![]() ![]() New rules mechanics for establishing and maintaining one’s honor in the Dragon Empires. New feats for combative characters that bolster prowess in martial arts and swordplay.Īn extensive look at the gods and philosophies of the Dragon Empires, as well as rules for the moon subdomain.Ī new bloodline for sorcerers tainted with oni blood, and a new school of magic for wizards who wish to harness the power of the mysterious void. Rules for Tian Xia’s five most prominent races: the shapeshifting kitsune, ophidian nagaji, transmigratory samsarans, avian tengus, and shadowy wayangs.įour new archetypes with distinctly Tian flavors, including the lotus geisha (bard), sword saint (samurai), white-haired witch (witch), and yokai hunter (ranger). Overviews of all of Tian Xia’s nations, including important details for players to integrate into their characters’ backstories and new character traits for every region to give characters boons that further tie them to their homelands. Inside this Pathfinder Player Companion, you’ll find: This volume of Pathfinder Player Companion provides players and Game Masters alike with all of the settingspecific traits and trappings they need to customize and play characters in the Dragon Empires. While the extensive Dragon Empires Gazetteer unveils dozens of the mystical continent’s secrets, the Dragon Empires Primer provides information pertinent to creating characters for campaigns set in this vast and diverse region. From the treacherous jungles of naga-ruled Nagajor to the sorcerous kingdom of Dtang Ma, and from the trackless and unforgiving deserts of Shaguang to the wondrous city of Goka, countless opportunities can be found for any character or adventure in amazingly expansive Tian Xia. But it does so to multiple opponents.The distant continent of Tian Xia rests on the opposite side of the world from the Inner Sea region, and it shows. The DC for each spell would be 15+int mod, so this damage could potentially be halved. Total damage for our 4th lvl spell slot intensified and empowered fireball (maximized with rod) = 144 damage.įor our entire round we have dished out a total of 256 damage. The Maximized, empowered and intensified fireball would do the following in damage at character level 12 (CL lvl 13 assuming tattooed sorcerer doesn't stack with crossblooded): Total damage for our 6th lvl spell slot maximized empowered fireball (quickened with rod) is 112 damage. (this feature mentions not being affected by metamagic feats or CL) Now we add the "Intense spell" evocer feature for an extra 5 damage. (remember that empower also multiplies static bonuses to those dice) I assume from your use that this is what is really meant.įifth thing: The math on the damage is wrong. There is a trait called "Wayang spellhunter" that was renamed "Metamagic Master" on d20pfsrd that lowers spell level. I suggest removing "Preferred spell" as it also removes the need for "heighten spell"įourth thing: "Metamagic Master" is a non-existing feat. One of them should be removed from the build. Third thing: "Preferred spell" and "Greater spell specialization" are redundant. Second thing: "Preferred spell" is taken without first having heighten spell feat. Reply Deleteįirst Thing: is that Tattooed and crossblooded archetypes likely wont be allowed to stack. And he will kill you for certain if you make him calculate all these numbers. You spend 130k of gold at 13th (thats all the money you are supposed to have, so you have to already start at 13th level).Īt 13th level the DM is already trying to kill party so the game won't become ridiculous with all half an hour turns, unbalanced spells and, well, you know. ![]() Put together = 298 three times per day (6th circle slots), 125 once (6th circle slot), 120,5 eleven times (5th and 4th circle), 82 seven times (3rd circle), if you pick Sin Magic Specialist (you still keep school powers). Second fireball is Intensify Spell = 14d6+33 + maximize rod(4 circle spell 54k gold) = 117 + empower = 173 So, the damage at 13th Hit Dice would be: First fireball 10d6+25 quicken rod(6 circle spell 75,5k gold) + maximize = 85 + empower = 125. Intense Spells school power does not increases with Empower Spell And you dont even get 6 circle spell slots at 10 level wizard+ 2 levels of sorcerer (yes, you would have to take 2 levels since those archetypes affect same class features). You can't add 5d6 to fireball from Intensify Spell unless you actually have enough wizard levels, and that won't happen until 14th hit dice (12 wizard levels + 2 from Spell Specialization + 1 from Mage's Tattoo). ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |