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1 hour ago, GM Angel said:

Each character(not player) may take 1 item from the armory which can be either a single non custom magic item of up to 200,000 gp in value or a copy of the Major Artifact The Shadowstaff:

Aura strong conjuration; CL 20th; Slot none; Weight 5 lbs.

This staff of black wood seems to be partially made from actual shadow, its length darkly iridescent and at times transparent.

The Shadowstaff makes the wielder slightly shadowy and incorporeal, granting him a +4 bonus to AC and on Reflex saves (which stacks with any other bonuses). However, in bright light (such as that of the sun, but not a torch) or in absolute darkness, the wielder takes a –2 penalty on all attack rolls, saves, and checks(this never applies if the wielder is a Shade as their natural shadow engulfs the staff when wielded). The Shadowstaff also has the following powers.

Shadow Bolt: Three times per day, the staff can project a ray attack that deals 10d6 points of cold damage to a single target. The shadow bolt has a range of 100 feet.

Shadow Form: Three times per day, the wielder can become a living shadow, with all the movement powers granted by the gaseous form spell.

Summon Nightshade: Once per month, the staff can summon a nightwalker nightshade that serves the wielder as if called by a summon monster IX spell cast at 20th level.

Summon Shadows: Three times per day, the staff may summon 2d4 shadows. Immune to turning, they serve the wielder as if called by a summon monster V spell cast at 20th level.

DESTRUCTION

The Shadowstaff fades away to nothingness if it is exposed to natural sunlight for a continuous 24-hour period.

After we chose should we update our sheet or wait?

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7 hours ago, GM Angel said:

yeah update your sheet the items are permanent.

Ill update mine thanks.

Also I was hoping we could get a custom item for Adam.

But in short a way for him to change side so yes easier for him to interact with group. There would have to be limits so it can be abused in combat etc.

Edited by PsychoSexual
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Coming to a dark alley near you!

 

Artemis Entreri      CR 28
Human assassin 7/fighter 10/rogue 8/Champion 8
NE Medium humanoid (human)
Init +23; Senses darkvision 120 ft.; Perception +32
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Defense
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AC 50, touch 31, flat-footed 34 (+8 armor, +5 deflection, +15 Dex, +1 dodge, +5 natural, +6 shield)
hp 339 (25 HD; 15d8+10d10+200)
Fort +24, Ref +33, Will +17 (+3 vs. fear); +3 vs. poison
Defensive Abilities evasion, freedom of movement (constant), hard to kill, improved uncanny dodge, mythic saving throws, trap sense +2, unstoppable; Immune compulsion, curse
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Offense
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Speed 60 ft.
Melee Charon's Claw +32/+32/+32/+27 (1d8+12/17-20 plus 2d6 vs. good and 1 bleed) or
   Entreri's Jeweled Dagger +41/+41/+41 (1d4+22/17-20 plus 1 bleed)
Special Attacks champion's strike (fleet charge), death attack (DC 20), force of will, mythic power (19/day, surge +1d10), quiet death, sneak attack +8d6, true death (DC 22), weapon trainings (light blades +2, heavy blades +1)
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Statistics
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Str 22, Dex 40, Con 22, Int 16, Wis 18, Cha 12
Base Atk +21; CMB +36; CMD 62
Feats Agile Maneuvers, Blind-fight[M], Combat Reflexes, Critical Focus[M], Defensive Combat Training, Dodge, Double Slice, Great Fortitude, Greater Two-weapon Fighting, Improved Critical (longsword), Improved Two-weapon Fighting, Mobility, Quick Draw, Stand Still, Step Up, Two-weapon Defense[M], Two-weapon Fighting, Two-weapon Rend[M], Weapon Finesse, Weapon Focus (longsword)
Skills Acrobatics +43 (+55 to jump), Appraise +11, Bluff +14, Climb +19, Diplomacy +5, Disable Device +34, Disguise +9, Escape Artist +29, Fly +16, Handle Animal +5, Heal +5, Intimidate +24, Knowledge (local) +13, Perception +32, Ride +19, Sense Motive +27, Sleight of Hand +28 (+35 to hide weapons on body), Stealth +43, Survival +17, Swim +19, Use Magic Device +14
Languages Common, Draconic, Elven, Undercommon
SQ amazing initiative, armor training 2, fleet warrior[MA], hidden weapons, impossible speed[MA], longevity[MA], pierce the darkness[MA], poison use, precision[MA], precision[MA], punishing blow[MA], pure destiny[MA], recuperation, rogue talents (fast stealth, ledge walker, stand up, surprise attacks), spiresteel, trapfinding +4
Gear: Charon's Claw, Entreri's Jeweled Dagger, amulet of natural armor +5, belt of physical perfection +6, bracers of armor +8, cape of free will +5/+6[MA], ring of freedom of movement, ring of protection +5, vest of escape
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Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Armor Training 2 (Ex) Worn armor -2 check penalty, +2 max DEX.
Blind-Fight [Mythic] As a swift action, use 1 power to ignore concealment miss chance for 8 rds.
Combat Reflexes (16 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Critical Focus [Mythic] Auto confirm crits vs. non-mythic foes and roll fortification twice to negate, taking worse.
Darkvision (120 feet) You can see in the dark (black and white only).
Death Attack (1d6+7 rnds, DC 20) (Ex) You can kill or paralyze for 1d6+7 rnds with a prepared sneak attack.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fast Stealth (Ex) Move at full speed while using the Stealth skill at no penalty.
Fleet Charge (Ex) As a swift action, use 1 power to move speed & attack (+8 bonus, bypass all DR).
Fleet Warrior (Ex) You may move up to your full speed before or after making a full attack.
Force of Will (Ex) As an immediate action, use 1 power to reroll any d20, or force non-mythic to reroll.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Hidden Weapons +7 (Ex) You gain +7 to Sleight of Hand checks made to hide weapons on your person.
Immunity to Non-Mythic Compulsion You are immune to non-mythic compulsion.
Immunity to Non-Mythic Curse Effects You are immune to non-mythic curse effects.
Impossible Speed (+80 feet) (Ex) Spend 1 power to increase speed by 10 ft/tier for 1 hour.
Improved Uncanny Dodge (Lv >= 19) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 19+.
Ledge Walker (Ex) No penalty to use Acrobatics to move full speed on narrow surfaces & not flat footed.
Longevity (Su) You don't take penalties to physical ability scores due to aging.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Mythic Saving Throws (Ex) A successful save negates all effects from a non-mythic source.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Punishing Blow (Ex) Creatures hit lose regeneration and fast healing for 1 rnd. Criticals cause loss of DR.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Quiet Death (Ex) If death attack kills a foe during a surprise round, others may not notice you are the cause.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Sneak Attack +8d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Spiresteel (DC 20) On successful crit, the target is staggered for 1 rnd (Will neg).
Stand Still When taking an AoO, you can make a combat maneuver check to end opponent's movement instead of attacking.
Stand Up (Ex) Stand up as a free action instead of a move action (but still provokes AoO).
Step Up When a foe makes a 5 ft step away from you, you can move 5 ft to follow them.
Surge (1d10) (Su) Use 1 power to increase any d20 roll by the listed amount.
Surprise Attacks (Ex) Opponents are always flat-footed against you in the surprise round.
Trap Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
Trapfinding +4 Gain a bonus to find or disable traps, including magical ones.
True Death (DC 22) (Su) Casting Raise Dead on a victim of your death attack requires a successful DC 22 caster level check.
Two-Weapon Rend [Mythic] Use 1 power to add double your tier to rend damage.
Unstoppable (Ex) As a free action, use 1 power to end one listed condition on yourself.
Weapon Training (Blades, Heavy) +1 (Ex) +1 Attack, Damage, CMB, CMD with Heavy Blades
Weapon Training (Blades, Light) +2 (Ex) +2 Attack, Damage, CMB, CMD with Light Blades

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The Ring of Three Wishes:

Aura strong universal; CL 20th; Slot ring; Price 120,000 gp; Weight —

DESCRIPTION

This ring is set with three rubies. Each ruby stores a wish spell, activated by the ring. When a wish is used, that ruby disappears.  When all the wishes are used, the ring becomes a non-magical item.

The Wish Spell:

school universal; Level sorcerer/wizard 9; Bloodline arcane 9 draconic 9

CASTING

Casting Time 1 standard action
Components V, S, M (diamond worth 25,000 gp)

EFFECT

Range see text
Target, Effect, Area see text
Duration see text
Saving Throw none, see text; Spell Resistance yes

DESCRIPTION

Wish is the mightiest spell a wizard or sorcerer can cast. By simply speaking aloud, you can alter reality to better suit you. Even wish, however, has its limits. A wish can produce any one of the following effects.

Duplicate any sorcerer/wizard spell of 8th level or lower, provided the spell does not belong to one of your opposition schools.

Duplicate any non-sorcerer/wizard spell of 7th level or lower, provided the spell does not belong to one of your opposition schools.

Duplicate any sorcerer/wizard spell of 7th level or lower, even if it belongs to one of your opposition schools.

Duplicate any non-sorcerer/wizard spell of 6th level or lower, even if it belongs to one of your opposition schools.

Undo the harmful effects of many other spells, such as geas/quest or insanity.

Grant a creature a +1 inherent bonus to an ability score. Two to five wish spells cast in immediate succession can grant a creature a +2 to +5 inherent bonus to an ability score (two wishes for a +2 inherent bonus, three wishes for a +3 inherent bonus, and so on). Inherent bonuses are instantaneous, so they cannot be dispelled. Note: An inherent bonus may not exceed +5 for a single ability score, and inherent bonuses to a particular ability score do not stack, so only the best one applies.

Remove injuries and afflictions. A single wish can aid one creature per caster level, and all subjects are cured of the same kind of affliction. For example, you could heal all the damage you and your companions have taken, or remove all poison effects from everyone in the party, but not do both with the same wish.

Revive the dead. A wish can bring a dead creature back to life by duplicating a resurrection spell. A wish can revive a dead creature whose body has been destroyed, but the task takes two wishes: one to recreate the body and another to infuse the body with life again. A wish cannot prevent a character who was brought back to life from gaining a permanent negative level.

Transport travelers. A wish can lift one creature per caster level from anywhere on any plane and place those creatures anywhere else on any plane regardless of local conditions. An unwilling target gets a Will save to negate the effect, and spell resistance (if any) applies.

Undo misfortune. A wish can undo a single recent event. The wish forces a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a wish could undo an opponent’s successful save, a foe’s successful critical hit (either the attack roll or the critical roll), a friend’s failed save, and so on. The re-roll, however, may be as bad as or worse than the original roll. An unwilling target gets a Will save to negate the effect, and Spell Resistance (if any) applies.

You may try to use a wish to produce greater effects than these, but doing so is dangerous. (The wish may pervert your intent into a literal but undesirable fulfillment or only a partial fulfillment, at the GM’s discretion.)

Duplicated spells allow saves and Spell Resistance as normal (but save DCs are for 9th-level spells).

When a wish duplicates a spell with a material component that costs more than 10,000 gp, you must provide that component (in addition to the 25,000 gp diamond component for this spell).

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4 minutes ago, JennyDK said:

I never said power was not interesting, but I have no idea where to start looking or what might be good.

It is like tossing someone into the ocean and expecting them to swim ashore 😕

What do the last thing do?

Apologies, I've realized I've been far too used to playing with veterans of this game system, which is complicated at low levels and very, very complicated at high. Prolly should have started a low level game first and done this story second. My regular gaming group has just played a million low level games so I'm used to running high level ones for them.

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Hexes are based on Int modifiers so this is an easy boost:

Headband of Mental Superiority

Aura strong transmutation; CL 16th; Slot headband; Price 16,000 gp (+2), 64,000 gp (+4), 144,000 gp (+6); Weight 1 lb.

DESCRIPTION

This ornate headband is decorated with numerous clusters of small gemstones.

The headband grants the wearer an enhancement bonus to all mental ability scores (Intelligence, Wisdom, and Charisma) of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the headband is worn. The headband also grants skill ranks as a headband of vast intelligence.

 

The +6 version would fit you nicely.

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