Gold Dragon

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I have always wanted to get a Sleipnir as a mount, but unless you are playing a high level campaign from the start, it takes a very long time if you start from level one and work your way to where you can get one using regular pathfinder rules. I think the only viable way to get one would be to have the leadership feat and have a pc level of 18 in order to qualify to recruit one as a monstrous cohort.

So enter the idea of the demisleipnir. Using a combination of the animal companion/mount class feature, monstrous mount and monstrous mount mastery feats, and an animal companion archetype specifically for it to spice things up.

Demisleipnir

Like their demigod counterparts, demisleipnirs are a product of a mating between a slepnir and a regular horse, although even the horse must be of extraordinary quality and impeccable breed to catch the eye of the legendary mounts of the gods. They are often slightly bigger than regular horses and share some the extraordinary qualities of their legendary sire/dams. They have six legs, 4 in front and two in back. Are known for their endurance and power. While not quite as powerful as their sleipnir brethren, they are far easier to tame and train. This makes them highly prized and sought after as mounts and animal companions, unfortunately they are even rarer and harder to find than an actual sleipnir.

Monstrous Mount stat block:

Demisleipnir

Prerequisite(s): Diplomacy or Intimidate 5 ranks; Ride 5 ranks; languages Auran.

Starting Statistics
Size Large; Speed 50 ft.; AC +4 natural armor; Attack bite (1d4), 2 hooves (1d6); Ability Scores Str 18, Dex 13, Con 17, Int 6, Wis 12, Cha 10; Languages Auran (cannot speak); Special Qualities darkvision 60 ft., low-light vision.

7th-Level Advancement

Attack bite (1d4), 4 hooves (1d6); Special Attacks powerful charge (hooves, 2d8+(2 *Str mod), trample (slam, 1d8+(1.5*Str mod))

Mastery (7th Level)

Constant—air walk (CL = number of HD-4, and concentration = CL + Charisma modifier)

Blood of the Gods (demisleipnir companion archetype)

Some demisleipnirs take more after their noble kin and can display and use abilites and powers others of their kind do not have due to their diluted bloodline.

Crushing Hooves(Ex)

The demisleipnir companion gains multi-attack as a bonus feat

This replaces share spells

Godly Resistance(Ex)

At 3rd level, the demisleipnir companion gains electricity resistance 5.

This replaces evasion

Improved Godly Resistance(Ex)

At 6th level, the demisleipnir companion's electricity resistance increases to 10 and it gains cold resistance 5. At 15th level, it becomes immune to electricity and its cold resistance increases to 10.

This replaces devotion

Breath Weapon(Su)

At 9th level, the demisleipnir companion gains a breath weapon, usable once per day. As a standard action, a demisleipnir can exhale a 30-foot cone of shimmering, rainbow-colored light. Every creature in the area is randomly struck by one or more beams, as a prismatic spray spell (DC = 10 + half the demisleipnir companion’s Hit Dice + the demisleipnir companion’s Constitution modifier half or negates.) At 15th level it can use the breath weapon twice a day, but it must wait 1d6 rounds between uses.

This replaces Multiattack(one gained from animal companion table) and improved evasion.

This what I have come up with so far, I tried to make something powerful and balanced, but not game breaking. Tell me what you guys think of it, any input or suggestions is gladly welcomed and appreciated.


I have always wanted to get a Sleipnir as a mount, but unless you are playing a high level campaign from the start, it takes a very long time if you start from level one and work your way to where you can get one using regular pathfinder rules. I think the only viable way to get one would be to have the leadership feat and have a pc level of 18 in order to qualify to recruit one as a monstrous cohort.

So enter the idea of the demisleipnir. Using a combination of the animal companion/mount class feature, monstrous mount and monstrous mount mastery mastery, and an animal companion archetype specifically for it to spice things up.

Demisleipnir

Like their demigod counterparts, demisleipnirs are a product of a mating between a slepnir and a regular horse, although even the horse must be of extraordinary quality and impeccable breed to catch the eye of the legendary mounts of the gods. They are often slightly bigger than regular horses and share some the extraordinary qualities of their legendary sire/dams. They have six legs, 4 in front and two in back. Are known for their endurance and power. While not quite as powerful as their sleipnir brethren, they are far easier to tame and train. This makes them highly prized and sought after as mounts and animal companions, unfortunately they are even rarer and harder to find than an actual sleipnir.

Monstrous Mount stat block:

Demisleipnir

Prerequisite(s): Diplomacy or Intimidate 5 ranks; Ride 5 ranks; languages Auran.

Starting Statistics
Size Large; Speed 50 ft.; AC +4 natural armor; Attack bite (1d4), 2 hooves (1d6); Ability Scores Str 18, Dex 13, Con 17, Int 6, Wis 12, Cha 10; Languages Auran (cannot speak); Special Qualities darkvision 60 ft., low-light vision.

7th-Level Advancement

Attack bite (1d4), 4 hooves (1d6); Special Attacks powerful charge (hooves, 2d8+(2 *Str mod), trample (slam, 1d8+(1.5*Str mod))

Mastery (7th Level)

Constant—air walk (CL = number of HD-4, and concentration = CL + Charisma modifier)

Blood of the Gods (demisleipnir companion archetype)

Some demisleipnirs take more after their noble kin and can display and use abilites and powers others of their kind do not have due to their diluted bloodline.

Crushing Hooves(Ex)

The demisleipnir companion gains multi-attack as a bonus feat

This replaces share spells

Godly Resistance(Ex)

At 3rd level, the demisleipnir companion gains electricity resistance 5.

This replaces evasion

Imporved Godly Resistance(Ex)

At 6th level, the demisleipnir companion's electricity resistance increases to 10 and it gains cold resistance 5. At 15th level, it becomes immune to electricity and its cold resistance increases to 10.

This replaces devotion

Breath Weapon(Su)

At 9th level, the demisleipnir companion gains a breath weapon, usable once per day. As a standard action, a demisleipnir can exhale a 30-foot cone of shimmering, rainbow-colored light. Every creature in the area is randomly struck by one or more beams, as a prismatic spray spell (DC = 10 + half the demisleipnir companion’s Hit Dice + the demisleipnir companion’s Constitution modifier half or negates.) At 15th level it can use the breath weapon twice a day, but it must wait 1d6 rounds between uses.

This replaces Multiattack(one gained from animal companion table) and improved evasion.

This what I have come up with so far, I tried to make something powerful and balanced, but not game breaking. Tell me what you guys think of it, any input or suggestions is gladly welcomed and appreciated.


Greater Bloodrage: At 11th level, when a bloodrager enters a bloodrage, the morale bonus to his Strength and Constitution increases to +6 and the morale bonus on his Will saves increases to +3. In addition, upon entering a bloodrage, the bloodrager can apply the effects a bloodrager spell he knows of 2nd level or lower to himself. The spell must have a range of touch or personal. If the spell’s duration is greater than 1 round, it instead lasts for the duration of the bloodrage. This use consumes a bloodrager spell slot, as if he had cast the spell; he must have the spell slot available to take advantage of this effect.

Greater bloodrage counts as the barbarian’s greater rage ability for the purposes of feat prerequisites, feat abilities, magic item abilities, and spell effects.

True Arance bloodrage bloodline transformation spell-like ability:

You become a fighting machine – stronger, tougher, faster, and more skilled in combat. Your mindset changes so that you relish combat and you can’t cast spells, even from magic items.

You gain a +4 enhancement bonus to Strength, Dexterity, and Constitution, a +4 natural armor bonus to AC, a +5 competence bonus on Fortitude saves, and proficiency with all simple and martial weapons. Your base attack bonus equals your character level (which may give you multiple attacks).

You lose your spell casting ability, including your ability to use spell activation or spell completion magic items, just as if the spells were no longer on your class list.

Lets say at 16th lvl when my pc enters his bloodrage he wants to apply the effects of a 1st lvl spell shield he knows to himself as well as the effects of the transformation spell as a spell like ability he gets from the true arcane bloodrage bloodline. Could he still do this or would there be a conflict from the bold parts of both class abilities mentioned above.


Elemental Assault (Su) Once per day as a swift action, a suli can shroud her arms in acid, cold, electricity, or fire. This lasts for one round per level, and can be dismissed as a free action. Unarmed strikes with her arms or hands (or attacks with weapons held in those hands) deal +1d6 points of damage of the appropriate energy type.

I was wondering could a Suli PC use this with arm claw natural attacks. I know unarmed strikes do not count as natural attacks and vice versa. I know it says it works with held weapons in hand, would claws be counted as held weapons.


Race: Suli with mostly human alternate race trait

Classes: Bloodrager with Steelblood and Crossblooded(Abyssal/Arcane)/ Paladin of Ragathiel with Oath of Vengeance

Traits: Unscathed/??????

Considering feats: Raging Vitality, Power Attack, Reckless Rage, Arcane Strike, Extra Rage, etc...

Stats are 18, 16, 11, 13, 12, and 8 with no race bonuses/negatives added yet.

Adventure Path: Rise of the Runelords

So this is a rough idea of my build. I am looking for any suggestions/advice on how I can tweak or improve my build or just for rp flavor. Any input is gladly appreciated.


OK, I am making a Sacred Humtmaster Inquisitor as a backup character for a home game of the AP of Giant Slayer. I am thinking of taking the animal domain to beef up the the animal companion I get from the sacred huntmaster archetype. I know the levels stack to determine my effective druid lvl for my animal companion's lvl. I remember reading that paizo came out with a ruling/errata that said an animal companion's max lvl can only be the PC's druid lvl + 1. But I can't find it anywhere. I was just wondering if it is true or not and if it is, could someone tell me where to find it at.


Title says it all. I am playing as a half-elf whose alignment is chaotic neutral. Would love to take a lvl dip into the unchained monk with the scaled fist archetype. But monks can only be lawful. The PC is already at 5th lvl. Is there any way around this.


I am playing a half-elf synthesist unchained summoner with an azata eidolon. I am planning on taking the large evolution at 8th lvl and the upgrade to huge at 13th lvl. I am mainly planing to be my parities' meat shield through the AP we are playing, Giant Slayer, name says it all. I know there will be alot of room because we are fighting giant creatures, but I know at times am not going to be able use my huge hulking fused eidolon form and want to rely on my summon monster sla instead. I recently came across the feat summon guardian spirit and since I am a summoner I meet the prerequisites to take it. I wondering if it was worth it or not compared to the other summon creatures i can get thorough the normal summon monster spell. I can choose any fey or outsider that qualifies to become a familiar through the improved familiar feat. Are there any other restrictions to this that I am forgetting if I choose this feat.


OK, my character(synthesist summoner) casts the spell, summon eidolon, along with a rod of giant summoning in his other had. My PC has the augment summoning feat as well.

So I was wondering if all the buffs and effects from summoning eidolon+rod of giant summoing+augment summoning feat stack.

And if they do I have a question about the Simple Template: Giant (CR +1)

Quick Rules: +2 to all rolls based on Str or Con, +2 hp/HD, –1 penalty on all rolls based on Dex.

Rebuild Rules: Size increase by one category; AC increase natural armor by +3; Attacks increase dice rolled by 1 step; Ability Scores +4 size bonus to Str and Con, –2 Dex.

If my GM lets me use the rebuild rules instead of the quick rules does the AC increase of natural armor by +3 stack with the natural armor the eidolon already has or does it count as coming from a different source and will not stack with the eidolon's natural armor bonus it has already.


OK, I am playing a summoner and his alignment is chaotic neutral.

This creature is summoned with the celestial template if you are good, the entropic template if you are chaotic, the fiendish template if you are evil, or the resolute template if you are lawful; you may choose any if you are neutral.

Based on this what template do I apply to my summoned creatures when I summon them via my SLA.


Alright I am an half-elf unchained synthesist with an azata eidolon. My group is playing the giant slayer ap. We are almost done with the first book, but my group fought a giant during our last battle and I realized how hard it was to actually fight one directly in melee given that giants have such high str modifiers giving them pretty good bonuses to their attack roles as well as having a high pool of hp. My syntheist has a decent 21 AC right at 3rd lvl and it will go up 23 at 4th lvl and I could have a maximum of 28 AC at 5th lvl. This includes all my natural armor, the spell mage armor, 2 points in improved natural armor evolution, dex modifier, and the synthesist's shielded meld ability.

I was wondering if their was any other way to up my AC even more.
I know of the spell Shield that summoners get as a 1st lvl spell, but I will already be getting a shield bonus from the Shielded meld ability and it will not stack with the spell and the spell's duration is not that long either. I am limited on how many spells I can use a day and to me it is not worth it. I know of items like amulet of natural armor and ring of protection and will get both as soon as I have the chance.

Also what is the best way to fight a giant in close combat with out getting your butt handed to you after a few turns. I looked it up and about the best advice I could find was to fight them at a distance, one of my teammates has this covered because he is an archer paladin. But my role is to tank for the team, so I need advice for fighting giants close up.


I am playing a half-elf unchained summoner synthesist with an azata eidolon in the Giant Slayer AP. I have already taken Scion of War for my first feat because I have +5 ability score in my charisma. I plan on taking arcane strike and power attack for my 3rd and 5th lvl feats. My party consists of a dwarf druid with a big cat animal companion, an elf unlettered arcanist with a hare familiar, and a Divine Hunter Paladin. Our group just hit lvl 3 so I am still deciding on my 3rd lvl feat and spell.

My role in the party is basically the melee/tank build. I am basically supposed to take all the aggro and damage for my team. The druid and his animal comapion will probably be helping with this later on after they get a few more lvls under their belt. My AC is pretty decent and I will have around 28-30 AC by the time I reach 5th lvl, and if I take arcane strike and power attack I should be able to dish out the damage too.

But as of right now I am in a bit of a conundrum. At a previous play session my group was attacked by a big wave of orcs, my PC took all the hits like a champ, many of the rolls my DM was rolling was missing my synthesist because of his 21 AC. But wouldn't you know it, my DM rolled and confirmed a crit on the last roll and knocked my synthesist unconscious. He was later stabilized and healed, but he could no longer summon his eidolon for the rest of the day. I had to use his summon monster ability for the rest of the day. I can summon up to 8 times a day thanks to having a high charisma modifier. Surprisingly I am finding my PC's summon monster ability to be more useful than what I thought it would be since I was planning on having my PC stay in his eidolon suit as much he can.

I plan on having my synthesist take the large evolution at 8th lvl and then going huge when he hits lvl 13. Right now my group does not have a dedicated healer, but as I was looking up more of the monsters my PC can summon as he lvls up I am seeing a lot of the creatures have healing abilities my party can capitalize on and use. I know by going huge my PC will not be able to wear his eidolon suit all the time due to the size constraint in small areas and dungeons and will have to rely on the summon eidolon spell to get it when my PC needs the eidolon suit. This means I will be relying more on the summon monster ability. Both of these will benefit if I take augment summoning which requires me to take spell focus conjuration. Plus superior summoning will be nice too. This will both make the eidolon suit and my summons stronger. I also realized spells like grease and glitterdust will benefit from this too because of the higher DC save thanks to spell focus conjuration.

But my synthesist is also a biped that uses a manufactured weapon as his primary weapon. By taking the dimensional agility feat tree which my PC will start qualifying for at 7th lvl thanks to the maker's jump ability he gets at lvl 6th. After getting Dimensional Dervish my PC will have the equivalent of a teleporting pounce ability, which in my opinion is pretty broken.

Both these feat trees are powerful in their own right, I am just trying to decide which would be better for my PC. The augment summoning route is a solid and safe choice with a good return versus the feat investment. As for the dimensional agility feat tree option, having a huge teleporting PC with pounce sounds cool, but when you think about the mechanic of it, I am not so sure. First off my PC only has a speed of 30ft, I can double this by casting haste on him which would effectively give a 60ft speed which when using the dimensional dervish feat would give him a total of 120ft when teleporting and attacking. I can't help but think my PC's huge size would encumber him while using this ability, so I am not quite sure how the mechanics would play out on this. I am also limited on how many times I can use it because of how many times my PC can cast dimension door a day.

So there you have it, I am posting this in hopes of which one people will convince me to take. I am also open to other ideas or suggestions. Any input would be greatly appreciated.


Ok I am playing a half elf synthesist unchained summoner and my wisdom score is 11 which makes my ability modifies for it a zero. Right now I am at 3rd lvl. the will save is a good saving throw for the summoner class, but I was looking for ways to increase without multicalassing, I want to stay a pure summoner. Being a half-elf summoner I get bonuses against enchantment spells so I am not worried about them. What I am worried about are fear/death and dismissal/banishment spells.

What I am looking for are items that can increase my will save or protect against the spells mentioned above.


OK, normally an eidolon would gain multiattack as a free feat at 9th lvl if it has 3 or more natural attacks, but I don't know if that applies to the Synthesist or not given what it says in the Fused Eidolon feature:

While fused with his eidolon, the synthesist uses the eidolon’s physical ability scores (Strength, Dexterity, and Constitution), but retains his own mental ability scores (Intelligence, Wisdom, and Charisma). The synthesist gains the eidolon’s hit points as temporary hit points. When these hit points reach 0, the eidolon is killed and sent back to its home plane. The synthesist uses the eidolon’s base attack bonus, and gains the eidolon’s armor and natural armor bonuses and modifiers to ability scores. The synthesist also gains access to the eidolon’s special abilities and the eidolon’s evolutions. The synthesist is still limited to the eidolon’s maximum number of natural attacks. The eidolon has no skills or feats of its own. The eidolon must be at least the same size as the synthesist. The eidolon must have limbs for the synthesist to cast spells with somatic components. The eidolon’s temporary hit points can be restored with the rejuvenate eidolon spell.

Given from what the two bolded parts say, my GM has ruled that the Synthesit does not qualify for the bonus feat given by the eidolon's special ability Multiattack. I can't really argue with this either. I have searched to see if there is any official ruling on this and have come up with nothing so far. I was just wondering if there was any official errata or some kind of faq concerning this matter.


Ok, here is my question can a player choose to put all the armor bonus he gets for his eidolon based on the eidolon chart into his eidolon's natural armor and that in turn stacks with the natural armor bonuses the eidolon gets from the base form it has, such as biped, and evolutions it takes.

I know eidolons can't wear armor, but does share magic item slots with its summoner. So the eidlon can wear the magic item bracers of armor which gives an armor bonus of 1-8.

I know two same type bonuses from different sources do not stack with each other unless other wise specified in the rules. The only bonuses that do stack are untyped ones.

Now the armor bonus that the eidolon gets from the chart as the summoner lvls up can be either put into it's regular armor bonus or it's natural armor bonus. Now if I put the armor bonus form the chart all into the eildon's natural armor bonus then it should stack with those it gets from its base form as well as the one it gets from the evolutions it has.

I base this on this excerpt found in the Unchained Eidolon section(I am playing an Unchained Summoner,) Armor Bonus: The number noted here is the eidolon's base total armor bonus. This bonus can be split between an armor bonus and a natural armor bonus, as decided by the summoner. This number is modified by the eidolon's base form and some options available through its evolution pool. An eidolon cannot wear armor of any kind, as the armor interferes with the summoner's connection to the eidolon.

For example my PC is an Unchained Summoner with the Syntheist Archetype.
I know my PC cannot have the benefits of his armor when fused with his eidolon.

I want to give an example of how my AC would be for my PC around lvl 4 when fused with the eidolon. My eidolon has the azata subtype and gets the +2 natural armor for being a biped. I would get a +2 armor bonus from the chart which then would be put into the natural armor bonus. I would take the improved natural armor evolution which gives a +2 bonus to the eidolon's natural armor. I would have my eidlon's dex stat which would be 13 and give +1 to my AC thanks to the dex modifier. I would have the bracers of armor +2 equipped which would give me +2 armor bonus to my AC.

So a Quick Recap:

+10 I get from my regular base AC
+1 from my dex modier
+6 natural armor bonus(+2 chart bonus,+2 evolution, +2 biped)
+2 bracers of armor

That would give give a 19 AC when added all together. I could even make the AC even higher with other magic items such a ring of protection or an amulet of natural armor.

Am I getting this right or did I mess up or get something wrong. Any feedback/advice would be appreciated.


The group I am playing with is fixing to start the Giant Slayer AP soon and as the title suggests I will be playing this class. I chose the half-elf as my race so I could get the evolution bonus for my eidolon. I am choosing an Azata as my eidolon subtype.

I am thinking of taking the evolution to make my eidolon large once my PC hits 8th level. The only problem is that I want to wield a greatsword or some other two-handed weapon when fused with the eidolon. The only problem I am seeing is carrying around a large two-handed weapon when not fused with the eidolon. My half-elf has a strength of 8(str was a dump stat for my PC.) So carrying around a heavy weapon like that would take up much of my equip load. I was thinking of suggesting that the weapon comes along with the eidolon when it is summoned and goes away when the eidolon is sent back/unsummoned. But I think my gm would have to make a houserule on that. Are there any other ways that I could carry a huge weapon around without it being a burden.

Also I am looking for other ideas(feats, magic items,evolutions,traits,etc..) for building my PC. I will be starting out at lvl one. The first feat I took was Scion of War so I could get cha mod for my initiative. I am thinking of taking Power Attack for my next feat when I hit lvl 3. And then taking spell focus conjuration and augment summoning at 5th and 7th lvls. I am not sure what other feats I should be focusing on. I am also thinking about what evolutions and magic items I should be trying to get later on. I am open to suggestions.


I looking for other magic items that grant a dexterity enhancement bonus besides belts and ioun stones. I am already aware of the snakeskin tunic that gives +2 enhancement bonus to dexterity. Is there any other items that are like this or better.


I have been coming the boards for along time, and have had a lot of my questions answered. I have noticed a lot of people posting and sharing their builds, including the feats they take, equipment, etc. Also the character by wealth lvl has been discussed too.

This leads me to one of the biggest questions I have been pondering for along time. How does PC's get all of their so called 'specific magic items' they want for their ideal build. I know PC's can take crafting feats and as long as they have the proper spells they can craft the magic items themselves for half the cost. But what if no one in their party wants to do this. How do the characters then get all their specific magic equipment.

I always thought the items in the shops hand to be randomly generated. I know that GM's will occasionally give their PC's a specific magic item they want, but not all the time. If the GM gives their players everything they want, I think it takes the fun out of the game.

When character are adventuring and doing their dungeon crawls, isn't the equipment they find pretty much random and tailored toward their enemies and not them. Come on if a GM starts placing specific equipment the character wants throughout all their dungeon travels, I find this concept very absurd. I know the characters can sell want they don't want for adventuring, but by pathfinder rules they only get half of what it is worth. Which to me limits the specific items they can get even more.

So my question again how does these so call min/maxed PCs on paper actually get all their ideal equipment through out the game they are played in so easily.


Does a Paladin's mount get the anchoring aura(replaces aura of resolve) if he takes the Oath against Wyrms and Oath against Fiends.


OK, I want to make a full plate of armor that has both the abilities of Mithral Full plate($26,500) of speed and Plate of the Deep($24,650). I have broken down the cost below. I don't have the ability to forge this myself and neither does any of my party members, so I am stuck paying full price if I want it. Our GM lets us use our downtime to find specific magic items we want as long as we pay the full price for them.

Full Plate Armor ($1500)
Heavy Armor Mithral Cost ($9000)
+1 enhancement ($1000)
Deep Ability ($24,600-$1500(Full Plate Armor cost)-$1000(+1 enhancement cost) = $22,150)
Speed Ability ( 26,500-$1500(Full Plate Armor cost)-$1000(+1 enhancement cost)-$9000(Heavy Armor Mithral cost) = $15000 x 1.5(2nd ability cost to magic item) = $22,500)

Total Cost = $1500 + $9000 + $1000 + 22,150 + 22,500 = $56,150

If anyone can point out anything I did wrong or can give me a few pointers it would be appreciated.


1 person marked this as FAQ candidate.

Does the transformative weapon ability count toward the +10 cap of regular enhancement and special ability bonuses that can be put on a weapon. And if so does it count as +4 or a +5 bonus.

The reason I ask is that it only lists a price of $10,000 and does don't give a regular enchantment cost. That seems pretty cheap for a +4 or +5 ability, and doesn't follow the regular cost chart of applying bonuses to a weapon via the chart given in the rule books for magic weapons. It would also seem cheaper to apply this magic ability last, if it counts toward the +10 cap a magic weapon can have, because applying any regular bonus or abilities afterwards would be far more expensive than applying them before the transformative ability.


Ok, I have been playing the Runelord' s AP for almost a year with my friends. I have just now come to light on the rules regarding attacks of opportunity. I know the general rules around it, but my one question is about it, does a player's character suffer a penalty to his attack roll during his turn when he moves into an opponent's threatened area and basically gets hit with a AOO while trying to make an attack and the AOO succeeds. The penalty being the damage he takes from the AOO. For example a fighter with a nonreach weapon charges at a large opponent with a natural reach trying to make an attack and triggers AOO and gets hit and takes 21 damage before getting to actually make his attack and suffers a penalty of -21 yo his attack roll. Is this supported in any of the rules in pathfinder, because I can't find it anywhere. This may have been a custom rule that my gm set up, but I want to know if it is in the official rules. My group does not like it when I question the rules of our AP.


I was wondering if the bonus you get from smites stack together if they are from two different sources.

Like for example when a paladin's mount form the divine bond gains the simple celestial template and gains the ability to smite once a day.

Special Attacks: The creature may smite evil 1/day as a swift action (it adds its Cha bonus to attack rolls, and a damage bonus equal to its HD against evil foes; smite persists until the target is dead or the celestial creature rests).

And when the paladin gain's the Aura of justice ability

At 11th level, a paladin can expend two uses of her smite evil ability to grant the ability to smite evil to all allies within 10 feet, using her bonuses. Allies must use this smite evil ability by the start of the paladin's next turn and the bonuses last for 1 minute. Using this ability is a free action. Evil creatures gain no benefit from this ability.

A paladin and her mount gain both abilities at the 11th level. If the paladin uses her aura of justice ability and the mount is within range and gets it and uses both the smite it got from the paladin as well as it's own. Would the bonuses it gets to it's attack rolls, AC, and damage from both of the smites stack together.

I did a little searching on the matter and from what I read at least the bonuses to damage would stack because both are considered "untyped bonuses" But I still need further clarification on this. Any help would be greatly appreciated.


OK, me and another fellow player of pathfinder got into an argument about whether magic items such as belts of giant strength, headbands of alluring charisma, etc that grant ability score increases are permanent even after you take them off and sell them. I say you lose the bonus after it is removed even if it is after the 24 hour period. I know this because I read it somewhere, but cant remember where. And this player will not take no for an answer unless he is shown the rules about it. I was wondering if anyone can point out the page number in the appropriate pathfinder book, provide a link or tell me if it is in a FAQ. Any help would be greatly appreciated.


I play a standard paladin with the oath of vengeance that basically attacks with a two-handed weapon(+2 Nodachi), just hit lvl 9. Just came across the Lion Cloak.

Cloak, Lion

Aura moderate transmutation; CL 10th
Slot shoulders; Price 12,000 gp; Weight 1 lb.
DESCRIPTION

Made from a single male lion’s coat with the mane surrounding its hood, the lion cloak is an impressive sight. A creature wearing the cloak gains a +2 resistance bonus on saving throws made against mind-affecting and fear effects and a +2 circumstance bonus on Intimidate checks. Once per day, the wearer can pull the hood over her head, assuming the form of a lion (as the beast shape II spell, except that it allows only lion form) for up to 10 minutes. If the wearer has the smite class feature, she can use this power more than once per day by expending uses of her smite; at most she can take the lion form as many times as she has smites plus one additional time. While in this lion form the wearer cannot use its normal smite ability.

I think it is pretty neat, but still am on the fence about it. Can anyone sell me on the idea of buying this item or not.


Ok, I am having a falling out with the group I am playing with because of their shenanigans. We are playing the iron gods campaign. One of the latest things they wanted to do was to befriend a monster npc and have it join our party after I said I was dropping out of the group due to their crap.

After hearing about they were trying to do, I told them this was one of the main reasons I dropped out of the group. Other than the DM waving his hand and fiating it all(basically allowing it just because they want it.) Unless the story itself dictates a npc joining the party, and only then for a short while or temporally, I don't see how they can have a npc monster join the group without some kind of class feature like the animal companion from the druid class or a feat such as leadership.

One of the group says that this is only needed to insure loyalty, and used hiring mercenaries and buying animals such as horses and tigers as examples. I can see that happening, but only if you keeping paying the mercenary over time and that would add up to quite a bit of gold over time, and I can see you buying animals but even then you would need to probably use the handle animal skill a lot to even keep it under control.

Basically what I am trying to say is they do a lot of things in my opinion isn't even allowed in the rules. Like hey we feed this monster, have him join us and call him Mr. Giggles. Again I just want to slap my head at this nonsense.


Hello, my group just started playing the iron gods ap, and my character is an oracle with the the life mystery and the blackened curse which lets him add some burn spells to his list of spells known, like burning hands.

Right now my character is wearing hide armor, and during our last session I asked would I incur the arcane spell failure for wearing medium armor when casting burning hands. One member of my group told me no, that burning hands would count as a divine spell and not incur the arcane spell failure penalty because I am still considered a pure divine caster at my level, and unless I level dip to an arcane class then all my spells are considered divine because of my class.

I think this is wrong, but cannot find anything to support or deny anything that my fellow player and I think on the matter. Can someone help me clarify this.


Ok I have an animal companion and I have some questions on it. First is when it comes to the attack roll on its natural weapons.

According the rules of natural attacks

Most creatures possess one or more natural attacks (attacks made without a weapon). These attacks fall into one of two categories, primary and secondary attacks. Primary attacks are made using the creature’s full base attack bonus and add the creature’s full Strength bonus on damage rolls. Secondary attacks are made using the creature’s base attack bonus –5 and add only 1/2 the creature’s Strength bonus on damage rolls. If a creature has only one natural attack, it is always made using the creature’s full base attack bonus and adds 1-1/2 times the creature’s Strength bonus on damage rolls. This increase does not apply if the creature has multiple attacks but only takes one. If a creature has only one type of attack, but has multiple attacks per round, that attack is treated as a primary attack, regardless of its type.

And the rules to attack bonus you get on a attack roll are:

Your attack bonus with a melee weapon is:

Base attack bonus + Strength modifier + size modifier

Your attack bonus with a ranged weapon is:

Base attack bonus + Dexterity modifier + size modifier + range penalty

I would consider my animal companion's natural attacks to be melee, so does that mean I use my animal companion's full bab(only on primary attacks, -5 for secondary), strength modifier, and its size modifier when determining the total hit to enemy's ac after I make the attack roll and add them into what I rolled on the d20. This is under normal conditions and does not include bonuses and penlites to the attack roll due to special circumstances or actions.

Also according to the rules up top my animal companion would take a -1 when it becomes large to it's attack roll and ac. And let's say if an animal companion became huge(taking first lvl dip into mammoth rider) then it would take another -1 for a total of -2 to it's attack roll and ac.

Can anyone tell me if I am reading the rules right or is there something I am getting wrong or forgetting.


Wheeling Charge Feat

Prerequisites: Mounted Combat, Ride-By Attack, Ride 5 ranks.

Benefit: When you are mounted and use the charge action, your mount can make one turn of up to 90 degrees as part of the move, as long as each part of the move is at least 10 feet. You may make an attack during any part of this move. Your total movement for the round can’t exceed double your mounted speed. Allied creatures do not impede your charge, though you cannot attack from or end your move in an ally’s space.

Normal: You cannot turn when making a charge.

Basically from what I have read and interrupted in the rules, more or less lets you make a 90 degree turn which you wouldn't be able to do under normal circumstances in a charge and your allies do not impede the charge either, you just cant stop or attack on an area they occupy.

All other rules governing charges and the ride-by attack still apply.

You still have to stop(end your charge) on the nearest square or space that you can attack from that is the target of your charge.

I was just wondering if I am interrupting this correctly or is their another way the wheeling charge feat can be used and applied.


Ok I was wondering if the Overhand Chop ability you get from the Two-Handed Fighter archetype and the Horn of the Criosphinx feat would stack together.

Overhand Chop

At 3rd level, when a two-handed fighter makes a single attack (with the attack action or a charge) with a two-handed weapon, he adds double his Strength bonus on damage rolls.

Horn of the Criosphinx

Whenever you make a successful charge attack while wielding a two-handed weapon in both hands, add two times your Strength bonus to the damage roll.

Normally when a character uses a two-handed weapon they get to add 1.5x of their str modifier to their damage when they get a successful attack. Both these feats change that to 2x the str modifier. Both of these would work on a mounted charge.

My only question is do they stack. And if they do would it be something like 3x the str modifier to damage when charging or would both abilities be redundant since they replace the normal 1.5x str modifier when using a two-handed weapon, in others words they don't stack because they basically do the same thing.


Hello, right now my group and I are playing Rise of the Runelords campaign.

Right now I have a level 7 Human PC with 6 levels in Paladin and 1 level in Caviler. I have took the Oath of Vengeance archetype for my paladin so that I could have some extra smites while sacrificing some of my lay on hands per day. I took the Gendarme archetype for the extra feat it gave along with the no armor penalty to my ride checks as well as the mount it gives that stacks with my divine bond mount ability to give me an effective druid level for my dragon companion/mount.

My current feats right now(as well as future ones I plan to take) are by level:

1. Power Attack, Furious Focus(got this one for being a human)
3. Mounted Combat
5. Dragon Companion (from the Dragon Companion Hand Book)
7. Dragon Companion Mastery (make dragon large)
Ride-by Attack (lvl dip into Cavalier with Gendarme archetype)
9. Spirited Charge
11. Skill Focus (Survival)
13. Eldritch Heritage: Orc Bloodline 1st bloodline power: Touch of
Rage
15. Improve Eldritch Heritage: 2nd bloodline power: Strength of the
Beast
17. Greater Eldritch Heritage: 3rd bloodline power: Power of Giants
19. ????? (not sure if I will even make it to this lvl)

My primary equipment right now is Masterwork Full plate armor, Nodachi +2(plan to slap keen enchantment on it later,) Masterwork Lance, Amulet of Nautral Armor +1, Ring of Protection +1, and Ring of feather falling, belt of physical might in str and con +2, and an alluring headband of charisma +2. I have couple of bows for long range fighting in case I need them but they are not enchanted.

My stats are:

Str: 20
Dex: 12
Con: 15
Int: 10
Wis: 8
Cha: 18

I know that my PC is not min/max for battle but this is the build I am wanting to use. I want to keep taking lvls in paladin, but I am thinking of taking a lvl dip into the Mammoth Rider Prestige class to make my dragon huge. From what I have read Rise of the Runelords takes place in a lot enclosed spaces so that's why I am not taking anymore mounted feats after spirited charge. Plus I think the touch of rage ability will synergize well with my dragon. I heard that you can get up to lvl 16 or 17 at the end of the campaign.

I was just wanting some people to take a look at my build and give me your thoughts on it. Any ideas are welcome. Especially when it comes advice about feats and items.


OK first off I know the mounted combat rules are a mess and need to be tweaked from what I read on other posts concerning the matter. But my question above is about charging from a huge mount.

First of my character is medium human paladin with a one lvl dip into cavalier. My mount is a large gold dragon with a melee bite with 10ft reach(GM approved).

Ok I know from a recent ruling that both the mount and rider are both considered charging when they take the action to do so and take both the appropriate benefits as well as negatives that come with the standard charge.

Typically when using a medium paladin or caviler to make a charge they use the iconic horse or camel(which doesn't have reach) with the standard lance with reach because of the bonuses.

According to the rules, "you must move to the closest space from which you can attack the opponent."

Given this above that means in order for the rider to get an attack with a reach weapon like a lance the mount must stop in the next to last square of the target of the charge so the lance can hit, but if using a horse or a camel, the mount does not get an attack since it does not have reach.

I do not suffer from this because my pc character has a dragon with a reach bite attack so both of us can attack when doing a mounted charge.

But here comes the problem, I want to take a 1 lvl dip into the mammoth rider prestige class so i can make my dragon mount huge but that would give my dragon a 15ft bite attack and with a lance i would have only a ten foot reach. Now given the interpretation of the rules a few things could happen. Some would say that if i make a charge with my dragon that if I wanted my attack the dragon could not attack given the rules, or i could have the dragon attack on the charge but my paladin would not get an attack due to the reach problem and the closet square rule from charge.

What do you guys think, any feedback would be appreciated.


I have just recently started a new campaign and have decided to play as a druid with an Allosaurus as my animal companion. But after reading his stat block in the animal companion section it states that his claw attacks are secondary, but the universal monster rules states claws are primary.

These leads me to the question, are claw attacks primary or secondary for animal companions? Any help or clarification would be greatly appreciated


Ok I am playing as a paladin and will be hitting lvl 5 soon and will choose my divine bond power(weapon or mount). I have decided to go with the animal companion/mount. Here is quick description of the divine bond power concerning the animal companion.

The second type of bond allows a paladin to gain the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade against evil. This mount is usually a heavy horse (for a Medium paladin) or a pony (for a Small paladin), although more exotic mounts, such as a boar, camel, or dog are also suitable. This mount functions as a druid's animal companion, using the paladin's level as her effective druid level

I am a human and considered medium size. My question is does the animal companion I choose have to be mountable(in my case large sized) right away. The animal companion I have in mind when I get it will be medium size until it hits level 7 using my paladin as the effective druid level then it will become large in size to where I can mount it.

I know then a caviler gets a mount at level 1 and the rules for it are:

A cavalier gains the service of a loyal and trusty steed to carry him into battle. This mount functions as a druid's animal companion, using the cavalier's level as his effective druid level. The creature must be one that he is capable of riding and is suitable as a mount. A Medium cavalier can select a camel or a horse. A Small cavalier can select a pony or wolf, but can also select a boar or a dog if he is at least 4th level. The GM might approve other animals as suitable mounts.

So it has to be mountable right away for a caviler, but the rules for the animal bond for a paladin doesn't specifically say that. So can I chose an animal companion that will eventually become a mount later on after a couple of levels or like the cavalier I have to be able to mount and ride it right away.

To clarify I am trying to get a dragon as a mount. I am using a third party handbook called, Dragon Companion Handbook. It lets you take a dragon as an animal companion and uses a slight variation of the druid companion leveling chart. It has a couple feats you can take along with having a prerequisites: Knowledge (arcana) 4 ranks, animal companion, divine bond (mount), mount, or a nature bond (animal companion) class feature with an effective druid level of 4th: ability to speak draconic. The second feat increases it size to large. I can take the first dragon feat at level 5 and the second at level 7 for my paladin.

It also states that you acquire and advance these dragons as you would an animal companion or mount from the class feature you used as a prerequisite. Also if you multiclass as long as the classes you are using give an effective druid level for an animal companion or mount, they stack.

I have always wanted to be somewhat of a dragon rider and I know there is a third party class for it, but my gm looked at it and said it was too over powered for our campaign. I looked into other alternatives but could not find one that was viable until I found and bought this downloadable guide from Paizo. I showed it to my GM and he said he was fine with it, but I had to stay in the rules of the pathfinder game in order to get it. So hence my above question.


Ok I am playing as a paladin and will be hitting lvl 5 soon and will choose my divine bond power(weapon or mount). I have decided to go with the animal companion/mount. Here is quick description of the divine bond power concerning the animal companion.

The second type of bond allows a paladin to gain the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade against evil. This mount is usually a heavy horse (for a Medium paladin) or a pony (for a Small paladin), although more exotic mounts, such as a boar, camel, or dog are also suitable. This mount functions as a druid's animal companion, using the paladin's level as her effective druid level

I am a human and considered medium size. My question is does the animal companion I choose have to be mountable(in my case large sized) right away. The animal companion I have in mind when I get it will be medium size until it hits level 7 using my paladin as the effective druid level then it will become large in size to where I can mount it.

I know then a caviler gets a mount at level 1 and the rules for it are:

A cavalier gains the service of a loyal and trusty steed to carry him into battle. This mount functions as a druid's animal companion, using the cavalier's level as his effective druid level. The creature must be one that he is capable of riding and is suitable as a mount. A Medium cavalier can select a camel or a horse. A Small cavalier can select a pony or wolf, but can also select a boar or a dog if he is at least 4th level. The GM might approve other animals as suitable mounts.

So it has to be mountable right away for a caviler, but the rules for the animal bond for a paladin doesn't specifically say that. So can I chose an animal companion that will eventually become a mount later on after a couple of levels or like the cavalier I have to be able to mount and ride it right away.


I have only been playing pathfinder for a couple months now and I am starting to get the feel of the rule system it uses.

One of my questions is how putting ranks into skills works. One of my fellow party member players explained it to me that when you put ranks into your class skills you gain a +3 bonus into the skill just once which applies to when you are doing the DC with something concerning the skill.
And you cant have more ranks than that of your total character level in any skill.

And from what I read in the pathfinder rules and other sources this is true.

But he also told me that if you put ranks into non class skills or cross skills that each point counts as 1/2 and it takes a total of 2 skill points to get 1 rank in that non class skill.

I tried looking this up but could only find this rule applying to 3.5e I believe and not pathfinder. I know that pathfinder is an off shot of D&D and they share many similar rules and features but their are also differences.

Could anyone clarify this for me and clear this up.


Ok I am going to go out on a limb here. First the stats for the Holy Avenger in pathfinder.

DESCRIPTION

This +2 cold iron long sword becomes a +5 holy cold iron long sword in the hands of a paladin.

When wielded by a paladin, this sacred weapon provides spell resistance of 5 + the paladin's class level to the wielder and anyone adjacent to her. It also enables the paladin to use greater dispel magic (once per round as a standard action) at the class level of the paladin. Only the area dispel is possible, not the targeted dispel or counter spell versions of greater dispel magic.

CONSTRUCTION REQUIREMENTS

Craft Magic Arms and Armor, holy aura, creator must be good; Cost 60,630 gp

My question is could a paladin make a temporary holy avenger using his weapon bond that he gets from his divine bond.

First lets look at the requirements:

A long sword made out of cold iron which I assume can be purchased from a weapon/smith shop provided you have the funds.

At least an 8th level paladin with the weapon choice from his divine bond.

During battle the paladin calls upon the ability of his divine bond to imbue his cold iron long sword with a +2 enhancement bonus making it a +2 cold iron long sword.

Since this +2 cold iron long sword is in the hands of a paladin it transforms into +5 holy cold iron long sword aka the holy avenger.

Once the effects of his divine weapon bond wear off it naturaly goes back to being a cold iron long sword.

I would like to know what you guys think of this idea.


Hello, I have a question about taking a monstrous cohort as a mount if I choose to have the leadership feat.

The only problem is is that my PC is a paladin build and is naturally lawful good in alignment. I was reading on the paladin classes page of paizo in the associates section and it clearly states, "A paladin may accept only henchmen, followers, or cohorts who are lawful good."

I was reading through the known list of monstrous cohorts you can take though the leadership feat granted you have the leadership score and the appropriate level to take them as a cohort. For example I want to take Sleipnir as a monstrous cohort and use him as a mount to fight with.

The only problem with this is in the Bestiary it lists them as 'N Large magical beast' which means they have a neutral alignment.

Taking this at face value and I would say it is clearly impossible for a paladin to have a sleipnir as a monstrous cohort, but then I did some further reading and thinking about this.

On Paizo's monstrous cohort page it states "With the GM's approval, this cohort can be a similarly aligned monster rather than a humanoid with the appropriate number of class levels." And in sleipnir's bestiary it states "Sleipnirs are generally indifferent to most creatures, meaning they can be found serving as steeds to creatures of all alignments, from good to evil."

I know that paladins can take a mount with the divine bond special at level 5(but I want to use that for my weapon), but it is usually a pony or a heavy horse or approving the DM's approval can be something more exotic like a Pegasus or a griffin. But I was looking at the Bestiary entries for all these creatures and their alignments are different from lawful good. And normally if I were to make a regular npc cohort I would have to make him up from scratch and could have him be anything I wanted except he would have to be in the lawful good alignment.

Given this additional information could not my DM just come up with a scenario where I meet a sleipnir with a lawful good alignmnet and have similar stats and requirements as the regular one found in the Pathfinder bestiary. I am aware that sometimes groups can bend or even home brew certain things when it comes to their own pathfinder games and campaigns. I am just curious about what other people think of this.