You become immune to all damage for 3 rounds. Since the object is enfolded in strands of aether, even if you use this power on a magic weapon or other unusual object, the attack doesnt use any of the magic weapons bonuses or effects; it simply deals your blast damage. These boots grant its wearer a +5 competence bonus on Mobility checks. Items that provide constant bonuses and do not need to be activated continue to function while melded in this way (with the exception of armor and shield bonuses, which cease to function). Ok, I See that Shield Focus has been taken later in the Standard Paladin Build; but I still dont see the point of Skill Focus Perception at Lvl 5. Class Skills: A telekineticist adds Knowledge (engineering) and Sleight of Hand to her list of class skills. These bracers grant their wearer an armor bonus of +5, just as though they were wearing armor. If anyone reads this book, she permanently gains a +2 inherent bonus to her Constitution score. The complaints about his feats are overblown, especially since he will get a bonus one from his Sorc/Wiz levels. The alternative entangle effect of this spell is particularly useful, as it not only bypasses spell resistance but also acts as a 7th-level spell version of entangle that lasts for hours. This robe grants its wearer a +5 bonus on all concentration checks, and a +10 competence bonus to Persuasion checks. You unleash a concentrated blast of intense blue flame. This +4 buckler grants its wielder an additional +3 bonus to AC against ranged attacks. A somatic component is a measured and precise movement of the hand. Conjuration Hand FX - SSE with forwarded USSEP changes - Patch: Not actually required. Technokineticists direct nanites or summon bits of unbound machinery to control the flow of a battle and assault their adversaries. A handy application of this spell is to monitor the health of allies, such as animal companions or plant creatures such as ghorans and vine leshys (as presented in Chapter 1). For our Oracle, she can print out some extra Dragonform scrolls to use. This mask grants its wearer immunity to poison and a +6 bonus to Wisdom and Charisma ability scores. A successful saving throw means that some lesser effect occurs. Simple Blast: A telekineticist gains telekinetic blast as a simple blast wild talent. This book grants a +1 competence bonus against Fear and Frightened effects. This circlet grants its wearer a +10 competence bonus on all Stealth checks and the effect of the rogue's fast stealth class ability. If a polymorph spell is cast on a creature that is smaller than Small or larger than Medium, first adjust its ability scores to one of these two sizes using the following table before applying the bonuses granted by the polymorph spell. Using this quiver increases chances of critical hit as well as critical damage. * Or Paladin 12 for Stun Mercy if you run. All variable, numeric effects of a spell modified by this feat are maximized. If equipped by a paladin, it also gives her the ability to use Smite Evil two more times per day. She must then succeed at four consecutive DC 20 Swim checks without taking 10. Basic Utility: A corpokineticist gains basic corpokinesis. - Bone Collector: you now deal only 15% damage to your own skeletons with Destruction spells; skeletons now automatically teleport to you if distance exceeds 100 feet and they are not in combat. You can dismiss or restore your force ward as an immediate action, but doing so doesnt change the number of temporary hit points available, and the temporary hit points dont recover while this ability is inactive. Also gives out Frightful Aspect and Legendary Proportions and whatever else you need. Whenever the wielder of this +5 furious bleed greataxe lands a killing blow, he gains fast healing 10 for 3 rounds. The wearer of these bracers gains a +2 morale bonus on all Will saving throws. These gloves grant their wearer a +1 morale bonus on attack rolls. This +3 adamantine glaive grants you +2 additional daily uses of Lay on Hands, Fervor and Channel Energy class abilities, if you possess them (applied after a rest). If you know the specific location of any, edit it in or leave a comment! It grants its wielder ability to cast summon huge fire elemental spell once per day for 11 rounds. It also allows its wielder to automatically confirm critical hits against enemies of neutral alignments. Conner's Survival Mode: Hard requirement. Element water and wood; Type composite blast (Sp); Level ; Burn 2Prerequisite(s) cold blast, wood blastBlast Type physical; Damage half cold and half bludgeoning, piercing, or slashing. A failed saving throw indicates that a character fails to notice something is amiss. This belt of Strength +6 grants its wearer a 15 feet aura that makes all enemies in range suffer a -2 penalty on Will saving throws. This +2 studded leather armor grants its wearer cold resistance 10 and the ability to cast beast shape I (wolf) spell once per day as a 5th level wizard. The typical use of the spell is to put out non-magical fires in its considerable area of effect (a minimum of 5 20-foot cubes at minimum caster level). Another insidious use of this magic is to subvert the loyal animal companions of foes. Whenever this weapon lands a hit, it inflicts a -1 penalty to AC until the end of combat. It can't reduce any ability score below 7. When you accept burn while using a machine talent, double your damage reduction for 1 round. Act 3, Drezen (Storyteller relic, found in Act 2, Houndheart Campsite). So at level 6 the glowwyrm gets an oracle bonus feat. This +5 evil outsider bane kama grants its wearer a +12 competence bonus on Lore (Religion) skill checks. Whenever the wearer of this robe uses a divine power to summon a creature, they can choose to give these creatures' attacks either Holy or Unholy special quality. This ability is similar to mage hand, except you can move an object that weighs up to 5 pounds per 2 kineticist levels you possess (minimum 5 pounds), and you can move magical objects. In addition, swarms cannot make a Reflex save against this effect and always suffer full damage. Quicken Spell: Casting a quickened spell is a swift action. Just a quick note on glowwyrm- "any" LG deity is technically inaccurate as Paladin cannot be selected with Godclaw as your deity. You dont have to see the creature youre trying to hit, as you do with a targeted spell. Given at the start of the final dungeon if you never accept Nocticula's profane gift (possibly requires no demonic gifts?). If he wants to prepare all his spells, the process takes 1 hour. Plus, ancestor spell-list in general is heaps better and will help with spell selection a lot. You can dismiss or restore this effect as an immediate action. It has 15-20 crit range and with outflank, it will be a huge support for the party. It also adds +1 to the DC for all saving throws against spells from the necromancy school the wielder casts. This +2 scalemail gives the attacks against its wearer a 10% chance of miss due to concealment. This spell also requires thinking of a specific kind of animal or plant, making it very specialized in its application. Element(s) aether; Type utility (Sp); Level 1; Burn 0 This ability is similar to mage hand, except you can move an object that weighs up to 5 pounds per 2 kineticist levels you possess (minimum 5 pounds), and you can move magical objects.Additionally, you can create a container of entwined strands of aether in order to hold liquids or piles of small objects of the Basic Utility: A chaokineticist gains basic chaokinesis. On a successful saving throw creature becomes sickened for 1 round.
Necromancy Creatures with resistance to poison (such as dwarves) apply that resistance to their saving throws and the effects of poison spells. Conjurations transport creatures from another plane of existence to your plane (calling); create objects or effects on the spot (creation); heal (healing); bring manifestations of objects, creatures, or forms of energy to you (summoning); or transport creatures or objects over great distances (teleportation). Horses with full buff actually can get somewhat close. A druid can spontaneously cast summon natures ally in place of a prepared spell of the same level or higher. Far too many attempted daemon summonings end with a scorched, broken summoning circle; a summoner shucked of his immortal soul; and a trail of death left in the fiends wake. The wearer of this +3 padded armor gets +3 bonus to saving throws against fear and nauseated condition. In this case, the objects special effects apply (including effects from its materials), and if the object is a weapon, you must be proficient with it and able to wield it with one hand; otherwise, the item deals damage as a One-handed improvised weapon for a creature of your size. Probably not? It also grants a +4 bonus on Initiative rolls.
Conjuration Extended Act 5, Ineluctable Prison, Good choice on quest. These gloves grant their wearer a +3 morale bonus to AC against the attacks of Undead creatures. These effects persist for 1 hour, during which demons take a -4 penalty on saving throws against the drinker's spells and spell-like abilities of the shadow subschool. For 3 rounds you gain a +6 bonus to all ability scores, a +5 bonus to AC and a +5 bonus on all attack rolls. This amulet increases by 1 the DC of all Enchantment school spells cast by the wearer. 20 - Conjuration Dual Casting: Dual casting a Conjuration spell overcharges its effects, increasing duration and casting cost. Act 5, Areelu's Lab (have to click on only crib, drawings, and textbook, in that order). All patterns are mind-affecting spells. This is a ring of protection +2. This cloak of resistance +5 grants its wearer a +12 competence bonus on Lore (Religion) and Knowledge (Arcane) skill checks. Whenever the wielder of this +5 vicious weapon lands a consequent hit in a full-round attack, it deals additional damage equal to the number of hits multiplied by 3. Act 3, Relic Decree (Stone of Ghostly Pathways). This +4 full plate armor grants its wearer negative energy resistance 10 and the ability to cast death ward spell twice per day as a 7th level cleric. You are able to create sounds as per ghost sound, as well as alter your voice however you wish, granting a +2 competence bonus on Performance (sing) checks. Bonuses of the same type usually don't stack. This tower shield grants its wielder a +3 bonus on saving throws against blindness. Saves us a mythic feat, too. Whenever the wielder of this +5 corrosive burst throwing axe confirms a critical hit, the enemy must pass a Fortitude saving throw (DC 31) or become blinded for 4 rounds. This ring grants its wearer a +5 deflection bonus to AC, immunity to emotion effects, immunity to fear, immunity to confusion, and a continuous effect of freedom of movement spell. Act 3, Skeletal Salesman (Hunter's Arsenal). You can dismiss or restore this effect as an immediate action.
CONJURATION OF THE DEMONS Whenever the wielder of this +5 unholy sickle lands a hit on an enemy, the enemy gets a +2 bonus to a random ability score and 1 stack of unholy might. This +5 holy composite longbow grants its wielder blindsense. UU. This sacred weapon provides spell resistance of 5 + the wielder's class level to the wielder and anyone adjacent to her. The cursed target suffers a -8 penalty to Strength and Constitution. Or a combat feat. The rod has 5 charges. If the spell is more powerful or more useful than other spells of the desired level, increase the level. well you do want to run judge in melee. This cloak grants Devil 3 additional uses of Hell's Seal per day. +2CL Exploit = 24h Haste. This rod grants its wielder the ability to make up to three spells they cast per day extended as though using the Extend Spell feat. Summons a Pipefox familiar. For the duration, whenever you make a melee attack, it deals 6d6 acid damage to every enemy within 30 feet radius (DC 30 Reflex saving throw to halve the damage). This fire deals 1d6 unholy damage and 1 damage to Strength each round. Casting a spell while you have the grappled or pinned condition is difficult and requires a concentration check (DC 10 + the grapplers CMB + the level of the spell youre casting). They gain one of them when they first select wood, and must select wood again with expanded element to gain the other. This +3 furyborn keen warhammer has a doubled critical threat range. This +1 hide armor grants its wearer DR 2/-. In most cases, if you dont discharge a touch spell on the round you cast it, you can hold the charge (postpone the discharge of the spell) indefinitely. If the wearer has the Weapon Finesse feat, this amulet allows her to apply her Dexterity modifier (in place of her Strength modifier) to damage rolls with all unarmed and natural weapon attacks. Besides, it's a late inclusion. You breathe new life into machines, returning function to long dead technology. This unholy symbol contains the soul of Nahyndri's long-dead Archpriest. Likewise, if a creatures saving throw succeeds against a targeted spell, you sense that the spell has failed. If youre looking for ways to severely weaken enemies while dealing great damage with Negative Energy and Fire Spells, then this Ember Build Guide is for you. Other polymorph spells might be subject to this restriction as well, if they change you into a form that is unlike your original form (subject to GM discretion). Additionally, each time the wearer takes damage, the chain inflicts 1/2 as much damage on the ensnared creature. A creature can notice the sensor by making a Perception check with a DC 20 + the spell level. A wizard can also add a spell to his book whenever he encounters one on a magic scroll or in another wizards spellbook. Whenever this +3 earthbreaker confirms a critical hit, all creatures in a 10 feet range have to pass a Fortitude saving throw (DC 23) or be pushed away for 10 feet and become prone for 1 round. Act 1, Defender's Heart (Gemyl Hawkes), Wintersun. This +4 cold iron battleaxe grants the wielder immunity to fear and emotion effects. This weapon is a +2 giant bane sling staff. Whenever it lands a hit on a shaken or frightened enemy, the target must pass a Fortitude saving throw (DC 22) or become prone for 1 round and suffer 1d12 negative energy damage. These gloves grant their wearer a +4 enhancement bonus to Strength, and +2 enhancement bonus on attack and damage rolls with unarmed attacks and natural weapons. A geokineticist qualifies for the following wild talents in addition to all those listed as universal: Infusion: 1st bloody, persistent, pushing; 2nd bowling, entangling; 3rd adamantine, impale, magnetic, raremetal; 5th bloody (improved), tremor, untwisting iron; 6th deadly earth, gorgon gaze; 7th fragmentation; 8th imprisoning, Utility: 1st detect radioactivity, earth walk, elemental acceleration, elemental limb, fist of granite, glass cannon, joint lock, kinetic cover, radioactive adaptation, spined armor, stone vandal; 2nd armor of nature, distorted area, earth climb, elemental limb, magnetic pull, spined armor (improved); 3rd automatic reconstruction, clockwork heart, construct crafter, desolate, detect radiation (greater), earth rider, jagged flesh, joint lock (improved), kinetic cover (improved), magnetic pull (improved), magnetism, pillar, seismic stomp, sharding cover, tremorsense; 4th earthmeld, elemental hand, enduring earth, kinetic shelter, metalsense, pitfall, remove radioactivity, shift earth, sinkhole, twisted metal; 5th clockwork puppet, earth glide, elemental transmission, metal manipulator, spark of innovation, stone sculptor, tremorsense (greater); 6th earth rider (greater), elemental hand (improved), elemental limb (greater), endlessly enduring earth, kinetic cover (greater); 7th elemental airstrike, remove radioactivity (greater), shift earth (greater); 8th earth tongue; 9th kinetic cityscape, magnetism (greater), seismic master. A saving throw against your spell has a DC of 10 + the level of the spell + your bonus for the relevant ability (Intelligence for a wizard, Charisma for a bard, paladin, or sorcerer, or Wisdom for a cleric, druid, or ranger). This shirt grants its wearer a +5 competence bonus on Lore (Nature) skill checks and immunity to diseases. You gain a number of temporary hit points equal to your kineticist level. Whenever a creature hits you with a natural attack or an unarmed strike, that creature takes 1 point of fire damage per 4 kineticist levels you possess (minimum 1 point of fire damage). Has some fodder to spawn if need be, but prefers not to. This +4 scale mail grants its wielder a +4 insight bonus to AC against dragons, and also a +2 insight bonus on attack, damage rolls, and saving throws against dragons. This +1 greataxe deals additional 1d6 acid damage. This +4 holy earthbreaker allows its wielder to cast greater dispel magic at will as a wizard of level equal to the wielder's character level. Simple Blast: An aerokineticist can select either air blast or electric blast as their simple blast. Injury. Whenever this +3 cold iron sickle lands a hit, its target has to succeed on a Fortitude saving throw (DC 17) or suffer 1d4 Dexterity damage. This amulet grants its wearer a +5 morale bonus to all Persuasion skill checks. Act 5, after becoming a true lich, if you don't grovel to Zacharius and get him mad, you'll fight. Its wielder can cast the horrid wilting spell 3 times per day as a 15 level wizard. This +5 bardiche deals additional 3d6 negative energy damage. In terms of Embers Skills, youll primarily focus on raising Mobility and Persuasion. * Can be moved up to Mythic 5. Some spells restrict you to willing targets only. This +4 leather armor increases its wearer's base speed by 20 feet, grants them a +4 profane bonus to Dexterity ability score, and immunity to acid damage. A monsters spell-like abilities are presumed to be the sorcerer/wizard versions. Act 1, Defender's Heart (Gemyl Hawkes); Act 4, Battlebliss Arena (Arena Healer). 1) Well much of their affinity in magic comes from their elven ancestry. Drezen (Golden Golem), Gray Garrison (Jeslyn), Gray Garrison. The subject of designing spells is touched on only briefly in the Core Rules. Bonuses of the same type usually don't stack. This +5 studded armor grants its wearer a +2 bonus on attack and damage rolls with shortbows and longbows. Create Food and Water: As a 3rd-level cleric spell, create food and water is one of the most obvious choices for those looking to bypass some of the rigors of wilderness survival. That's pretty much all there is to the build, really. 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