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Mathmuse wrote:

Leaving your feat partially undefined with "(from 1 to 3, depending on GM's choice)" would lead to discomfort for both player and GM. Pick a number. Failed Student has a tougher prerequisite than Arcane Talent, so it should be stronger than Arcane Talent. On the other hand, it would be strange for it to grant more cantrips than Extra Cantrips or Orisons, so you should limit it to two cantrips at most.

Another big question is if a class, such as Alchemist, Bloodrager, Paladin, or Ranger does not have any 0-level spells in their spell list, then from which list is the 0-level spells selected? I created a Bloodrager archetype that gave it cantrips, and since bloodrager is a barbarian/sorcerer hybrid, I used the sorcerer/wizard list. Yet the Bloodrager playtest had been with magus spells, so perhaps the magus list would have been more appropriate.

If the class is an archetype that loses cantrips from a class that ordinary has cantrips, do the cantrips come from the original list?

Adjusted:

Failed Student
You were inducted into a Magical Academy, Tradition, or Apprenticeship at a young age, but turned out to have little talent for the rote lessons and memorization. You did manage to remember a few of the simpler tricks though.
Prerequisite:
Caster Level of 1+, Does not normally have access to level-0 spells
Benefit:
When you select this feat, choose Arcane or Divine.
For Arcane, spells are drawn from Wizard/Sorcerer Spell lists.
For Divine, Spells are drawn from Cleric/Druid Spell lists
Select 2 Cantrips or Orisons (level-0 spells), you may cast these spells using your Caster Class's mechanics. (For Instance, a Warlock would cast them as Invocations, using his Charisma score as his casting ability score.) This Feat can only be taken once.


I'm attempting to homebrew a feat to grant usable Cantrips for a character concept that it makes sense to have them, but doesn't.

For Context: I'm building a Variant, Demon-free Warlock that is a representation of an internal well of Arcane energy. Part of his backstory is that he was taken in as an apprentice by an Elven Wizard, but couldn't handle the more esoteric complexities of the craft, since everything for him is instinctual and just calling up effects from the aether. He uses this, with a few exceptions, to shoot magic lasers.

This is what I came up with:
Failed Student

You were inducted into a Magical Academy, Tradition, or Apprenticeship at a young age, but turned out to have little talent for the rote lessons and memorization. You did manage to remember a few of the simpler tricks though.

Prerequisite:

Caster Level of 1+, Does not normally have access to level-0 spells

Benefit:

Select (from 1 to 3, depending on GM's choice) Cantrips or Orisons (level-0 spells), you may cast these spells using your Caster Class's mechanics. (For Instance, a Warlock would cast them as Invocations, using his Charisma score as his casting ability score.) This Feat can only be taken once.

Is this too much?


KenderKin wrote:
zero_traveler wrote:
stuff

The Class I'm using, a Homebrew Warlock:

link

The character sheet in question:
link

Thanks. I'm used to my usual board automatically converting Urls.


The Build right now is a Party-face Warlock that specializes in infuriating and demoralizing opponents. He started picking up languages so he could be relatively sure he could insult anyone and be understood.

One of my Feats, "Mortalbane" is not GM-friendly, and I've decided to change it instead of pushing the issue. The GM's already been really hands off and positive about character building, so I don't want to push on something they actively said they didn't like.

That being said, I'm having a hard time finding appropriate feats that aren't just more combat optimizers. Are there any suggestions on good Role-playing Feat abilities that might fit into this general concept?

The Class I'm using, a Homebrew Warlock:
http://paizo.com/threads/rzs2tq0k?Crystalline-Warlock-Homebrew-Alternate-to

The character sheet in question:
http://www.myth-weavers.com/sheet.html#id=835582


So, I made this homebrew up for a 3.5 campaign, because I wanted to try being a blasty CHA-style smartass, and I tried to keep it down to decent levels. The main thrust of it was basically melding Warlock and Dragonfire Adept to fix the worst crunch parts of Warlock while retaining most of the general concept.

It was originally 3.5 set, but I put it through the conversion process recently for a Pathfinder game that is hopefully starting soon.

Would appreciate concerns, questions, thoughts, tweaks, and friendly criticism.

Crystalline Warlock (Warlock Variant)

Hit Die: d8 (as Dragonfire Adept)

Skill points: 4 + Int (as Dragonfire Adept)

Class Skills: Acrobatics, Appraise, Bluff, Climb, Craft, Diplomacy, Intimidate, Knowledge (all skills, taken individually), Linguistics, Perception, Sense Motive, Spellcraft, Use Magic Device.
(As Dragonfire Adept, Perception skills combined into one)

Class Table.

Abilities:
Eldritch Blast: (As Warlock) At Will, make a Ranged touch attack. On a successful attack roll, deal your Eldritch Blast Damage, which begins at 1d6, and gains an additional die of damage every odd level. You may attach one (1) Eldritch Essence Invocation and one (1) Blast Shape Invocation. These modify your Eldritch Blast with additional qualities.

Invocation: (As Warlock) with Exceptions: The Warlock may choose any of the Extant "Spell-Like Abilities" that are classed as "Invocations". This includes Invocations from the Eldritch Theurge, the Dragonfire Adept, the Eldritch Disciple's "Gift of the Divine Patron", and any other class that grants warlock-style "Invocations" (These are all subject to GM Fiat/Veto)

Detect Magic (As Warlock) Detect Magic as the spell, as an At Will ability.

Arcane Crystallization: (Reskinned "Scales" ability from Dragonfire Adept) At 2nd level, and every four levels after, the Magical energies permeating the Warlock's body begin to crystallize on the surface of his skin, hardening into clear, colorful crystals that resemble stained glass. This grants a Natural Armor bonus of +1 at 2nd level, up to +5 at 18th level

Damage Reduction: (As Warlock) At 3rd Level, and every fourth level after, The Warlock gains Damage Reduction. This is a DR 1/Cold Iron at 3rd level , to DR 5/Cold Iron at 19th level

Deceive Item: (As Warlock) At 4th level, the Warlock's connection to Arcane energies allows him to use Magic Items with ease, even in stressful situations. The Warlock may always Take 10 on a Use Magic Device check.

Arcane Resistance: (Replaces Energy resistance) At 8th, 13th, and 18th level, The Warlock begins to shrug off pure arcane energies that target him. He gains Energy resistance 1/2/3 against any untyped or Force Damage from an Arcane source.

Imbue Item: (As Warlock) A warlock of 12th level or higher can use his supernatural power to create magic items, even if he does not know the spells required to make an item (although he must know the appropriate item creation feat). He can substitute a Use Magic Device check (DC 15 + spell level for arcane spells or 25 + spell level for divine spells) in place of a required spell he doesn't know or can't cast. If the check succeeds, the warlock can create the item as if he had cast the required spell. If it fails, he cannot complete the item. He does not expend the XP or gp costs for making the item; his progress is simply arrested. He cannot retry this Use Magic Device check for that spell until he gains a new level.

Arcane Ascension: At 20th level, the Warlock's magical energies burst from his body, burning away the last vestiges of his physical form, and leaving his body with the crystalline skin that has been growing since Crystallization began. He no longer Ages, and gains the Outsider type. He may choose to resume the appearance of his former body, with the crystals gone, but he will have a permanent, crystalline, stained glass sheen to his skin. If slain, he appears on a relevant plane aligned to his own alignment, banished from the plane he was slain on, and can return in a burst of arcane energies after a Year and a Day. If he has friends or followers that are willing to perform a 24 hour ritual to revive him, he can return immediately once the Ritual is complete.

The Crystalline Warlock is a being that was born due to an upwelling of magical power. Perhaps he was born near the site of a great magework or ritual, or perhaps he was exposed to a large number of magical creatures as a child.

No matter what the specifics of their creation, the Crystalline Warlock is a creature whose entire being is suffused with magic. Through learning to command these wild, powerful flows of magic in their body, they discover a great control over magic, being able to command magical effects directly from the aether. The first and easiest method all learn is to gather arcane energies from their body and launch it as a blast of raw power, known as an Eldritch Blast. From this base, they learn to command effects directly, by invoking the very magic in the air around them. These "Invocations" stem from the limitless well of arcane energy the warlock represents, and can emulate a variety of effects.

There is no way to predict which person has the potential to become a Warlock, therefore they come from a wide variety of peoples and races. Theoretically, any of the more magically inclined races would be more likely to be born as the nexus of energies that a Warlock represents, but any race could give rise to these individuals. The "Holy Child" of a temple, the magical Savant of a rural village, or the 'God' of a mountain could all be normal mortals who discovered (or were discovered to have) their own arcane wellspring bubbling to the surface.

As they begin to unlock their power, regular use of their abilities causes their wellspring to strengthen, more and more of the arcane energies filling their bodies. As it becomes too much to hold, the energies begin to seep from their skin and crystallize, leaving them covered in small crystals that resemble stained glass. The more their abilities grow, the more their skin hardens and crystallizes. Eventually, the crystals have grown in such number as they become almost like armor, or a second skin, and the arcane energies trapped within the crystals grant their own benefits over time.

Visual examples:

Example 1: Kite (.Hack)
Note the energy around the hand, gathering for an Arcane blast. (Yes, I know it's his Twilight Bracelet. It's just a visual)

Example 2: Miriam (Bloodstained: Ritual of the Night) The original inspiration for the "Crystallization process"


I've recently been trying out a new Character concept for me.

A Blacksmith Fighter that specializes in Sundering, Perception, and Linguistics (for Runes)

His dream is to one day make a Legendary Weapon.

Getting onto my point, What I've thought of is to ask my GMs if, after spending an amount of time examining an opponent's weapon/armor, (anywhere from the quick and easy fighting them a certain amount of time to the hard and dirty, Burn a round doing nothing but studying the weapon/armor) He makes a Craft: Weapon/Armor roll, and if he does well he goes "Oh hey, I know exactly how to break that." and gets a skill appropriate bonus to his next Sunder roll.

What things do you use skills for that aren't necessarily in the book as such?


williamoak wrote:
zero_traveler wrote:


Have a "Party Level" that goes up the more adventures you spend together. So that it actually seems like the party is becoming a closer knit group.

Ilike your thinking. I think it fits well with the nothion that levels should only be gained at important plot points.

Haha, the point of the Party level being to Grant said teamwork feats to the whole party.

Claus here has been adventuring with Smythe for YEARS now, and just knows instinctively to pull his buddy out of the way of that incoming arrow.

Likewise, Smythe seems to know just when to duck so as not to be cut in two by Claus' Whirlwind attack.


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The Elusive Trout wrote:
I think every party should get teamwork feats so that they have an incentive to keep their fellows alive.

I personally think Teamwork feats should be on a system where they are given to the party as a whole, rather than making people burn Feat slots for something that they have no guarantee other characters in the party will have, thus making them useless.

Have a "Party Level" that goes up the more adventures you spend together. So that it actually seems like the party is becoming a closer knit group.

I love the soulknife for being a Non-caster Psionic. It is the only reason I have psionics books.


On the subject of Archetypes in general, I would say that some of them need a LOT of work.

My example for this is the Archer Archetype for Fighters.

I like archer fighters, so I thought the Archer Archetype was a pretty good choice for me, but when I built it it didn't seem right.

So I went into HeroLab and I built up two 20th lvl fighters, one going straight fighter, the other using the Archer Archetype.

First of all, you lose the Armor Training. You lose multiple weapon trainings (understandable at least, as you are supposed to be focusing on the bow...) you lose the Fear save buffs.

You get "Skill shots" which I can only remember one of them actually being worth it. And that just barely.

Second, there are abilities that you can get as a baseline fighter WAAAAAAY earlier than you get them from the Archetype. The "Safe Shot" Feat tree can be started as low as lvl 9-10 (not sure on this, but it's EARLY) but the Archetype doesn't give you an equivalent ability until you get to LVL 20.

Even comparing them side by side on just straight attack bonus, you get more out of a Straight fighter than using the archetype.

So far, out of all the classes, I've only found one archetype that was actually worth it, and that's the fighter's "Two-Handed Fighter" Archetype. It does great things for you if you want to swing around a "Great" weapon. and makes you very Smashy Smashy.


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Jiggy wrote:
Bobson wrote:
What difficulty would you assign to a reduce personed halfling (Tiny) picking up a Titan's hammer (colossal-sized 2H weapon) and smashing something with it?
DC 50 strength check to pick it up, and failure results in hurting yourself, to the tune of 1d4 STR and DEX damage plus another 1d4 for every 5 by which you fail. ;)

But imagine if he manages the roll!

"Hey, John. Tell me if I'm going crazy."

"What are you on about, now?"

"I just saw a halfling run by carrying a Titan's hammer, chasing an orc. Little blighter was laughing."

<both men think for a moment, then pour out their respective ale mugs.>

"I think I'ma lay off the ale for a while."

"Good idea."

-=-=-=-=-=-=-

On another note: I find it amazing how almost everyone is completely focused on finding ways to make this NOT work, and how few people are trying to help. D&D IS still for HAVING FUN, right?


Having Played a soulknife Elocater, I can tell you it's GREAT FUN.

Although, using a two handed mindblade, and the elocater's base powers, it took me a while to realize I had created Kagato from Tenchi Muyo.

It was VERY effective.


As someone mentioned above, the opponents he used it against, it was a fight ender.

So, maybe have the ultimate capper for the talent tree allow you to outright drop an enemy that you had been fighting.


well, deflecting it back towards them would of course be another feat, or maybe a crit only thing, (Beat the roll by 20+, etc)

What I meant by choosing the direction would be like, to either side or diagonal in the same general direction.

678
5X1
432

using the example above, your character is attacked from the right, deflects, succeeds on the roll, and gets to choose the deflect direction.

Now with just what I'm talking about, he could choose 3, 4, 6, or 7 as his direction, 8 and 2 are really more there for random deflection, and obviously 1 would be another feat, or a critical success.


What if instead of a Flat "Every Spell effect can be sundered" have something more along the lines of being able to bat obvious attack spells out of the air. You can't do anything about static or self effects, but effects that produce a projectile or other kind of obvious attack are fair game.

Like Frost Bolt, As the Bolt comes flying in, they get a deflect roll to knock it aside.

Now something with an area effect, theres not much you can do about that.

For an example, let's use Fireball. It takes line of effect, shoots a bead sized ball of fire to a target point, and then explodes. At the explodes part, there's not much you can do, but...

If you are in the line of effect to the fireballs target, you could try and knock it off course as it goes by. With a successful roll, you get to choose the direction it deflects in, but if you just barely make the roll, it deflects randomly. If you fail, the deflect Fails and it continues on past you, in other words you missed. On a 1, or otherwise Crit fail, you hit, but instead of deflecting, the fireball detonates instantly, using you as the new target point.

If the deflect works, you take the distance to the original target point from the deflecter, and have the Fireball detonate that distance past him, in the direction he chose to deflect it in. In the case of a random deflection, take a d8, have 1 be the direction it came from and go clockwise up to 8, then roll the d8. the attack flies in that direction.


Just putting it out there, if anyone remembers Onimusha.

How much adaptation do you think it would take to do Onimusha in Pathfinder?

Given the Oni, The Gauntlet, Onimushas themselves, Nobunaga, the different demon types (zombies at least? some actual Pathfinder demons in there...) And can't forget the magic swords...


They had an added on base class (might have been a PrC) that did this.

Truenamer

A caster that instead of using a spell book or divine power, had a pool of Truenames, An entire language that equated to the cosmic words of power that make up the universe, that they could draw from and combine to create different spell effects.

IF I remember correctly, they had to know the right words and phrasing for a given spell effect, and had to make a DC just to speak the language, since it's something even dragons in D&D have trouble speaking.


Perhaps a Monk that specializes in heavier monk weapons, Such as a ball and chain, or those large metal-shod clubs you see sometimes. I forget the names.

Quote:
Detective Dee and the Mystery of the Phantom Flame had some killer puppeteers like that in that shadow city. Neat idea, maybe combine it with that blue magic/chakra alternative magic system with the essences and stuff.

Magic of Incarnum


What about a Swordsman who learns to pull inherent Magical abilities out of a given weapon.

Unlike a SpellSword, where it's the characters magic and the weapon is a channel, he can take any blade, even a few mundane ones and pull out a magical effect from it.

For instance, your common everyday longsword, he might be able to pull off a keen spell effect, but with something like a +2 Flaming burst Greatsword, he could pull out a spell effect that's similar in most ways to a Fireball spell.

I just like the idea of a weaponmaster-type Fighter, loaded down with weapons of all shapes and sizes.


The website URL is wrong, it's untoldTHEgame, not UntoldTEHgame

I only bring it up because I tried to go to the site with it and it was a webpage not found.


DragonBlood472 wrote:

If anybody comes across this thread soon, I have a few Tibbit questions of my own that I would like some assistance with.

How would a Tibbit spellcaster treat a cat familiar? Partner in crime? Romantic interest? Sidekick? Would it see the situation as a master/slave scenario and avoid it? A kinship or brotherhood? Doting parental figure watching the intelligence of a fellow feline slowly advancing with their own power? I'm just completely in the gray on how a tibbit would treat or act with having a feline familiar, if it would even come up. I would just like some feedback. Thanks >O.O<

You could base it on breed I suppose...

You would have to come up with golarion equivalents, maybe. but base them off real world cat breeds. Some cat breeds are known to be naturally more aggressive and vicious than others.


I'm not sure what to say, other than I like it.

Basing it on the target level, that's a new Idea to me.

Then again, maybe you handle this is the spells themselves and how you get them, but how do you differentiate between a Healer who is good at healing and one who is not?


I have played a Tibbit Soulknife/Soulbow before in 3.5 and it was one of my favorite characters.

The alternate form thing was really just a way for him to ride around on the wizard's shoulder and freak enemies out with how the wizard 'had' two Familiars and one of them could 'Magic Missile' at will. IE: A housecat, however fierce, does not a great combatant make. (references to housecats being able to kill level 1 commoners aside...) My Tibbit in serious encounters was either pelting them from range, (which the housecat form was great for BTW,) or He was going humanoid and stabbing things. In cat form, he was a Housecat. Granted, he was shoulder ornamentation for a mage, and could talk, but still was just a housecat.

As for bringing it in line with Pathfinder, I would say similar to humans and halfbreeds, you get the choice of where to put it, but only allow the +2 in DEX, WIS, INT, or CHA, to go in line with the Tibbits being a naturally smaller race with less power and endurance than the larger and sturdier races.

Full Name

Nym Omriwin

Race

Drow

Classes/Levels

Sorcerer 7/ Fighter 1/ Eldritch Knight 8 AC25(29)/T16/F20(24), SR 22, Acid Res 20, Perc +12, Saves F+11/R+12/W+10(18 vs mind effect), HP 116

Gender

Male

Size

6ft 3in 120 lb

Age

125

Special Abilities

See SA and SU below

Alignment

Nuetral

Languages

Elven, Under Common, Over common

Occupation

Adventurer, Explorer, and Wanderer, Former house Mylyl soldier

Strength 10
Dexterity 20
Constitution 12
Intelligence 10
Wisdom 10
Charisma 26

About Nym Omriwin

Male Drow Earth Elemental-Blooded Sorcerer 7, Fighter 1, Eldritch Knight 8
N Medium Humanoid (Elf)
Ac 27; SR 22; Acid Res 20; Init +4; Speed 30 ft; Perception + 12
Fort +11, Ref +12, Will +10 (+18 vs Mind Effect +2 vs Enchantment)
BAB +12
HP 116

STR | 10 | +0
DEX | 20 | +5
CON | 12 | +1
INT | 10 | +0
WIS | 10 | +0
CHA | 26 | +8

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

Defense:

AC 25 (29 w Sheild) (AB +6 | Dex +5 | Defl +3 | Nat +1 | Base +10 | Shield Spell +4)
Touch 17
Flat-footed 20 (24 w Sheild)
CMD 29
Saves Fort +11, Ref +12, Will +10 (+18 vs Mind Effect +2 vs Enchantment)
Spell Resistance 22
Specials: +2 saves vs enchantments, +8 vs Mind Effect, immune to sleep, and Resistance to Acid 20 (10)

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

Offense:

BAB
Melee +18
Ranged Touch +18
CMB +12
CMD +30
--------------------

+1 Cold Iron Holy Rapier | +19/+14/+9 | 1d6 +1 | 15-20 x 2
good-aligned; 2d6 vs evil alignment

+1 MWK Hand Crossbow | +18 | 1d4 | 19-20 x 2
25 bolts w Drow Pioson

Mwk Dagger | +18/+13/+8 | 1d4 | 19-20 x 2

Ray Attacks +18

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

Skills:

Acrobatics +5

Bluff +8

Diplomacy +8

Disguise +8

Escape Artist +5

Intimidate +8

Knowledge (arcana) +13

Knowledge (dungeoneering) +5 +6 underground

Knowledge (planes) +5

Linguistics +4

Perception +12

Perform +5

Ride +5

spellCraft +11

Stealth +5

Survival +0 +1 underground

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

Special Abilities:

DARKVISION 120 FT: Drow can see in the dark up to 120 ft.
LIGHT BLINDNESS: Abrupt exposure to bright light blinds
drow for 1 round; on subsequent rounds, they are dazzled
as long as they remain in the affected area.
DROW MAGIC: Drow can use the following spell-like abilities once per day: dancing lights, darkness, faerie fire. Caster level equals the drow's class levels.
POISON USE: Drow are skilled in the use of poison and never risk accidentally poisoning themselves.
SPELL RESISTANCE: Drow have spell resistance equal to 22.
WEAPON FAMILIARITY: Drow are proficient with the hand crossbow, rapier and short-sword.
ELVEN BLOOD: Drow count as elves for any effect related to race.
ELVEN IMMUNITIES: Elves are immune to magic sleep effects and get a +2
racial saving throw bonus against enchantment spells or effects.
KEEN SENSES: Elves receive a +2 racial bonus on Perception skill checks

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

Class Abilities:

FAVORED CLASS (Sorcerer): You've gain the following bonuses: +7 additional Sorcerer spell known.

Sorcerer
BLOODLINE: You get your powers from your Elemental (Earth [Acid]) bloodline.It allows you to add the following spells to your known list:at this level - burning hands* (3rd), scorching ray* (5th), protection from energy (7th), elemental body I (9th), elemental body II (11th). (PFCR 71).
*These spells always deal a type of damage determined by your element. In addition, the subtype of these spells changes to match the energy type of your element.
BLOODLINE ARCANA: Whenever you cast a spell that deals energy damage, you can change the type of damage to match the type of your bloodline. This also changes the spell's type to match the type of your bloodline. (PFCR 74-75)
BLOODLINE POWERS:You get the following powers from your Elemental bloodlineat this level:
- Elemental Ray: Elemental ray deals 1d6+5 Acid damage as a ranged touch attack within 30 ft Standard action. 9 times/day. (PFCR 76).
- Elemental Resistance: Energy Resistance 10 vs. Acid. (PFCR 76).
- Elemental Resistance: Energy Resistance 20 vs. Acid. (PFCR 76).Granted by Robe of Arcane Heritage
- Elemental Blast: This 20 ft-radius burst does 11d6 Acid damage. Reflex save DC 21 for half. Failure also causes vulnerability to Acid for 1 round. Range 60 ft.Usable 1 times/day. (PFCR 76). Granted by Robe of Arcane Heritage
BLOODLINE Feats: Empower Spell
SORCERER CANTRIPS: The sorcerer can cast known 0-level spells at will. (PFCR 71).

SORCERER SPELLS: The sorcerer chooses spells from the sorcerer/wizard list according to the progression in [PFCR 72]. A sorcerer learns additional spells, derived from her bloodline: Burning Hands, Scorching Ray. (PFCR 70-71).
SORCERER WEAPONS AND ARMOR: All simple weapons. Armor and shields may interfere with casting, requiring a Arcane Spell Failure roll (PFCR 83). (PFCR 70).
ESCHEW MATERIALS: The sorcerer gains Eschew Materials as a bonus feat. (PFCR 71).

Edritch Knight
DIVERSE TRAINING: An eldritch knight adds his level to any levels of fighter he might have for the purpose of meeting the prerequisites for feats. He also adds his level to any levels in an arcane spellcasting class for the purpose of meeting the prerequisites for feats. (PFCR 384).
ELDRITCH KNIGHT COMBAT FEAT: The Eldritch Knight gains a bonus combat feat at 1st, 5th and 9th levels. (PFCR 384).
SPELL PROGRESSION: Add [+7 Sorcerer] levels to determine spell progression and caster level. (PFCR).

Fighter
FIGHTER BONUS FEATS: At 1st level, and at every even level, a you gain a bonus feat from the Combat Feats list. (PFCR 55).
FIGHTER WEAPONS AND ARMOR: A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields). (PFCR 55).

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

Spells:

Caster LVL 14
Concentration: [Dice=Concentration] 1d20 + 14 +8[/dice]
Vs SR [dice=sr] 1d20 + 14 +4 [/dice] +2 for Piercing Spell

Save DC: 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 |
-------------------------------------------------
Level : 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 |
-------------------------------------------------
Per Day: - | 8 | 8 | 8 | 8 | 7 | 6 | 4 |
-------------------------------------------------
Used : - | 2 | 0 | 0 | 0 | 0 | 0 | 1 |

----- 0-Level Spells -----
Acid Splash con (creat) [acid] V, S 1 std act close instant none no Fire an orb of acid (requires Ranged Touch attack) that deals 1d3 acid damage. PFCR 239

Arcane Mark uni V, S 1 std act touch perm none no Inscribes a personal rune (visible or invisible). PFCR 244

Detect Magic div V, S 1 std act 60 ft concn (max 14 min none no Detects spells and magic items within 60 ft. PFCR 267

Detect Poison div V, S 1 std act close instant none no Detects poison in one creature or object. PFCR 268

Disrupt Undead nec V, S 1 std act close instant none yes Deals 1d6 damage to one undead. PFCR 273

Ghost Sound ill (fig) V, S, M 1 std act close 14 rnds Will
disbelief no Figment sounds. PFCR 289

Haunted Fey Aspect ill (glam) S 1 std act personal 14 rnds (D) none You surround yourself with disturbing illusions. PFUC 230

Mage Hand tra V, S 1 std act close concn none no 5-pound telekinesis. PFCR 306

Message tra [lang_dep] V, S, F 1 std act medium 140 mins none no Whispered conversation at distance. PFCR 313

Penumbra evo [dark] V, S, M 1 std act touch 140 mins (D) Will neg (h) yes Target suffers no penalties or blindness from bright light, such as light sensitivity or light blindness. UM

Ray of Frost evo [cold] V, S 1 std act close instant none yes Ray deals 1d3 cold damage. PFCR 330

Read Magic div V, S, F 1 std act personal 140 mins none Read scrolls and spellbooks. PFCR 330

Spark* evo [fire] V or S 1 std act close instant Fort neg (object) yes (object) Ignites flammable objects PFAPG 246

----- 1st-Level Spells -----

Burning Hands evo [acid] V, S 1 std act 15 ft instant Ref half yes 5d4 fire damage. PFCR 251 [dice=burning hands] 5d4[/dice]

Chill Touch nec V, S 1 std act touch instant Fort partial or Will negates yes touch deal 1d6 damage and possibly 1 Str damage. PFCR 255

Ear-Piercing Scream evo [sonic] V, S 1 std act close; see text Fort partial (see text) yes Deal sonic damage 5d6 and daze target. PFUM 218

Magic Missile evo [force] V, S 1 std act medium instant none yes Missile of magical energy, dealing 1d4+1 points of force damage. (5 missiles) PFCR 309

Ray of Enfeeblement nec V, S 1 std act close Fort half yes Ray deals 1d6+5 Str damage. PFCR 329

Shield abj [force] V, S 1 std act personal 14 mins none Invisible disc gives +4 to AC, blocks magic missiles. PFCR 342

Shocking Grasp evo [electricity] V, S 1 std act touch instant none yes Touch delivers 5d6 electricity damage. +3 on attack rolls if the opponent is wearing metal armor PFCR 343

Touch of Gracelessness tra V, S 1 std act touch Fort partial yes Subject looses 1d6+5 Dex and is prone to falling down. PFAPG 249

----- 2nd-Level Spells -----

Blur ill (glam) V 1 std act touch 14 mins Will neg (h) yes (h) Attacks miss subject 20% of the time. PFCR 251

Flaming Sphere evo [fire] V, S, M/DF 1 std act medium 14 rnds Ref neg yes Creates rolling ball of fire, 3d6 damage, lasts 11 rounds. PFCR 283

Scorching Ray evo [acid] V, S 1 std act close instant none yes Ranged touch attack deals 4d6 fire damage. (3 Rays). PFCR 337

Spectral Hand nec V, S 1 std act medium 14 mins none no Creates disembodied glowing hand to deliver touch attacks. PFCR 346

Spider Climb tra V, S, M 1 std act touch 140 mins Will neg (h) yes (h) Grants ability to walk on walls and ceilings. PFCR 347

Stone Call con (creat) [earth] V, S, DF 1 std act medium 14 rnds none no 2d6 damage to all creatures in area. PFAPG 247

Touch of Idiocy enc (comp) [mind_aff] V, S 1 std act touch 140 mins none yes Subject takes 1d6 points of Int, Wis, and Cha damage. PFCR 360

Web con (creat) V, S, M 1 std act medium 140 mins Ref neg; see text no Fills 20-ft.-radius spread with sticky spider webs. PFCR 368

----- 3rd-Level Spells -----

Blink tra V, S 1 std act personal 14 rnds none You randomly vanish and reappear for 14 rounds. PFCR 250

Fireball evo [fire] V, S, M 1 std act long instant Ref half yes 10d6 damage, 20 ft radius. PFCR 283 [dice=Fire Ball] 10d6[/dice] dc19 Ref for half

Hydraulic Torrent evo [water] V, S 1 std act 60 ft instant none yes Creates torrent of water the bull rushes any creature in its path PFAPG 229

Lightning Bolt evo [electricity] V, S, M 1 std act 120 ft instant Ref half yes Electricity deals 10d6 damage. PFCR 304 [dice=Lightning bolt] 10d6[/dice] dc18 Ref for half

Protection from Energy abj V, S, DF 1 std act touch 140 mins or used Fort neg (h) yes (h) Absorb 120 points of damage from one kind of energy. PFCR 327

----- 4th-Level Spells -----

Black Tentacles con (creat) V, S, M 1 std act medium 14 rnds none no Tentacles grapple all within 20 ft radius spread and may cause 1d6+4 bludgeoning damage. PFCR 248

Elemental Body I tran (polymorph) V,S,M personal 14 mins When you cast this spell, you can assume the form of a Small Earth elemental: If the form you take is that of a Small earth elemental, you gain a +2 size bonus to your Strength and a +4 natural armor bonus. You also gain darkvision 60 feet and the ability to earth glide. PFRC 276

Enervation nec V, S 1 std act Close none yes You point your finger and fire a black ray of negative energy that suppresses the life force of any living creature it strikes. You must make a ranged touch attack to hit. If you hit, the subject gains 1d4 temporary negative levels (see Special Abilities). Negative levels stack.

Assuming the subject survives, it regains lost levels after a number of hours equal to your caster level (maximum 15 hours). Usually, negative levels have a chance of becoming permanent, but the negative levels from enervation don’t last long enough to do so.

Stoneskin abj V, S, M 1 std act touch 140 mins or used Will neg (h) yes (h) Ignore 10 points of damage per attack, up to 140 points. PFCR 350

Vitriolic Mist evo (acid) V, S, M 1 std act personal
This functions as fire shield, except it wreathes you in yellow or green acidic mist instead of hot or cold flames. The spell deals acid damage to attackers and protects you against acid damage. This spell does not shed light.
Any creature striking you with its body or a hand-held weapon deals normal damage, but at the same time the attacker takes 1d6 points of damage + 1 point per caster level (maximum +15).

----- 5th-Level Spells -----

Elemental Body II tran (polymorph) V,S,M personal 14 mins When you cast this spell, you can assume the form of a Earth elemental: As elemental body I except that you gain a +4 size bonus to your Strength and a +5 natural armor bonus. PFRC 276

Fire Snake evo [fire] V, S, M 1 std act 60 ft instant Ref half yes Creates a serpentine path of fire 60 ft long that deals 14d6 fire damage. PFAPG 222

Hungry Pit con (create) V, S, F 1 std act medium 14 rnds Ref neg; Ref half; s no As create pit, but dealing 4d6 damage to thoes in it as it closes PFAPG 228

Vampiric Shadow Shield nec V, S 1 std act personal 14 rnd
This spell wreathes you in shadowy energy and damages those that make melee attacks against you. Any creature that strikes you with its body or a handheld weapon deals normal damage, but at the same time the attacker takes 1d6 points of negative energy damage + 1 point per caster level (maximum +15). If the attacker has spell resistance, it applies to this effect. Creatures wielding melee weapons with reach are not subject to this damage. When an attacker takes damage from the spell, you heal a number of hit points equal to 25% of the damage the spell dealt.

----- 6th-Level Spells -----

Chain Lightning evo (electricity) V, S, F 1 std act long 960ft Ref half yes 14d6
This spell creates an electrical discharge that begins as a single stroke commencing from your fingertips. Unlike lightning bolt, chain lightning strikes one object or creature initially, then arcs to other targets.

The bolt deals 1d6 points of electricity damage per caster level (maximum 20d6) to the primary target. After it strikes, lightning can arc to a number of secondary targets equal to your caster level (maximum 20). The secondary bolts each strike one target and deal as much damage as the primary bolt.

Each target can attempt a Reflex saving throw for half damage. The Reflex DC to halve the damage of the secondary bolts is 2 lower than the DC to halve the damage of the primary bolt. You choose secondary targets as you like, but they must all be within 30 feet of the primary target, and no target can be struck more than once. You can choose to affect fewer secondary targets than the maximum.

Disintegrate tran V,S,M/DF 1 std act medium (240ft) Fortitude partial (object) yes 28d6
A thin, green ray springs from your pointing finger. You must make a successful ranged touch attack to hit. Any creature struck by the ray takes 2d6 points of damage per caster level (to a maximum of 40d6). Any creature reduced to 0 or fewer hit points by this spell is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creature’s equipment is unaffected.

When used against an object, the ray simply disintegrates as much as a 10-foot cube of nonliving matter. Thus, the spell disintegrates only part of any very large object or structure targeted. The ray affects even objects constructed entirely of force, such as forceful hand or a wall of force, but not magical effects such as a globe of invulnerability or an antimagic field.

A creature or object that makes a successful Fortitude save is partially affected, taking only 5d6 points of damage. If this damage reduces the creature or object to 0 or fewer hit points, it is entirely disintegrated.

Only the first creature or object struck can be affected; that is, the ray affects only one target per casting.

----- 7th-Level Spells -----
Limited Wish

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Feats:

-- GENERAL FEATS --
ESCHEW MATERIALS: You can cast any spell that has a material component costing 1gp or less without needing that component. (The casting of the spell still provokes attacks of opportunity as normal.) If the spell requires a material component that costs more than 1 gp, you must have the material component at hand to cast the spell, just as normal. (PFCR 123)
SPELL PENETRATION: You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature's spell resistance. (PFCR 134)
GREATER SPELL PENETRATION: You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature's spell resistance. This bonus stacks with the one from Spell Penetration. (PFCR 125)
Steadfast Personality Add your Charisma modifier instead of your Wisdom bonus on Will saves against mind-affecting effects. If you have a Wisdom penalty, you must apply both your Wisdom penalty and your Charisma modifier.

-- COMBAT FEATS --
ARCANE ARMOR TRAINING: Swift Action. Reduce the arcane spell failure from armor by 10% this round. (PFCR 118)
ARMOR PROFICIENCY (LIGHT / MEDIUM / HEAVY): When you wear a type of armor in which you are proficient, the armor check penalty for that armor applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble checks. (PFCR 118)
SHIELD PROFICIENCY: You can use a shield and take only the standard penalties. (PFCR 133)
TOUGHNESS: +12 hit points. (PFCR 135)
TOWER SHIELD PROFICIENCY: You can use a tower shield and suffer only the standard penalties. (PFCR 135-136)
WEAPON FINESSE: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls. (PFCR 136)
WEAPON FOCUS (Ray, Rapier): You gain a +1 bonus on all attack rolls you make using the selected weapon. You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon. (PFCR 136-137)
Improved (Critical Rapier]: When Using the weapon you selected the threat range is doubled. You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon

-- METAMAGIC FEATS --
ELEMENTAL SPELL: You may replace a spell's normal damage with Cold energy type or split the spell's damage, so that half is of one energy type and half is of its normal type. An Elemental Spell uses up a spell slot one level higher than the spell's actual level. (PFAPG 158-159)
PIERCING SPELL: When you cast a piercing spell against a target with spell resistance, it treats the spell resistance of the target as 5 lower than its actual SR. A piercing spell uses up a spell slot one level higher than the spell's actual level. (PFUM 154)
EMPOWER SPELL: All variable, numeric effects of an empowered spell are increased by one-half. Saving throws and opposed rolls are not affected, nor are spells without random variables. An empowered spell uses up two levels higher than the spell's actual Level. (PFCR122)

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Drow Poison:
injury; save Fort DC 13; frequency 1/minute for 2 minutes; initial effect unconsciousness for 1 minute; secondary effect unconsciousness for 2d4 hours; cure 1 save.

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Equipment:

-- MAGIC ITEMS --
BELT OF INCREDIBLE DEXTERITY +4
ROBES OF ARCANE HERITAGE: These elegant, dark purple and royal blue robes are usually decorated with gold stitching depicting a sorcerer bloodline, though some indicate a family tree. The stitching changes to match the sorcerer bloodline of the wearer. The wearer treats her sorcerer level as 4 higher than normal for the purpose of determining what bloodline powers she can use and their effects. [CL: 9th] [Body (PFAPG)]
GLOVES OF STORING: This device is a single leather glove. On command, one item held in the hand wearing the glove disappears. The item can weigh no more than 20 pounds and must be able to be held in one hand. While stored, the item has negligible weight. With a snap of the fingers wearing the glove, the item reappears. A glove can only store one item at a time. Storing or retrieving the item is a free action. The item is shrunk down so small within the palm of the glove that it cannot be seen. Spell durations are not suppressed, but continue to expire. If the glove's effect is
suppressed or dispelled, the stored item appears instantly. A glove of storing uses up your entire hands slot. You may not use another item (even another glove of storing) that also uses the hands slot. [CL: 6th] [Hands (PFCR)]
RING OF PROTECTION +3
CLOAK OF RESISTANCE +2
HANDY HAVERSACK
Immovable Rod
Everfull Flagon
• headband of alluring charisma +4
• amulet of natural armor +1

+2 Mithral Chain Shirt

+1 Cold Iron Holy Rapier
+1 Hand Cross Bow
MW Dagger

---------------
PP: 23
GP: 811
SP: 57
CP: 26

Smoked Goggles

Handy Haver sack
Wizard's kit
Dulux dungeoneering kit
Immovable Rod
Parchment x 20
orcus unholy symbol (off of cleric)
spell component pouch (off of cleric)

Waterproof Scroll case
Scroll of Knock x 2
Scroll of Mage Armor
Scroll of Hold Portal
Scroll of Detect Secret Doors
Scroll of Feather Fall

Wand Quiver
Wand of Air Bubble x 38
Wand of Magic Missle x 24
Wand of Stone Skin x 41
Wand of Shield (CL6) x 8

Bandolier 1
CLW x 0
CMW x 0
CSW x 2
CCW x 1
Invisibility

Bandolier 2
Drow poison x 5
Oil of Slipperiness

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Traits:

-- TRAITS --
UNDERWORLD EXPLORER (Regional): You are familiar with the byways and checks, and a +1 trait bonus on Knowledge (dungeoneering) and a +1 trait bonus on Survival checks made in a specific area. One of these skills becomes class skill for you. (PFCo: DEP)

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

About Nym:

Nym started out with a simple life as a scribe and apprentice to his grand father (a former mage for House Mylyl). It was from this he started learning the magical ways. But war broke out between House Mylyl and House DeVir.Soon Nym was drafted into the Mylyl army where he quickly adapted to sword play. On the battle field Nym found that the use of magic and sword work very well in conjunction together. The war over Nym returned home to find that his town had been attacked and his family either slained or captured by the evil Cult of Orcus. He has since been doing what he can to disrupt the Cult's affairs and rescue those he can, while looking for any of his family.

Concentration Check:
To cast a spell, you must concentrate. If something interrupts your concentration while you’re casting, you must make a concentration check or lose the spell. When you make a concentration check, you roll d20 and add your caster level and the ability score modifier used to determine bonus spells of the same type. Clerics, druids, and rangers add their Wisdom modifier. Bards, paladins, and sorcerers add their Charisma modifier. Finally, wizards add their Intelligence modifier. The more distracting the interruption and the higher the level of the spell you are trying to cast, the higher the DC (see Table: Concentration Check DCs). If you fail the check, you lose the spell just as if you had cast it to no effect.

Casting Defensively:
If you want to cast a spell without provoking any attacks of opportunity, you must make a concentration check (DC 15 + double the level of the spell you’re casting) to succeed. You lose the spell if you fail.

Touch Spells in combat:
Touch Spells in Combat

Many spells have a range of touch. To use these spells, you cast the spell and then touch the subject, either in the same round or any time later. In the same round that you cast the spell, you may also touch (or attempt to touch) the target. You may take your move before casting the spell, after touching the target, or between casting the spell and touching the target. You can automatically touch one friend or use the spell on yourself, but to touch an opponent, you must succeed on an attack roll.
Touch Attacks

Touching an opponent with a touch spell is considered to be an armed attack and therefore does not provoke attacks of opportunity. However, the act of casting a spell does provoke an attack of opportunity. Touch attacks come in two types: melee touch attacks and ranged touch attacks. You can score critical hits with either type of attack. Your opponent’s AC against a touch attack does not include any armor bonus, shield bonus, or natural armor bonus. His size modifier, Dexterity modifier, and deflection bonus (if any) all apply normally.
Holding the Charge

If you don’t discharge the spell in the round when you cast the spell, you can hold the discharge of the spell (hold the charge) indefinitely. You can continue to make touch attacks round after round. You can touch one friend as a standard action or up to six friends as a full-round action. If you touch anything or anyone while holding a charge, even unintentionally, the spell discharges. If you cast another spell, the touch spell dissipates. Alternatively, you may make a normal unarmed attack (or an attack with a natural weapon) while holding a charge. In this case, you aren’t considered armed and you provoke attacks of opportunity as normal for the attack. (If your unarmed attack or natural weapon attack doesn’t provoke attacks of opportunity, neither does this attack.) If the attack hits, you deal normal damage for your unarmed attack or natural weapon and the spell discharges. If the attack misses, you are still holding the charge.

See Page 184 PFCR

Spell Resistance:
Spell resistance is a special defensive ability. If your spell is being resisted by a creature with spell resistance, you must make a caster level check (1d20 + caster level) at least equal to the creature’s spell resistance for the spell to affect that creature. The defender’s spell resistance is like an Armor Class against magical attacks. Include any adjustments to your caster level to this caster level check. The Spell Resistance entry and the descriptive text of a spell description tell you whether spell resistance protects creatures from the spell. In many cases, spell resistance applies only when a resistant creature is targeted by the spell, not when a resistant creature encounters a spell that is already in place. The terms “object” and “harmless” mean the same thing for spell resistance as they do for saving throws. A creature with spell resistance must voluntarily lower the resistance (a standard action) in order to be affected by such spells without forcing the caster to make a caster level check.

Blink:
School transmutation; Level bard 3, magus 3, sorcerer/wizard 3

CASTING
Casting Time 1 standard action
Components V, S

EFFECT
Range personal
Target you
Duration 1 round/level (D)

DESCRIPTION
You “blink” quickly back and forth between the Material Plane and the Ethereal Plane and look as though you’re winking in and out of reality at random. Blink has several effects, as follows.

Physical attacks against you have a 50% miss chance, and the Blind-Fight feat doesn’t help opponents, since you’re ethereal and not merely invisible. If the attack is capable of striking ethereal creatures, the miss chance is only 20% (for concealment).

If the attacker can see invisible creatures, the miss chance is also only 20%. (For an attacker who can both see and strike ethereal creatures, there is no miss chance.) Likewise, your own attacks have a 20% miss chance, since you sometimes go ethereal just as you are about to strike.

Any individually targeted spell has a 50% chance to fail against you while you’re blinking unless your attacker can target invisible, ethereal creatures. Your own spells have a 20% chance to activate just as you go ethereal, in which case they typically do not affect the Material Plane (but they might affect targets on the Ethereal Plane).

While blinking, you take only half damage from area attacks (but full damage from those that extend onto the Ethereal Plane). Although you are only partially visible, you are not considered invisible and targets retain their Dexterity bonus to AC against your attacks. You do receive a +2 bonus on attack rolls made against enemies that cannot see invisible creatures.

You take only half damage from falling, since you fall only while you are material.

While blinking, you can step through (but not see through) solid objects. For each 5 feet of solid material you walk through, there is a 50% chance that you become material. If this occurs, you are shunted off to the nearest open space and take 1d6 points of damage per 5 feet so traveled.

Since you spend about half your time on the Ethereal Plane, you can see and even attack ethereal creatures. You interact with ethereal creatures roughly the same way you interact with material ones.

An ethereal creature is invisible, incorporeal, and capable of moving in any direction, even up or down. As an incorporeal creature, you can move through solid objects, including living creatures.

An ethereal creature can see and hear the Material Plane, but everything looks gray and insubstantial. Sight and hearing on the Material Plane are limited to 60 feet.

Force effects and abjurations affect you normally. Their effects extend onto the Ethereal Plane from the Material Plane, but not vice versa. An ethereal creature can’t attack material creatures, and spells you cast while ethereal affect only other ethereal things. Certain material creatures or objects have attacks or effects that work on the Ethereal Plane. Treat other ethereal creatures and objects as material.

Commonly needed rolls:

[dice=sr] 1d20 + 14 + 4[/dice]
[dice=Blink miss] 1d100[/dice]
[dice=Casting Defensively] 1d20 + 14 + 5 [/dice]

[dice=perc]1d20+12[/dice]
[dice=Know Planes] 1d20+5[/dice]
[dice=Know Arcana] 1d20+13[/dice]

Notes on Orcus Shrines of Power:

Felicitas as you scour the ancient tome within the library you begin to cobble together a plausible solution and history regarding the Shrines of Power, the dungeon, and the avatar's relationship.

The unholy shrines in the dungeon provide power to the demon prince, Orcus, and his avatar, the “Master.” To cleanse the area of evil, a fearless party must destroy and consecrate each of the three unholy shrines. The unholy shrines are known as: The Upper Temple of Orcus, The Lower Temple of Orcus, and the Chapel of Orcus.

The first unholy shrine is rumored located in the upper quarter of the dungeon Level 4, where you found Meath’d. The second unholy shrine is located on level 9 and is guarded by Gudmund the Disciple. The last of the unholy shrines is located deep below the surface on level 14 but can only be accessed through a secret passage from level 5. Death awaits the foolhardy.

Any hope to of expunging the evil forces within the dungeon destroying the Shrines of Power is necessary as the Master draws power from each of these power centers. Destroy one and weaken him, destroy two and get his attention, and to destroy three will provide a flicker of hope.

Please link this to your profile.

I'm still working on a second part of the story as it relates to the weapons.