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Organized Play Member. 17 posts. No reviews. No lists. No wishlists. 2 Organized Play characters.


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I have a question too. I can't understand the part about elemental fist in the Master of Many Styles. Does it mean that he still needs the prerequisites of the elemental fist, or does it mean that he can't take the feats with elemental fist as a prerequisite before he has got elemental fist?


I would go 8 lvls of Master of Many styles, 5 lvls of Magus and 7 lvls of duelist. This makes some interesting synergy.
You can mix 3 styles, where I would choose crane, snake and djinni. Crane lets you deflect blows. Snake lets you make attack of oppertunities when you miss, and djinni style mixes well with the magus. Djinni style gives you your wisdom modifier as a bonus to all your lightning die rolls. This works perfectly with an elemental fist shocking grasp spellstrike. Finally we have the duelist lvls to make you harder to hit and parry and riposte


I know we all hate the ghosts and wraiths and generally all the incorporeal undeads that don't take any damage from your beloved sword, and drain your ability stats and heal themselves up afterwards, so that little damage you managed to deal them means nothing.
But they are nothing compared to their evil elder brother; the corporeal undead. My characters usually do pretty well until they meet the feared corporeal undead. I now have 5 death/near death experiences with undeads, but none with other creature types.
It may be that undeads are always filled with diseases and other kinds of fortitude saves. i always blow my fortitude saves. I could be Lord Constitution, the Superstitious Barbarian of The Great Fortitude and still blow every single fortitude save. They also have a habit of lying perfectly still waiting for adventurers to go near them, and then make a full attack and outright kill the poor human. Sometimes they disguise themselves like humans with only a little pale skin. The guy you thought was a wizard, was suddenly ghoul dropping its quarterstaff and mutilating the poor human(this happened to my character last night). Now I think I will always carry a scroll of detect undead, so they can't do this to me anymore.

How about you? What are your most hated enemy and what do you do to counter them(if you do anything).


you can only apply a template once so if you need to lower the CR more than 1 then you have to lower the HD


a monk-magus build where you use elemental fist, a genie style and spellstrike with a touch spell that deals the same kind of energy damage could be pretty decent since you apply your wisdom modifier to all energy damage rolls. Unfortunately the only touch spells dealing energy damage don't progress further than caster level 5.


they must defeat a neutronium golem!
http://1d4chan.org/wiki/Neutronium_golem


As a GM I would be glad if my players weren't hit by a natural 20 from a vorpal blade, or that they were brought to -30 by a harm spell... just my opnion though.


several classes come to my mind: Magus, Bard, Inquisitor, Alchemist, ranger, oracle and druid. They all have spellcasting, decent defense and offense and are pretty good at skill checks. They can easily help a group, and they can also do some solo adventuring. I would probably build it for a solo adventure. You can always make a flexible character fit into a group. I would not dump any stat.


I have had great experiences with pairing with mates. Right now I'm playing a bard together with my friend's fighter(both from cheliax). Since we're always two we have good chances of earning prestige award, and with a fighter and a bard the whole party is already very versatile


stone to flesh is also pretty nice if you want to remove the hardness of a stone wall


AM CAVALIER wrote:
AM BARBARIAN wrote:
AM CAVALIER wrote:
AM BARBARIAN wrote:
ANYONE ELSE WANT PUT FEUD ON HOLD TO SMASH ELDRITCH ABOMINATION?
Am Cavalier would but class is subobtimal for dealing with Eldritch Abominations. :(

SMACK.

PULL SELF TOGETHER, MAN. AM NEVER HEAR OF ORDER OF DRAGON?

BARBARIAN CHARGE WHEN CAVALIER CHARGE. SMITE WHEN CAVALIER SMITE.

SEVEN BARBARIAN RAGELANCEPOUNCE ALONGSIDE DRAGON CAVALIER IN UNISON.

AN NO SUCH THING AS USELESS CLASS. IF NOT ABLE TO BELIEVE IN SELF, BELIEVE IN BARBARIAN AM BELIEVE IN YOU.

Apparantly CHALLANGELANCEPOUNCE can be useful. Not feeling so useless anymore...unless AM CAVALIER has to go into dungeon. Without the mount, class is weaker version of AM FIGHTER.

the DC of getting through a tight space is only 30. If your mount puts every skill rank into escape artist and get skill focus, we're looking at +22 on escape artist checks. Should be enough to take 10 to get your horse through a door. If your mount can't do this, get a new one. It's only 1 week of mourning


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I'm not trying to attack your character's personality. It may be me, who just misunderstood it, but I want you to take this test:
http://www.springhole.net/quizzes/marysue.htm


@Cheapy: I don't think ability focus can help SLA either. It increases the DC of a special attack, and as far as I know, SLA isn't a special attack


1 person marked this as FAQ candidate.

does the feat spell focus increase the DC of spell-like abilities of the same school?


while we're discussing spell casting and shields, here's a thing I've always been wondering about:

Casters are only casting with one hand. If a wizard holds a shield in the other noncasting hand, does he then recieve the arcane spell faliure chance from that shield although he's not moving that arm at all?


a "save game/load game" system in my life. :)


I would like to see a wizard archetype, which can write ANY spell into his spellbook. Not only those from the wizard/sorcerer spell list but also those from the cleric and druid spell lists for an example.

I would also like to see some archetypes which lose some of their power(like armor proficiencies, HD or BaB) and instead get extra skill ranks. I hate playing classes with only 2+int skill ranks per lvl and most of the classes have exactly that.

Race

Male Drow Sorcerer (Fire) 5 | HP:32| Init +6 | Perc +2 | AC:17 Mage Armor (Duration 5 hours from Battle with Thugs) 13 Tch:13 FF:11 | Fort +3 Ref +5 Will +6 | CMD:14

About Tamar Moivas

Tamar of House Moivas

Male Drow Elemental (Fire)
Sorcerer 1 Favored Class
Lawful Evil
Medium Humanoid (Drow)
Init +6; Senses Perception +2
-------------------------------=DEFENSE=-------------------------------
AC: 13, Touch: 13, Flat-Footed: 11 (+1 armor bracers, +2 dex, +0 shield,+0)
HP: 32 {+1d6, +11, +5 Favored Class +5 Toughness}
Fort: +4, {+1Base, +1 Con, +2 Cloak}
Reflex: +5, {+1Base,+2Dex, +2 Cloak}
Will: +6,{+4Base, +2 Cloak}
CMD 14 { Base +2 Str +0 Dex +2 size + misc}
-------------------------------=OFFENSE=-------------------------------
Speed: 60 ft.
CMB: +2; {+2 Base + Str +0 size + misc}
Base Atk: +2;
Rapier+2{+2Base,+0 Str} 1d6+0
Ranged:+4{+2Base,+2Dex} Spells, Elemental Ray
-------------------------------=STATISTICS=-------------------------------
Str: 10, Dex: 14, Con: 12, Int: 10, Wis: 11, Cha: 18
----------------=Race Traits=-------------------
+2 Dexterity, +2 Charisma, -2 Constitution

Weapon Familiarity: Drow are proficient with the hand crossbow, rapier, and shortsword.

Immunities Drow are immune to magic sleep effects and gain a +2 racial bonus on saving throws against enchantment spells and effects.

Spell Resistance: Drow possess spell resistance (SR) equal to 6 plus their total number of class levels. 11

Keen Senses- Drow gain a +2 racial bonus on Perception checks.

Spell-Like Abilities (Su): Drow can cast dancing lights, darkness, and faerie fire, once each per day, using their total character level as caster level.

Poison Use: Drow are skilled in the use of poisons and never risk accidentally poisoning themselves.

Superior Darkvision: Drow have superior darkvision, allowing them to see perfectly in the dark up to 120 feet.

Light Blindness: As deep underground dwellers naturally, drow suffer from light blindness. Abrupt exposure to any bright light blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.
--------------=Feats=-----------------
Feat Level 1 - Drow Nobility - You may use detect magic as a spell-like ability at will, and add feather fall and levitate to the spell-like abilities that you may use once each per day. Your caster level is equal to your character level.

Feat Level 3 - Improved Initiative +4 to Initiative Checks.

Feat Level 5 - Toughness
--------------=Skills=-----------------
Skills – 2 Per Level - 10

Appraise
Bluff (3) +10
Craft
Fly
Intimidate
Knowledge Arcana (1) +4
Knowledge Planes
Perception +2
Profession
Spellcraft )5) +8
Stealth (1) +3
Use Magic Device

---===Special Abilities===---
Bloodline Powers:
+30’ Base Movement
Bloodline Arcana – Cast a spell that causes energy damage, I can change the type of damage to Fire.
Elemental Ray – 30’ Ray Ranged Touch. Fire - 1d6+2. Usable 7x day.
Energy Resistance Fire 10 --- 6/7

Eschew Materials

Cantrips

---===Spells===---
Known:
0th – 4 – Mage Hand, Ghost Sound, Read Magic, Daze, Resistance, Touch of Fatigue
1st – 2 – Color Spray, Summon Monster I, Magic Missile, Mage Armor (Bonus - Burning Hands)
2nd - 2 - Web, Invisibility (Bonus - Scorching Ray)

Per Day:
1st – 2/7
2nd - 4/5

---===Gear===---
Cloak with Cowl, Fine Clothing, Waterskin.

GP= 40

Cloak of Resistance +2,
Belt of Mighty Constitution +2,
Bracers of Armor +1,
Brooch of Shielding

A Scroll of Transmute Rock To Mud
-A Scroll of lesser Planar Binding
-3x Scroll of Magic Missile

---===Background===---
Tamar is the third son of Matron Moivas. Tamar had the unenviable distinction of being on watch when a group of adventurer’s from the surface infiltrated Zirnakaynin to foil the plots of the Drow hierarchy seeking the so called Second Darkness.
Miraculously, Tamar survived the attack of the cowardly surface dwellers. His living and failing raised the ire of his Mother who banished him to the surface bidding him to hunt down the interlopers and bring her their heads, or die trying.

Tamar has spent his time on the surface gathering information related to the surface dwellers as he has no desire to tangle with the group which once laid him low with ease. At least, not yet.

His wanderings have taken him to Falcon's Hollow when the Circus is in town...

---===Appearance and Personality===---

Tamar dresses in fine clothing but wears a glove and cowl to hide his heritage where possible.

He has soft silver hair, green/blue eyes and a slight build though his legs are rather muscular due to the amount of running he has done lately…