrupt undead, Flare, Guidance, Resistance, Read magic, virtue
1... Burning hands, chill touch endure elements, entropic shield, expeditions retreat, inflict light wounds, mage armor, magic weapon, shield, shocking grasp, true strike.
2... Acid arrow, aid bull’s strength, cast’s grace, death knell, endurance, ghoul touch, inflict moderate wounds, invisibility, mirror image, resist elements.
3... Contagion, haste, inflict serious wounds, keen edge, protection from elements, vampiric touch, water walk.
4... Air walk, enervation, freedom of movement, fire shield, greater magic weapon, improved invisibility, inflict critical wounds, polymorph self, poison other, stoneskin.
5... Dimension door, fly, lightning bolt, righteous might, slay living, telekinesis.
6... Cone of cold, harm iron body mass haste, repulsion, tenser transformation.
Note this spells are from 3.5

Yo all this character is from a book called Magic, to change it over to pathfinder how would we change things feed back would me GREAT
Arcane Monk
Fusing a knowledge of arcane magic with intensive training in the martial arts, arcane monks learn the unique brand of magic that makes them powerful, magical warriors. Arcane monks stand at the forefront of any battle, incorporating their magical techniques into combat maneuvers that allow them to deliver spells without drawing attacks. Unlike other spellcasters, arcane monks eagerly engage the enemy in melee. Other monks may be superior martial artists, but when an arcane monk combines his unarmed attacks with his spells he can deal more damage in a single strike that other monks can in two or three.
Adventures: As part of their training, most arcane monks leave their monasteries and seek their way in the world. By pitting their martial and magical arts against monsters and other threats, young arcane monks hope to improve their skills progresses, they also pool money and eventually create a monastery of their own. Many arcane monks seek to establish their own schools to pass along the skills their have mastered, the philosophies they embrace, and the theories they espouse.
Characteristics: Arcane monks study martial arts similar to those pursued by standard monks, their bare handed strikes can hit with the same force as a longsword or greataxe, though they cannot strike as rapidly as other monks. Furthermore, they learn to master their ki and home their bodies’ defended against spells and disease.
Arcane monks can cast spells like sorcerers. They master their inborn ability to cast a few spells and never need prepare them before casting. As part of their training, they learn to meld spellcasting with martial arts. Arcane monks substitute their spells’ somatic components with elaborate sequences of punched and kicks, allowing them to attack a foe while casting their spells/ arcane monks can press the attack without pausing to cast many of their spells.
Alignment: Mastering martial arts requires dedication, commitment, and focus. Only lawful character may become arcane monks.
Religion: Arcane monks worship gods of magic, health, strength and war. Generally a monastic order selects one or two deities as patron gods. Usually, these deities each represent one off the aspects of the arcane monks’ abilities. Magic and strength gods are the two most popular for their purpose, an arcane monk seek to combine the arcane principles of magic with the more practical, physical teaching of martial arts.
Some monasteries form small, unique cults dedicated to the worship of the monk or monk who founded the order. These ancestral cults treat their forbears as saints and minor encountered, the monks believe that founding fathers transcend death and instead go on to a near divine state after mastering the principles of arcane martial arts.
Background: Most arcane monks studied for several years at an isolated monastery. There, they learned the basics of martial arts and magic. After several years as an apprentice, a monk is sent forth to explore the world and test his training. Only after surviving on his own for a few years may the monk return to his studies. However, many monks choose to continue on their own and pursue the adventure’s life or take up some cause.
Adventuring arcane monks are either fresh from training in their monastery and eager to see the world, or experienced travelers for a year or two and are now used to the excitement and promise of adventure.
Arcane monks hail from a diverse range of backgrounds. Before joining a monastery, a monk may have been a wealthy noble, an abandoned orphan, or simply a curious youth who felt drawn to the martial arts. The monasteries make no judgement on an applicant’s past deeds any lifestyle. Any would-be monk who has the physical ability and mental fitness to withstand a monastery’s training regimen is welcome to study there.
Races: Arcane monks are most commonly human, as that race’s natural tendancy to curiosity and experimentation makes them more likely to embrace the arcane monks training. Tradition-bound, many see arcane monks as corrupters of the original teachings of the martial arts. Elves, half-elves, and half-orcs also join this class. Elves and half-elves are always fascinated by new experienced, and their love of magic makes them more apt to view the arcane monk’s path as a fascinating new development rather than a twisted blasphemy of true martial arts. With their great physical strength, half-orcs excel at both the martial arts and the arcane monk’s arcane teaching, the prospect of not only learning it but mastering a style uniquely suited to their natural tendancies attracts many to this class
Other Classes: Arcane monks have a natural rivalry with their more traditional brethren. The two classes often compare their fighting styles and engage in good-natured rivalries to outperform each other. Sometimes this rivalry can turn violent, especially if the monks have radically different alignments. Arcane monks respect the spells abilities of wizards and sorcerers, though they often believe that perhaps those casters should pay as much attention to their physical well-being as to their studies. Arcane monks have no-special likes or dislikes for other classes.
Game Rule Information
Arcane monks have all the following game statistics.
Abilities: Strength is the arcane monk’s most important statistic as it regulates his spellcasting ability and can improve melee attacks. Wisdom provides an arcane monk with his defensive skill and dictates the effectiveness of his special abilities. Dexterity improves his armor class, an important consideration as arcane monks normally shun armor.
Alignment: any lawful
Starting Money: 5d4 gp.
HP: d8
Class Skills: Arcane monk’s class skills are:- Acrobatics (dex), Climb (str), Craft (int), Escape artist (dex), Knowledge (arcane) (int), Preception (wis), Profession (wis), Spellcraft (int), Stealth (dex), Swim (str)
Skills Points: 4 + int modifier
Class Features
All of the following are class features of the arcane monk.
Weapon and armor proficiency: Arcane monks gain proficiency with neither armor nor shields. They are proficient with the following weapons: clubs, crossbow (light or heavy), dagger, hand-axe, kama, nunchaku, quarter-staff, shuriken, siangham, and sling
While an arcane monk has no training with armor, his intuitive sense of ki energy and his intensive training give him a sixth sense that allows him to dodge blows. The arcane monk adds his Wisdom bonus to his armor class. In addition, as he gains additional bonus to his ac, representing awareness and intuition. Therefore, the arcane monk does not loose these bonuses when he is caught flatfooted or would otherwise lose his Dexterity bonus to AC. If the monk is held or immobile he loses these bonuses.
While the arcane monk is trained to fight and cast spells, he suffers an arcane spell falure chance when wearing armor or carrying a shield. In addition, if he wears armor or carries a shield he loose the AC bonus granted by his level and does not add his Wisdom bonus to his AC
Spells: An arcane monk cant cast arcane spells. The monk’s selection of spells is extremely limited. Like a sorcerer, he gains a limited set of spells that he may cant many times per day. Rather than prepare spells, each time he casts he chooses one spell he knows to use. The arcane monk learns to cast his spells by drawing on ki energy to shape arcane effects. Loud, flashy magic such as fireball is generally beyond the capabilities of ki energy. Instead the arcane monk focuses on the spells that augments his unarmed attacks and increases his combat abilities, such as bull strength and haste.
The arcane monk learns martial arts maneuvers that replace somatic spells components with carefully designed unarmed attacks. Thus, the arcane monk may cast any touch spell as a free action in conjunction with a full-attack or attack action used to make an unarmed strike. The monk executes a quick series of strikes that hammers his foe and activates his spell. When the arcane monk uses his spells in this manner, he does not draw attacks of opportunity for spells casting.
The arcane monk may use a ranged touch spell in melee. Rather than hurl the spell effect or aim it at his foe, but delivers it via a melee touch attack. The arcane monk may use a free action to cast and deliver this spell as described above.
When using a melee touch attack, the arcane monk may deliver the spell with an unarmed attack. Roll to hit as normal. If the monk hits his opponent’s normal AC, he delivers damage for his unarmed strike and deals the touch spell’s effect. If he hits his foe touch AC but not his normal one, the touch spell takes effect but does not deal melee damage.
The arcane monk uses his strength score to determine the maximum spell level he may cast, his bonus spells, and the saving throw DC necessary to resist his incantations. He must have a strength equal to 10 + a spell’s level in order to use it. The Difficulty Class for a saving throw against an arcane monk’s spells is 10 + the spell’s level + the arcane monk’s Strength modifier. These spellcasters use their physical prowess to master and direct ki energy Physically strong monk generate intense surges of ki powers necessary to power their spells.
At some spell levels, the arcane monk’s spell per day chart list 0 spells rather than a dash or higher number. In this case, if the monk’s Strength is high enough to grant him a bonus spell of that level, he may use that bonus spell and gain access to the spells of that level.
Unarmed Strike: Just like their traditional brethren arcane monks are trained to fight unarmed. Then deal more damage than normal, as show on their advancement table. Small size monks deal one die size smaller in damage with their strikes. At 1st and 2nd level, such monks deal 1d3 damage. An arcane monks gains the benefits of improved unarmed strike feat and thus does not draw attacks of opportunity when he attacks.
When fighting unarmed, the arcane monk uses his fist interchangeably along with his feet, elbows and keens. When fighting with a melee weapon, he may use either the weapon or his unarmed strike as an off-hand strike.
A monk’s barehanded attacks deal normal damage rather than subdual. However, when grappling an arcane monk may choose to deal subdual rather than normal damage
Flurry of Blows: The arcane monk may launch’s rapid succession of attack at his opponent, sacrificing accuracy for the chance to land multiple hits. The monk gains one additional attack at his best base attacks for the round, but suffers a -2 penalty to all of his attacks for the round,
Medium BAB
Spell Progression as by table below
Saves: fort slow, ref fast, will fast
AC Bonus: +1 every five levels (max of +4 at lvl 20)
Special:
1, unarmed strike, flurry of blows, evasion, spells
2, bonus feat
3, still mind,
4, flurry of spells, purity of body
5, none
6, slow fall 20ft
7, high jump
8, none
9, slow fall 30ft
10, ki pool (+1), thunkerstrike
11, improved evasion
12, slow fall 50ft,
13, ki pool (+2)
14, none
15, arcane strike
16, ki pool (+3)
17, none
18, slow fall (any distance)
19, none
20, perfect self, bonus feat
Flurry of spells: As part of his magical training, the arcane monk learns to hold touch spell in his off hand while casting to his primary hand. At 5th level the arcane monk may hold touch spells, one on each hand. If he has already cast a touch spell, he may cast a second one without losing the first. If for some reason the monk casts a third spell before discharging either spell, he must choose one of the two spells he holds to replace with the one he just cast.
Thunderstrike: at 10th level, the arcane monk learns to channel a wider range of power. He may cast any spell that deals damage as an attack action, though if the spell is not delivered via touch or a ranged touch attack casting the spell replaces his melee attack. However, as per the attack action he is not subject to attacks of opportunity when using his spell.
Arcane strike: at 15th level, the arcane monk learns to channel his ki energy to cloak his body in a crackling field of energy three times per day. When making an unarmed attack, he may choose to add an energy descriptor to his damage. He may select from acid, cold, electricity, fire or sonic. When he strikes, his armed damage is considered to be the type he choose. The arcane monk must spend a full round action summoning the ki energy he needs to activate this ability. During this round he must choose the type of energy he wishes to use for 10 + the arcane monk’s strength modifier rounds, his unarmed attacks deal that type of damage he selected. He gains no other benefits from this attack. For example, if a monk uses this ability to deal fire energy, a troll cannot regenerate damage it sustains from the arcane monk’s attacks. However, the arcane monk cant ignite flames with his hands or otherwise gain any other benefits from this ability. If a creature takes double damage or any other additional damage from an energy type, the monk deals the extra damage.
Arcane monk spells per day
Level /0 /1 /2 /3 /4 /5 /6
1 /2 - - - - - -
2 /3 /0 - - - - -
3 /3 /1 - - - - -
4 /3 /2 /0 - - - -
5 /3 /3 /1 - - - -
6 /3 /3 /2 - - - -
7 /3 /3 /2 /0 - - -
8 /3 /3 /3 /1 - - -
9 /3 /3 /3 /2 - - -
10 /3 /3 /3 /2 /0 - -
11 /3 /3 /3 /3 /1 - -
12 /3 /3 /3 /3 /2 - -
13 /3 /3 /3 /3 /2 /0 -
14 /4 /3 /3 /3 /3 /1 -
15 /4 /4 /3 /3 /3 /2 -
16 /4 /4 /4 /3 /3 /2 /0
17 /4 /4 /4 /4 /3 /3 /1
18 /4 /4 /4 /4 /4 /3 /2
19 /4 /6 /6 /6 /4 /4 /3
20 /4 /6 /6 /6 /4 /4 /4
Arcane monk spells known
Level /0 /1 /2 /3 /4 /5 /6
1 /4 - - - - - -
2 /4 /2* - - - - -
3 /6 /3 - - - - -
4 /6 /3 /2* - - - -
5 /6 /4 /4 - - - -
6 /6 /4 /4 - - - -
7 /6 /4 /4 /2* - - -
8 /6 /4 /4 /3 - - -
9 /6 /4 /4 /3 - - -
10 /6 /4 /4 /4 /2* - -
11 /6 /4 /4 /4 /3 - -
12 /6 /4 /4 /4 /3 - -
13 /6 /4 /4 /4 /4 /2* -
14 /6 /4 /4 /4 /4 /3 -
15 /6 /4 /4 /4 /4 /3 -
16 /6 /5 /4 /4 /4 /4 /2*
17 /6 /5 /5 /4 /4 /4 /3
18 /6 /5 /5 /5 /4 /4 /3
19 /6 /5 /5 /5 /5 /4 /4
20 /6 /5 /5 /5 /5 /5 /4
• Provided the arcane monk has a high enough strength to gain a bonus spell to his level

Arcane Monk
Fusing a knowledge of arcane magic with intensive training in the martial arts, arcane monks learn the unique brand of magic that makes them powerful, magical warriors. Arcane monks stand at the forefront of any battle, incorporating their magical techniques into combat maneuvers that allow them to deliver spells without drawing attacks. Unlike other spellcasters, arcane monks eagerly engage the enemy in melee. Other monks may be superior martial artists, but when an arcane monk combines his unarmed attacks with his spells he can deal more damage in a single strike that other monks can in two or three.
Adventures: As part of their training, most arcane monks leave their monasteries and seek their way in the world. By pitting their martial and magical arts against monsters and other threats, young arcane monks hope to improve their skills progresses, they also pool money and eventually create a monastery of their own. Many arcane monks seek to establish their own schools to pass along the skills their have mastered, the philosophies they embrace, and the theories they espouse.
Characteristics: Arcane monks study martial arts similar to those pursued by standard monks, their bare handed strikes can hit with the same force as a longsword or greataxe, though they cannot strike as rapidly as other monks. Furthermore, they learn to master their ki and home their bodies’ defended against spells and disease.
Arcane monks can cast spells like sorcerers. They master their inborn ability to cast a few spells and never need prepare them before casting. As part of their training, they learn to meld spellcasting with martial arts. Arcane monks substitute their spells’ somatic components with elaborate sequences of punched and kicks, allowing them to attack a foe while casting their spells/ arcane monks can press the attack without pausing to cast many of their spells.
Alignment: Mastering martial arts requires dedication, commitment, and focus. Only lawful character may become arcane monks.
Religion: Arcane monks worship gods of magic, health, strength and war. Generally a monastic order selects one or two deities as patron gods. Usually, these deities each represent one off the aspects of the arcane monks’ abilities. Magic and strength gods are the two most popular for their purpose, an arcane monk seek to combine the arcane principles of magic with the more practical, physical teaching of martial arts.
Some monasteries form small, unique cults dedicated to the worship of the monk or monk who founded the order. These ancestral cults treat their forbears as saints and minor encountered, the monks believe that founding fathers transcend death and instead go on to a near divine state after mastering the principles of arcane martial arts.
Background: Most arcane monks studied for several years at an isolated monastery. There, they learned the basics of martial arts and magic. After several years as an apprentice, a monk is sent forth to explore the world and test his training. Only after surviving on his own for a few years may the monk return to his studies. However, many monks choose to continue on their own and pursue the adventure’s life or take up some cause.
Adventuring arcane monks are either fresh from training in their monastery and eager to see the world, or experienced travelers for a year or two and are now used to the excitement and promise of adventure.
Arcane monks hail from a diverse range of backgrounds. Before joining a monastery, a monk may have been a wealthy noble, an abandoned orphan, or simply a curious youth who felt drawn to the martial arts. The monasteries make no judgement on an applicant’s past deeds any lifestyle. Any would-be monk who has the physical ability and mental fitness to withstand a monastery’s training regimen is welcome to study there.
Races: Arcane monks are most commonly human, as that race’s natural tendancy to curiosity and experimentation makes them more likely to embrace the arcane monks training. Tradition-bound, many see arcane monks as corrupters of the original teachings of the martial arts. Elves, half-elves, and half-orcs also join this class. Elves and half-elves are always fascinated by new experienced, and their love of magic makes them more apt to view the arcane monk’s path as a fascinating new development rather than a twisted blasphemy of true martial arts. With their great physical strength, half-orcs excel at both the martial arts and the arcane monk’s arcane teaching, the prospect of not only learning it but mastering a style uniquely suited to their natural tendancies attracts many to this class
Other Classes: Arcane monks have a natural rivalry with their more traditional brethren. The two classes often compare their fighting styles and engage in good-natured rivalries to outperform each other. Sometimes this rivalry can turn violent, especially if the monks have radically different alignments. Arcane monks respect the spells abilities of wizards and sorcerers, though they often believe that perhaps those casters should pay as much attention to their physical well-being as to their studies. Arcane monks have no-special likes or dislikes for other classes.
Game Rule Information
Arcane monks have all the following game statistics.
Abilities: Strength is the arcane monk’s most important statistic as it regulates his spellcasting ability and can improve melee attacks. Wisdom provides an arcane monk with his defensive skill and dictates the effectiveness of his special abilities. Dexterity improves his armor class, an important consideration as arcane monks normally shun armor.
Alignment: any lawful
Starting Money: 5d4 gp.
HP: d8
Class Skills: Arcane monk’s class skills are:- Acrobatics (dex), Climb (str), Craft (int), Escape artist (dex), Knowledge (arcane) (int), Preception (wis), Profession (wis), Spellcraft (int), Stealth (dex), Swim (str)
Skills Points: 4 + int modifier
Class Features
All of the following are class features of the arcane monk.
Weapon and armor proficiency: Arcane monks gain proficiency with neither armor nor shields. They are proficient with the following weapons: clubs, crossbow (light or heavy), dagger, hand-axe, kama, nunchaku, quarter-staff, shuriken, siangham, and sling
While an arcane monk has no training with armor, his intuitive sense of ki energy and his intensive training give him a sixth sense that allows him to dodge blows. The arcane monk adds his Wisdom bonus to his armor class. In addition, as he gains additional bonus to his ac, representing awareness and intuition. Therefore, the arcane monk does not loose these bonuses when he is caught flatfooted or would otherwise lose his Dexterity bonus to AC. If the monk is held or immobile he loses these bonuses.
While the arcane monk is trained to fight and cast spells, he suffers an arcane spell falure chance when wearing armor or carrying a shield. In addition, if he wears armor or carries a shield he loose the AC bonus granted by his level and does not add his Wisdom bonus to his AC
Spells: An arcane monk cant cast arcane spells. The monk’s selection of spells is extremely limited. Like a sorcerer, he gains a limited set of spells that he may cant many times per day. Rather than prepare spells, each time he casts he chooses one spell he knows to use. The arcane monk learns to cast his spells by drawing on ki energy to shape arcane effects. Loud, flashy magic such as fireball is generally beyond the capabilities of ki energy. Instead the arcane monk focuses on the spells that augments his unarmed attacks and increases his combat abilities, such as bull strength and haste.
The arcane monk learns martial arts maneuvers that replace somatic spells components with carefully designed unarmed attacks. Thus, the arcane monk may cast any touch spell as a free action in conjunction with a full-attack or attack action used to make an unarmed strike. The monk executes a quick series of strikes that hammers his foe and activates his spell. When the arcane monk uses his spells in this manner, he does not draw attacks of opportunity for spells casting.
The arcane monk may use a ranged touch spell in melee. Rather than hurl the spell effect or aim it at his foe, but delivers it via a melee touch attack. The arcane monk may use a free action to cast and deliver this spell as described above.
When using a melee touch attack, the arcane monk may deliver the spell with an unarmed attack. Roll to hit as normal. If the monk hits his opponent’s normal AC, he delivers damage for his unarmed strike and deals the touch spell’s effect. If he hits his foe touch AC but not his normal one, the touch spell takes effect but does not deal melee damage.
The arcane monk uses his strength score to determine the maximum spell level he may cast, his bonus spells, and the saving throw DC necessary to resist his incantations. He must have a strength equal to 10 + a spell’s level in order to use it. The Difficulty Class for a saving throw against an arcane monk’s spells is 10 + the spell’s level + the arcane monk’s Strength modifier. These spellcasters use their physical prowess to master and direct ki energy Physically strong monk generate intense surges of ki powers necessary to power their spells.
At some spell levels, the arcane monk’s spell per day chart list 0 spells rather than a dash or higher number. In this case, if the monk’s Strength is high enough to grant him a bonus spell of that level, he may use that bonus spell and gain access to the spells of that level.
Unarmed Strike: Just like their traditional brethren arcane monks are trained to fight unarmed. Then deal more damage than normal, as show on their advancement table. Small size monks deal one die size smaller in damage with their strikes. At 1st and 2nd level, such monks deal 1d3 damage. An arcane monks gains the benefits of improved unarmed strike feat and thus does not draw attacks of opportunity when he attacks.
When fighting unarmed, the arcane monk uses his fist interchangeably along with his feet, elbows and keens. When fighting with a melee weapon, he may use either the weapon or his unarmed strike as an off-hand strike.
A monk’s barehanded attacks deal normal damage rather than subdual. However, when grappling an arcane monk may choose to deal subdual rather than normal damage
Flurry of Blows: The arcane monk may launch’s rapid succession of attack at his opponent, sacrificing accuracy for the chance to land multiple hits. The monk gains one additional attack at his best base attacks for the round, but suffers a -2 penalty to all of his attacks for the round,
Medium BAB
Spell Progression as by table below
Saves: fort slow, ref fast, will fast
AC Bonus: +1 every five levels (max of +4 at lvl 20)
Special:
1, unarmed strike, flurry of blows, evasion, spells
2, bonus feat
3, still mind,
4, flurry of spells, purity of body
5, none
6, slow fall 20ft
7, high jump
8, none
9, slow fall 30ft
10, ki pool (+1), thunkerstrike
11, improved evasion
12, slow fall 50ft,
13, ki pool (+2)
14, none
15, arcane strike
16, ki pool (+3)
17, none
18, slow fall (any distance)
19, none
20, perfect self, bonus feat
Flurry of spells: As part of his magical training, the arcane monk learns to hold touch spell in his off hand while casting to his primary hand. At 5th level the arcane monk may hold touch spells, one on each hand. If he has already cast a touch spell, he may cast a second one without losing the first. If for some reason the monk casts a third spell before discharging either spell, he must choose one of the two spells he holds to replace with the one he just cast.
Thunderstrike: at 10th level, the arcane monk learns to channel a wider range of power. He may cast any spell that deals damage as an attack action, though if the spell is not delivered via touch or a ranged touch attack casting the spell replaces his melee attack. However, as per the attack action he is not subject to attacks of opportunity when using his spell.
Arcane strike: at 15th level, the arcane monk learns to channel his ki energy to cloak his body in a crackling field of energy three times per day. When making an unarmed attack, he may choose to add an energy descriptor to his damage. He may select from acid, cold, electricity, fire or sonic. When he strikes, his armed damage is considered to be the type he choose. The arcane monk must spend a full round action summoning the ki energy he needs to activate this ability. During this round he must choose the type of energy he wishes to use for 10 + the arcane monk’s strength modifier rounds, his unarmed attacks deal that type of damage he selected. He gains no other benefits from this attack. For example, if a monk uses this ability to deal fire energy, a troll cannot regenerate damage it sustains from the arcane monk’s attacks. However, the arcane monk cant ignite flames with his hands or otherwise gain any other benefits from this ability. If a creature takes double damage or any other additional damage from an energy type, the monk deals the extra damage.
Arcane monk spells per day
Level /0 /1 /2 /3 /4 /5 /6
1 /2 - - - - - -
2 /3 /0 - - - - -
3 /3 /1 - - - - -
4 /3 /2 /0 - - - -
5 /3 /3 /1 - - - -
6 /3 /3 /2 - - - -
7 /3 /3 /2 /0 - - -
8 /3 /3 /3 /1 - - -
9 /3 /3 /3 /2 - - -
10 /3 /3 /3 /2 /0 - -
11 /3 /3 /3 /3 /1 - -
12 /3 /3 /3 /3 /2 - -
13 /3 /3 /3 /3 /2 /0 -
14 /4 /3 /3 /3 /3 /1 -
15 /4 /4 /3 /3 /3 /2 -
16 /4 /4 /4 /3 /3 /2 /0
17 /4 /4 /4 /4 /3 /3 /1
18 /4 /4 /4 /4 /4 /3 /2
19 /4 /6 /6 /6 /4 /4 /3
20 /4 /6 /6 /6 /4 /4 /4
Arcane monk spells known
Level /0 /1 /2 /3 /4 /5 /6
1 /4 - - - - - -
2 /4 /2* - - - - -
3 /6 /3 - - - - -
4 /6 /3 /2* - - - -
5 /6 /4 /4 - - - -
6 /6 /4 /4 - - - -
7 /6 /4 /4 /2* - - -
8 /6 /4 /4 /3 - - -
9 /6 /4 /4 /3 - - -
10 /6 /4 /4 /4 /2* - -
11 /6 /4 /4 /4 /3 - -
12 /6 /4 /4 /4 /3 - -
13 /6 /4 /4 /4 /4 /2* -
14 /6 /4 /4 /4 /4 /3 -
15 /6 /4 /4 /4 /4 /3 -
16 /6 /5 /4 /4 /4 /4 /2*
17 /6 /5 /5 /4 /4 /4 /3
18 /6 /5 /5 /5 /4 /4 /3
19 /6 /5 /5 /5 /5 /4 /4
20 /6 /5 /5 /5 /5 /5 /4
• Provided the arcane monk has a high enough strength to gain a bonus spell to his level
Yo all will post the arcane monk from Magic (this the name of book)
it a cross between a monk & socrerer.
HAS anyone ever played this character???
Feed back would be great!

A thought came to me about making a paladin that battled the evil with herself every day. she was experimented on a a bady, combinded with a succubus (yes part demon). Some thing happened she became a mixture of both classes a dwarf & a succubus (not a full powerful succubus but the taint is there). The darkness within her fights each day to get stronger & stronger, over the years the possession of the demon taint became perminate. I have looked at the Aasimar & Tiefling. A Guidebook To The Planetouched handbook it has a template on how to create a planetouched or devil touched creature.
The character is a Dwarven female/ succubus taint (this taint has a driving need to become more powerful as time goes on..)
Charact Traits:
+2 int, +4 cha
Medium Size
Slow & steady
Darkvision 60ft
NO Defensive Training
NO Greed (+2 to bluff & perception checks instead)
Hatred (hates the demon part of herself +1 bonus on attack rolls against demons & sub types
Hardy, Stability
NO Stonecutting
Wespon familiarity
Fly 10ft clumsy (this is as bad as a new born could be)
Change Self (alters self to seem like a dwarf with no wings, horns or tail)
Bonus feat: healing flames (from forgotten realms)- this is to link to characters history without linking 30pages of another characters history it hard to expain
CL adjustment +1
NOW TO DEMON INSIDE!
As she grows stronger & levels up there is a 10% chance that she will level the evil within her trying to break free (if she resist 1 lvl then the next is stacks till she gives in to the urges, & then reset back to 10%... the succubus is a lvl 8 creature so if she fails 7 times to the evil within her she becomes a succubus.. HERE is the level progression for a succubus basing the stats from the pathfinder beastry
Level Progression For a succubus!
Hit Dice: d10
Class Skills:
Bluff, Diplomacy, Disguise, Escape Artist, Fly, Intimidate, Knowledge (local), Perception, Sense Motive, Stealth
Skills Ranks per Level: 3 + Int Modifier
Level...BaB.....F/R/W...AC......Fly.....Ability Cha/int/con.....SR
1.......1.......0/2/2...0.......10 (c).........-/-/-/...........-
2.......2.......0/3/3...1.......20 (c).........1/-/1............-
3.......3.......1/3/3...2.......20 (c).........-/1/-............-
4.......4.......1/4/4...3.......30 (p).........1/-/1............-
5.......5.......1/4/4...4.......30 (p).........-/1/-............12
6.......6.......2/5/5...5.......40 (p).........1/-/1............14
7.......7.......2/5/5...6.......50 (a).........-/1/-............16
8.......8.......2/6/6...7.......50 (a).........4/1/1............18
(c)= Clumsy, (p)= Poor, (a)= Average
Succubus Special ability split
Level....Spell (DC 10 + lvl)
1........Alter Self (only hide demon parts)
2........Detect Good (constant) Detect Thoughts
3........Tongues
4........Ethereal jaunt (self only + 6 lb./lvl)
5........Alter Self (small or medium humanoid)
.........Profane Gift (+1 stat [1d6 cha])
.........Charm Monster
6........Suggestion
7........Greater Teleport (self + 6 lb./lvl)
8........Dominate Person (1/day)
At lvl 8 all other abilities manifest: Full Profane Gift, Energy Drain & Summon
Once a succubus gets to lvl 8 she will become corrupted by the chaos inside of her changing always to an evil outsider with all abilities DR & immunities
CHARACTER NOTE!
Some people say that the demon within us, but for me there is a demon part within me. It struggles to grow stronger, my devotion in god keeps me to the path but as time goes on it get hard & hard to reset. I feel that it wants to break free, I know that as I get stronger (level up) the temptation to stray from the path will get harder.
ANY feed back on this character concept would be GREAT
Thanks on the feed back all
My Gm allowed me to take it, the ability to use it as a swift command come with a cost of 2 charges of my channel postive energy ability
with the cleric channeling ability it sate is a standard action is there any feat you can take to make it a free action???
OR
IN Forgotten realms Faiths & pantheons there is a feat
QUICKEN TURNING
You can turn or rebuk undead with a moment's thought.
Prerequisites: Ability to turn or rebuke undead, cha 13, Extra Turning.
Benefits: you can turn or rebuke undead as a free action but with a -4 penalty on both your turning & turning damage roll. You may only make one turning attempt per round.
CHANGING TO Pathfiner??>>??
Quicken channeling
You can channel with a moment's thought.
Prerepuisites: Ability to channel, cha 13, extra channeling
Benefits: you can channel as a free action but with a -1d6 penalty to either heal or damage. You may only make one channel per round.
Yo all, the party was able to kill a fiendish hydra & we were able to skin it & yes there is a sh*t load on skin scales, i have craft wondrous item would like some idea what i should craft it into.
I am lvl 5 cleric so
Any idea's would be great!
Kill well or..........DIE SCREAMING!
Yo gang, Would like feed back on a cleric prestige class similar it the Eldritch Knight, the way it has been writen is for sorceres/wizards but this the +1 existing arcance spellcasting class be about to change to clerical. Or does anyone have any good idea's?
Currently playing a dwarven cleric of Gorum (domains: Strength & war)
the party has only 1 tank/fighter so i am needed to step up into melee a bit i dont mind this but, would like a way to aim for a combat cleric of some sorts
Thanks for help
Kill well or.............DIE SQUEALING!
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