Diria que no, en las reglas de favored Prestige class especifica que no es lo mismo subir de nivel de clase que de clase de prestigio, por otro lado, en aligned class dice que obtienes los beneficios de la clase es como por ejemplo en menor medida las clases que te suben el nivel de lanzador de conjuros, pero estas subiendo la clase de prestigio no la clase.
Ok, pues pillo +7 PG como clase preferida (4 de magus y 2 de evangelist) y +1/6 de magus arcana adicional. No creo que llegue a nivel 20 (o 16 siendo un AP) para alcanzar ese Magus Arcana extra.
Me quedaría en 57 PG.
No creo que llegue a nivel 20
Si llegamos a 8 me doy con un canto en los dientes XD
he puesto la ficha del magus en descrip e historia me parece una ficha muy completa, y me interesaria que alguien ( el propio feynn ya que la hizo) me la subiera a 11 para usarla en la de academy of secrets si puede ser que me hiciera ese favor, para usarla en vez de mi magus
¿seria posible feynn? me encanta estrenar ficha pero me da mucha pereza hacerlo yo, pliiiiiiiiiis
respecto al nivel este es el tercer de 6 llibros y el ultimo empieza en level 13 , si veis que os apatece mas otro AP , ahora que cambiamos de capitulo se puede hacer pero si no me decis nada supondre que seguimos
¿Al magus no le falta el Feat Deific Obedience o Fiendish Obedience que es requisito para la clase evangelista? he visto que tiene Celestial, pero no es el mismo feat XD
In addition, characters using the evangelist, exalted, and sentinel prestige classes from Pathfinder Campaign Setting: Inner Sea Gods may also use these boons and obediences to gain power from a patron Eldest (all three classes receive the same boons.)
Hay algo igual para Celestial Obedience pero no lo encuentro ahora. Están pensadas para ser la misma cosa a efectos de esas clases de prestigio.
Name | Class |
Magus(Kensai, Bladebound) 5/Evangelist 6 |
Level | 11 | Experience | 105000 | |
---|---|---|---|---|---|---|---|
Alignment | NG/CG/CN | Race | Elf | Faith | Picoperi | To next level | 40000 |
Sex | Height | Weight | Hair | ||||
Age | Eyes | Skin | Native city |
Score | Mod | Temp | Temp. mod | |
---|---|---|---|---|
STR | 10 | 0 | ||
DEX | 22 | 6 | ||
CON | 12 | 1 | ||
INT | 23 | 6 | ||
WIS | 8 | -1 | ||
CHA | 10 | 0 |
Hit Points | 57 | HD | 7d8+7 | Speed | 30' |
---|
AC | = | Base | Armor | Shield | Dex | Size | Natural | Enhancement | Dodge | Deflection | Other | ||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
28 | = | 10 | 2 | 6 | 1 | 7 | 2 | ||||||
Touch | Flat Footed | AB | Initiative | RD/ | RC | RE | |||||||
25 | 15 | 7/2 | 14 | ||||||||||
Light Load | 33 lb | Medium Load | 66 lb | Heavy Load | 100 lb | ||||||||
Lift over Head | 100 lb | Lift | 200 lb | Push/Drag | 500 lb |
Inmunities | |
---|---|
Languages | Taldane, Elf, Celestial, Draconic, Sylvan, Tien, Aklo |
Total | Base | Score | Resistance | Other | Temp. | Conditionals | |
---|---|---|---|---|---|---|---|
Fort. | 10 | 6 | 1 | 3 | |||
Ref. | 13 | 4 | 6 | 3 | |||
Will. | 8 | 6 | -1 | 3 |
Total | Base | AB | STR | DEX | Size | Magic | Other | Conditionals | ||
---|---|---|---|---|---|---|---|---|---|---|
CMB | 7 | = | 7 | 0 | NO | |||||
CMD | 32 | 10 | 7 | 0 | 6 | 2 | 7(dodge) |
Weapon | Attack | Dmg | Crit | Range | Type | Special | |
---|---|---|---|---|---|---|---|
Black Blade (Elven Thornblade +3) | 17/12 | 1d6+3 | 18-20x2 | - | S or P | +2 to confirm critical hits |
Armor | CA Bonus | Max. Dex. Bonus | ACP | ASFC | Speed | Special | |
---|---|---|---|---|---|---|---|
Haramaki +1 of Spellstoring (Vampiric Touch) | 2 | - | 0 | 0% | 30' |
Skill | Attr. | Total | Base | Ranks | Class | Other | ACP |
---|---|---|---|---|---|---|---|
Acrobatics | DEX | 20 | 6 | 11 | 3 | ||
Appraise | INT | 10 | 6 | 4(sacred) | |||
Bluff | CHA | 4 | 0 | 4(sacred) | |||
Climb | STR | 4 | 0 | 3 | 4(sacred) | ||
Craft() | INT | 10 | 6 | 3 | 4(sacred) | ||
Diplomacy | CHA | 4 | 0 | 3 | 4(sacred) | ||
Disguise | CHA | 4 | 0 | 4(sacred) | |||
Escape Artist | DEX | 20 | 6 | 11* | 3 | ||
Fly | DEX | 20 | 5 | 11* | 3 | ||
Heal | WIS | 3 | -1 | 3 | 4(sacred) | ||
Intimidate | CHA | 14 | 0 | 11 | 3 | ||
Knowledge(Arcana) | INT | 20 | 6 | 11 | 3 | ||
Knowledge(Dungeoonering) | INT | 18 | 6 | 9 | 3 | ||
Knowledge(Planes) | INT | 18 | 6 | 9 | 3 | ||
Knowledge(Religion) | INT | 23 | 6 | 10 | 3 | 4(feat) | |
Perception | WIS | 22 | -1 | 11 | 3 | 4(feat)+5(competence) | |
Perform() | CHA | 4 | 0 | 4(sacred) | |||
Ride | DEX | 10 | 6 | 3 | 4(sacred) | ||
Sense Motive | WIS | 5 | -1 | 2(feat)+4(sacred) | |||
Spellcraft | INT | 20 | 6 | 11 | 3 | ||
Stealth | DEX | 10 | 6 | 4(sacred) | |||
Survival | WIS | 3 | -1 | 4(sacred) | |||
Swim | STR | 4 | 0 | 3 | 4(sacred) | ||
Use Magic Device | CHA | 14 | 0 | 11 | 3 | ||
Racial traits | |
---|---|
Elven Immunities | Elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects. |
Elven Magic | Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft checks made to identify the properties of magic items. |
Low-Light Vision | Elves can see twice as far as humans in conditions of dim light. |
Fleet-Footed | While all elves are naturally lithe and agile, some also are naturally speedy and have a strong desire to rush into situations rather than worrying about looking ahead. Elves with this racial trait receive Run as a bonus feat and a +2 racial bonus on initiative checks. |
Feats | |
Weapon Finesse | With a light weapon, elven curve blade, 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. |
Weapon Focus(Elven thornblade) | You gain a +1 bonus on all attack rolls you make using the selected weapon. |
Run | When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times your speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a running start (see the Acrobatics skill description), you gain a +4 bonus on your Acrobatics check. While running, you retain your Dexterity bonus to your Armor Class. |
Celestial Obedience(Picoperi) |
ObediencePlay a practical joke on an unsuspecting target. If no suitable targets are nearby, write down an original joke and leave it tucked in a place where someone may someday find it. Gain a +4 sacred bonus to AC during surprise rounds, regardless of whether or not you participate in the surprise round. 1: Prankster (Sp) lesser confusion 3/day, invisibility 2/day, or suggestion 1/day |
Favored Prestige Class |
Choose one prestige class and one skill that is a class skill for that prestige class. Whenever you gain a level in that prestige class, you receive +1 hit point or +1 skill rank. You gain a +2 bonus on checks using the skill you chose from that prestige class’s class skills. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill. This bonus stacks with the bonus granted by Skill Focus, but does not stack with a bonus granted by any other feat (such as Magical Aptitude or Persuasive). The choice of favored prestige class cannot be changed once you make it. Levels in a favored prestige class are not the same as levels in a regular favored class, and as such levels in a favored prestige class can never be used to qualify or gain favored class options. You can have only one favored prestige class, but can still have a favored base class as well. You can select this feat before you gain levels in your chosen favored prestige class, but the benefits of the feat do not apply until you actually gain at least 1 level in that prestige class. |
Intensified Spell | An intensified spell increases the maximum number of damage dice by 5 levels. You must actually have sufficient caster levels to surpass the maximum in order to benefit from this feat. No other variables of the spell are affected, and spells that inflict damage that is not modified by caster level are not affected by this feat. An intensified spell uses up a spell slot one level higher than the spell's actual level. |
Prestigious spellcaster | The first time you gain a level in your favored prestige class and the spells per day class feature does not grant an increase in effective level for the purpose of casting spells, you gain new spells per day as if the prestige class did grant +1 level of spellcasting for that level. This effect is retroactive if you gain this feat at a level beyond the point where your favored prestige class would normally have not advanced your spellcasting. |
Enforcer | Whenever you deal nonlethal damage with a melee weapon, you can make an Intimidate check to demoralize your target as a free action. If you are successful, the target is shaken for a number of rounds equal to the damage dealt. If your attack was a critical hit, your target is frightened for 1 round with a successful Intimidate check, as well as being shaken for a number of rounds equal to the damage dealt. |
Rime Spell |
The frost of your cold spell clings to the target, impeding it for a short time. A rime spell causes creatures that takes cold damage from the spell to become entangled for a number of rounds equal to the original level of the spell. This feat only affects spells with the cold descriptor. Level Increase: +1 (a rime spell uses up a spell slot one level higher than the spell’s actual level.) |
Class Features | |
Weapon and Armor Proficiency (Elven thornblade) |
A kensai is proficient in simple weapons and in a single martial or exotic melee weapon of his choice. A kensai is not proficient with armor or shields and suffers normal arcane spell failure chance when casting magus spells while armored. |
Spells |
A magus casts arcane spells drawn from the magus spell list. A magus must choose and prepare his spells ahead of time. To learn, prepare, or cast a spell, the magus must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a magus’s spell is 10 + the spell level + the magus’s Intelligence modifier. A magus may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the magus decides which spells to prepare. Cantrips: A magus can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again. Spellbooks: A magus must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook except for read magic, which all magi can prepare from memory. At any time, a magus can also add spells found in other spellbooks to his own. A magus can learn spells from a wizard’s spellbook, just as a wizard can from a magus’s spellbook. The spells learned must be on the magus spell list, as normal. An alchemist can learn formulae from a magus’s spellbook, if the spells are also on the alchemist spell list. A magus cannot learn spells from an alchemist. |
Diminished Spellcasting |
A kensai may cast one fewer spell of each level than normal. If this reduces the number to 0, he may cast spells of that level only if his Intelligence allows bonus spells of that level. |
Canny Defense(Ex) |
When a kensai is wielding his chosen weapon, he gains the canny defense ability. This is identical to the duelist prestige class ability of the same name, save that his chosen weapon may be of any type. |
Weapon Focus(Ex) |
A kensai gains Weapon Focus with his chosen weapon as a bonus feat. |
Arcane Pool(Su) |
The magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/3 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells. A magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +2 enhancement bonus for 1 minute. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves. These bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal. Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus. A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends. |
Spell Combat(Ex) | A magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks. |
Spellstrike(Su) | Whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon’s critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier. |
Black Blade(Ex) |
The bladebound magus’ gains a powerful sentient weapon called a black blade, whose weapon type is chosen by the magus (see sidebar). A magus with this class feature cannot take the familiar magus arcana, and cannot have a familiar of any kind, even from another class. Instead of the normal arcane pool amount, the bladebound magus’s arcane pool has a number of points equal to 1/3 his level (minimum 1) plus his Intelligence bonus. |
Perfect Strike(Ex) |
When a kensai hits with his chosen weapon, he can spend 1 point from his arcane pool in order to maximize his weapon damage. Don’t roll for damage—the weapon deals maximum damage. This affects only the weapon’s base damage dice, not additional damage from sneak attack, magical weapon properties, spellstrike, or critical hits. If the kensai confirms a critical hit, he can instead spend 2 points from his arcane pool to increase his weapon’s critical multiplier by 1. |
Magus Arcana |
Flamboyant Arcana: A magus gains the derring-do and opportune parry and riposte deeds from the swashbuckler’s list of deeds. The magus can spend only points from his arcane pool (not panache points) to use these deeds and any other deeds he gains from the deed arcana. He can’t use points from his arcane pool to use deeds from other classes or those gained by feats, nor can he regain points to his arcane pool as a swashbuckler would regain panache points. Effects that add to, reduce the cost of, or otherwise affect panache or grit don’t affect the arcane pool of a magus with this arcana. |
Fighter Training (Ex) | A kensai counts his magus level –3 as his fighter level for the purpose of qualifying for feats (if he has levels in fighter, these levels stack), but forfeits the benefit of such feats with weapons other than his favored weapon. |
Iaijutsu(Ex) | A kensai applies his Intelligence modifier as well as his Dexterity modifier on initiative rolls (minimum 0). A kensai may make attacks of opportunity when flat-footed, and may draw his favored weapon as a free action as part of taking an attack of opportunity. |
Improved Spell Combat(Ex) | The magus’s ability to cast spells and make melee attacks improves. When using the spell combat ability, the magus receives a +2 circumstance bonus on concentration checks, in addition to any bonus granted by taking an additional penalty on the attack roll. |
Critical Perfection(Ex) | A kensai adds his Intelligence bonus (minimum 0) on critical hit confirmation rolls with his favored weapon. In addition, the kensai may use his magus levels in place of his base attack bonuses to qualify for Critical Focus and any feat for which it is a prerequisite; these feats apply only with a kensai’s favored weapon. |
Obedience(Ex) | In order to maintain the abilities granted by this prestige class, including all abilities gained from aligned class (see below), an evangelist must perform a daily obedience to her chosen deity. |
Skilled (Acrobatics, Escape Artist) | Evangelists possess a range of skills across multiple disciplines. At 1st level, an evangelist selects two skills to add to her class skill list. Once selected, these class skills can’t be changed. |
Aligned Class(Ex) (Magus) | Evangelists come from many different backgrounds, and they show an unusual range of diversity. At 2nd level, the evangelist must choose a class she belonged to before adding the prestige class to be her aligned class. She gains all the class features for this class, essentially adding every evangelist level beyond 1st to her aligned class to determine what class features she gains. She still retains the Hit Dice, base attack bonus, saving throw bonuses, and skill ranks of the prestige class, but gains all other class features of her aligned class as well as those of the evangelist prestige class. |
Protective Grace (Su) | The evangelist’s chosen deity rewards her with heightened awareness and reaction skills, making her more difficult to strike in combat. At 2nd level, the evangelist gains a +1 dodge bonus to AC. The evangelist loses this bonus when she is denied her Dexterity bonus to AC. |
Divine Boon | the evangelist gains the first boon and the second boon. |
Gift of Tongues (Aklo) | the evangelist may select a new language as a gift from her chosen deity. She gains the ability to speak and write this new language fluently, so as to better communicate with those she meets in the course of her travels. |
Multitude of Talents(Ex) | The evangelist finds herself in many strange situations requiring a variety of skills. The evangelist gains a +4 sacred bonus on any skill check attempted with a skill in which the character has no ranks. This bonus applies only to skill checks that can be made untrained. |
Traits | |
Wayang Spellhunter(Frostbite) | You grew up on one of the wayang-populated islands of Minata, and your use of magic while hunting has been a boon to you. Select a spell of 3rd level or below. When you use this spell with a metamagic feat, it uses up a spell slot one level lower than it normally would. |
Magical Lineage (Shocking Grasp) | One of your parents was a gifted spellcaster who not only used metamagic often, but also developed many magical items and perhaps even a new spell or two—and you have inherited a fragment of this greatness. Pick one spell when you choose this trait. When you apply metamagic feats to this spell that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell’s final adjusted level. |
Level | spells per day | CD |
---|---|---|
0 | 4 | 16 |
1 | 6 | 17 |
2 | 5 | 18 |
3 | 4 | 19 |
4 | 2 | |
5 | ||
6 |
Known Spells:
Level 0: acid splash, arcane mark, dancing lights, daze, Detect Fiendish Presence, Detect Magic, Disrupt Undead, Flare, Ghost Sound, Grasp, Light, Mage Hand, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Spark.
Level 1: Blade Lash, Blade Tutor's Spirit, Chill Touch, Deivon's Parry, Fallback Strategy, Frostbite, Grease, Long Arm, Obscuring Mist, Secluded Grimoire, Shield, Shocking Grasp, Silent Image, True Skill, True Strike, Vanish.
Level 2: Anticipate Thoughts, Bladed Dash, Frigid Touch, Glitterdust, Invisibility, Mirror Image, Scorching Ray.
Level 3: Fly, Vampiric Touch.
Prepared Spells:
Level 0:
Level 1:
Level 2:
Level 3:
Level 4:
Enhancement Bonus | Int | Wis/Cha | Ego | Black Blade Arcane Pool | |
---|---|---|---|---|---|
+3 | 14 | 10 | 12 | 3 | |
Languages | Common, Elven, Sylvan | ||||
Skills | Knowledge(Arcana) +7 | ||||
Senses | A black blade is aware of everything around it like a creature that can see and hear. It can be blinded and deafened as if it were a creature. It uses the saving throws of its magus, even if the magus is not currently wielding the black blade. | ||||
Alertness | While a magus is wielding his black blade, he gains the Alertness feat. | ||||
Black Blade Strike (Sp) | As a free action, the magus can spend a point from the black blade’s arcane pool to grant the black blade a +3 bonus on damage rolls for 1 minute. | ||||
Telepathy(Su) | While a magus is wielding or carrying his black blade, he can communicate telepathically with the blade in a language that the magus and the black blade share. | ||||
Unbreakable(Ex) | As long as it has at least 1 point in its arcane pool, a black blade is immune to the broken condition. If broken, the black blade is unconscious and powerless until repaired. If destroyed, the black blade can be reforged 1 week later through a special ritual that costs 200 gp per magus level (2000 gp). The ritual takes 24 hours to complete. | ||||
Energy Attunement(Su) | As a free action, a magus can spend a point of his black blade’s arcane pool to have it deal one of the following types of damage instead of weapon damage: cold, electricity, or fire. He can spend 2 points from the black blade’s arcane pool to deal sonic or force damage instead of weapon damage. This effect lasts until the start of the magus’s next turn. | ||||
Teleport Blade (Su) | As a standard action, a magus can expend an arcane point from his or his black blade’s arcane pool, and can call his black blade from as far as 1 mile away, causing it to instantaneously teleport to his hand. |
Objeto | Cantidad | Slot | Peso | Precio | Especial | Ubicación | |
---|---|---|---|---|---|---|---|
Platinum Coins | 16 | - | 0,8* | HH | |||
Gold Coins | 8 | - | 0,4* | 1 | HH | ||
Silver Coins | 2 | - | 0,2* | 0 | HH | ||
Copper Coins | 0 | - | 0 | 0 | HH | ||
Black Blade | 1 | weapon | 4 | 0 | With you | ||
Headband of vast intelligence +4 | 1 | headband | 1 | 16000 | Fly, | Dressed | |
Belt of incredible dexterity +4 | 1 | belt | 1 | 16000 | Dressed | ||
Eyes of the Eagle | 1 | eyes | 0 | 2500 | Dressed | ||
Ring of protection +1 | 1 | ring | 0 | 8000 | Dressed | ||
Cloak of resistance +3 | 1 | shoulders | 1 | 9000 | Dressed | ||
Haramaki +1 of Spell Storing | 1 | armor | 1 | 4153 | Vampiric Touch | Dressed | |
Handy Haversack | 1 | - | 5 | 2000 | Dressed | ||
Pearl of Power I | 13 | - | 0 | 13000 | HH | ||
Traveler's Any-Tool | 1 | - | 2* | 250 | HH | ||
Ioun Torch | 1 | - | 0 | 75 | Dressed | ||
Spellbook | 1 | - | 3* | 15 | 47 pages remain | HH | |
Rope, silk (100') | 1 | - | 10* | 20 | HH | ||
Pouch, spell components | 1 | - | 0,5 | 1 | With you | ||
Pouch, spell components | 2 | - | 1* | 2 | HH | ||
Wrist Sheath, Spring-Loaded | 2 | - | 2 | 10 | Dressed | ||
Vest | 1 | - | 0,5 | 10 | Dressed | ||
Cold-weather, outfit | 1 | - | 7* | 8 | HH | ||
Ink (1 vial) | 1 | - | 0 | 8 | HH | ||
9 Trail Rations | 1 | - | 9* | 4,5 | HH | ||
90 wandermeal | 1 | - | 45* | 0,9 | HH | ||
Belt Pouch | 1 | - | 0,5 | 1 | Dressed | ||
Flint and Steel | 1 | - | 0 | 1 | HH | ||
Waterskin | 1 | - | 8* | 2 | HH | ||
Kit, Mess | 1 | - | 1* | 0,2 | HH | ||
Bedroll | 1 | - | 5* | 0,1 | HH | ||
Inkpen | 1 | - | 0 | 0,1 | HH | ||
Soap | 1 | - | 0,5* | 0,01 | HH | ||
Total | A: 16,5 HH: 92,9 |
23525 |
Aquí ya tienes la build funcional, es una mezcla del magus de daño y el magus de estados negativos, sin enfocarte 100% en uno. No alcanzas los números de ninguno de los dos pero eres muy competente en ambos.
A nivel 11 ya tienes unas 13-20 perlas de poder así que la necesidad de racionar recursos para no ir nova se vuelve casi 0.
A niveles mas altos básicamente te queda:
12: Quicken Spell/Empower Spell/Authoritative Spell/Cherry Blossom Spell (el que mas te guste)
13: Improved Critical(Elven thornblade)
15: Spell Perfection (Frostbite/Shocking Grasp)/Critical Focus
17: Spell Perfection (Frostbite/Shocking Grasp)/Critical Focus
18: Staggering Critical
19: Spell Perfection (Frostbite/Shocking Grasp)
Como Arcanas:
13- Accurate Strike
16- Critical Strike
19- Bane Blade
*Critical Strike es mas malo de lo que parece, porque las acciones rápidas siempre están muy restringidas para este PJ que siempre la estará usando para algo. Sin embargo si decides no usarlas y vas por ruta de daño puedes meter fácil esos 120 de daño extra o incluso usar ambos en el mismo turno, Frostbite + Shocking Grasp. Teniendo en cuenta que de media haces un crítico por turno puedes meter debufs Y daño a la vez.
Nota: a niveles altos Borrowed Time te permite hacer una acción rápida extra por turno si te vuelves inmune al daño de constitución.
Y la build final pues es eso, elige la dote que mas te guste de uno de los dos estilos, a nivel temático cherry blossom encaja mucho con que sea asiática. Quicken Spell siempre va a ser bueno (casteas 2 veces por turno).
Si decides que no quieres enfocarte en dos hechizos a la vez entonces puedes aplicar dos efectos críticos con critical mastery y uno que no tenga salvación o tenga efecto aún con salvación, Sickening Critical es un buen añadido para combinar con la ruta de Enforcer/Rime/Authoritative/Cherry Blossom.
Si quieres especializarte un poco mas en estados negativos te recomiendo reentrenar el rasgo de Magical Lineage(Shocking Grasp) para coger Bruising Intellect y ser mas eficaz.
Ten en cuenta que si bien no es un PJ divino usar metamagia que convierte los conjuros en legales podría ser algo poco compatible con Picoperi.
Te deberían quedar alrededor de 15k po. Te recomiendo una vara de extender conjuro menor para cuando te bufes, varitas, mas perlas, etc.
Objetos interesantes para este PJ:
Bane Baldric
Corset of Delicate Moves
Numerology Cylinder
Buffering Cap
Boots of Speed
Saliharion
Polymorphic Pouch (para cuando pases mas combates polimorfado que en forma normal)
Ring of Arcane Mastery
Por lo que he visto Celestial Obediencie sirve para la clase mystery cultist, lo que comentas yo no lo encuentro en ningun lado tampoco.
https://www.d20pfsrd.com/classes/prestige-classes/...
De todos modos a mi me da lo mismo, solo me llamaba la atencion que el evangelist pide tener una de esas dos dotes y tienes la otra precisamente XD
Respecto a hablar con los muertos estamos jugando un AP que asume que estamos en nivel 7 y eso es algo que podíamos hacer desde nivel 4.
Que igual si destripamos la historia, pero esto no es Regente de Jade que te piden por favor que no uses teletransporte o similares para no romperlo.
Ayer eché un vistazo y encontré que Ragathiel puede tener tanto Deific Obedience como Celestial Obedience.
La verdad que aunque no lo encuentre si RAW pueden acceder todas las otras dotes sería raro que no pudiese Celestial Obedience, pero si no pues... ¿Cojo Deific Obedience?
me cuesta decir que no feyn a un jugador pero aun asi haz los cambios pertinentes plis
Vale, he revisado todo, efectivamente RAW Celestial Obedience es la única dote de Obedience que no permite coger las 3 clases dedicadas a las Obedience.
Pero vamos a ver como hicieron las dotes Obedience.
Hasta aquí aún no existe ninguna dote de Obediencia, aunque las clases si te solicitaban esa obediencia como aptitud.
A partir de aquí cualquier otra dote Obedience especifica que se permite como requisito a la hora de acceder a las 3 clases.
RAW esto es lo que existe y me parece muy claro que la intención al escribir las reglas es que todas las dotes Obedience funcionasen para Evangelist, Exalted y Sentinel, hasta el punto de re-escribir todo el Libro de los Condenados y otorgarles un nuevo set de Boons para alinearlo a los demás.
Incluso si opinas que RAI Celestial Obedience es la única dote que se queda sin esas 3 clases de prestigio, hay otro argumento que sería coger Deific Obedience con Picoperi, si se puede con Ragathiel que es otro Señor Empíreo no debería haber motivos para impedir que se coja para otros señores empíreos.
Y si aún así opinas que nada, que no puedo coger Evangelist pues ok, rehago la ficha y voy a echar un vistazo al 3d party, que veo que ese si das libre acceso. :)
Lo que opinen los demas jugadores o me den sus votos en secreto, yo creo que un cambio así no debería romper mucho el juego, pero, por otro lado, soy fiel a las reglas, preguntemos que harian los otros 3 miembros de la mesa porque yo no se que hacer en estos casos Y tomo mejor decision entonces
Yo por mí te lo dejo como esta y no hay que hacer cambios , te has tomado mucho tiempo en la ficha y está muy completa y a mí me importa más que la gente se lo pase bien en la partida y disfrute, etc, pero voy a pedir una segunda opinión porsiacaso
A mi como dije me es igual, solo fue un apubte que me llamo la atencion, y tampoco creo que rompa el juego, asi que por mi que lo deje co o esta, que ya es bastante faena montar una ficha de lvl 7 como para que te vengan con chorradas
Todo lo que sea mejor para dar más juego a los personajes y a la partida que sea bienvenido. Total, no es una partida competitiva y aquí todos estamos remando hacia el mismo barco, o en el caso de Adelehay, siendo feliciana dejando que la corriente la lleve a donde sea... XD
Idem por mi parte. Se que hubo un lío, que varias punlicaciones de lo que se supone que debia de ser la recompensa por la "Deific Obedience" pero siendo una partida mas de investigar que de matar monstruos... Casi que dara.igual
Ok solucionado esto. Cuando puedas, que de verdad no hay prisa completame la ficha nivel 11 un pelin mas para cambiarmela por la de mi magus y me explicas un poco lo basico para usarla pej el ataque principal que tiene etc
Muchas gracias feyn que dios te lo pague con un buen master :)))))
he concentrado mucho el texto hasta hora pero : Llegados este punto os dejo elegir si hacer un combate doble o no o solo 1 con araña o como querais , pero hace mucho que no hacemos en esta partida un combate lo que querais un 6 contra 2 o un dos 3 vs 1 o hacerlo mas narrativo lo que q os apetezca más os lo monto , después ya estos en capitulo 3. Por otro lado, el módulo dice esto
"Premio de Historia: Es posible que los PJs lleven a cabo sus investigaciones tan bien que aprendan todas las pistas necesarias y se dirijan a las Escaleras de la Luna sin alertar a Estovion o aumentar su paranoia, y así nunca enfrentarse a los vilkacis. En este caso, aunque se pierdan algo del drama y la aventura en Ascanor Lodge, deberían ser recompensados por su éxito. Concédeles 9600 XP (la misma cantidad que habrían recibido por luchar contra Estovion y el poseído Corvin). Estovion permanece en el albergue, felizmente ignorante de la participación de los PJs, y no se encuentra en la siguiente sección. Los PJ seguirán encontrando a los vilkacis en las Escaleras de la Luna (ver área E1)"
Resumido que lo que querais si os apetece combate lo hacemos y si os apetece mas narativo lo hacemos , al gusto del consumidor.
Votaciones? si no? en caso de que si como? perdonarme si estoy indeciso en esto pero no se si os apetece un combate o de que manera. Voten
En mi animo por avanzar es pongo foto siguiente zona correspondiente a capitulo 3 que sera las escaleras de la luna que es una bonita zona
https://i.imgur.com/N38tFEq.png
independientemente de la decision vayan entrando mapa para esta o siguiente zona
https://app.roll20.net/join/15209881/ZxuXTw
*1 este punto es algo ambiguo, dado que sou quiso arrestar a Estovion
Si Sou dio con el culpable preveniendo así más muertes, supongo que esto debe de contar para algo, independientemente si Estovion logra llegar a soltar a las arañas, a escapar o no... así que mi voto es el mismo que lo que Souhiro vote.
Estoy un poco perdido, ¿que ha pasado? Estábamos buscando al asesino y ahora estamos decidiendo de unos combates, así que he perdido el hilo de lo que estaba pasando.
Así como decidir si escapa o no escapa Estovion, etc.
No se, me falta contexto de la situación diría.