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Ambitious Hearts: Tales from the Forgotten Realms

Game Master Dogbladewarrior


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M Human

i suppose Aovar could catch the next one that pops up


Male Casrua. Inquisitor 20/Ranger10(gestalt feat)/Nature's Warden7(prestigious)

Alright, I am back! I tried to post this from work, but a phone call on my cell killed my internet before I could hit submit:

I rather like Rosa's idea of a massive alliance of evil.

Through in some of the various high end aberrations, like the Malugryms, Phaerimms, Beholders, Mind Flayers, etc would make it truly epic and frightful.


Construct (Outsider) LN Axiomite MachineSmith L20 (Mighty - Feat) Mythic HIEROPHANT 'LAW' (Duel path GUARDIAN) T4
Status:
Init +28 | AC53* FF41 T27 | HP226/226 | F -- | R +51 | W +49 | Per +38

Yarrr! hes back, and thanks Akor at 20th level it has to be big, one bad guy just will not cut it. A new group seeing to take power works I think always, as a back ground to things, it can grow and change to fit.

Tenro do you want in on this you could be tracking the same bad guys etc
for what ever, this is an old old city lots of stuff in the ground here etc etc


M Elf wiz3/clr3/MT 10/ Lore 4

Also it's not always about defeating the BBEG. Sometimes you have to get the BBEG while you also defend the town of innocents or some other task.


Construct (Outsider) LN Axiomite MachineSmith L20 (Mighty - Feat) Mythic HIEROPHANT 'LAW' (Duel path GUARDIAN) T4
Status:
Init +28 | AC53* FF41 T27 | HP226/226 | F -- | R +51 | W +49 | Per +38

good point Sparel, limits to action v responsibility always work well on a HP hero protagonist group


M Human

Aovar is all for setting the balance versus someone who would seek to destroy it such as a evil devil network


Male Casrua. Inquisitor 20/Ranger10(gestalt feat)/Nature's Warden7(prestigious)

Need a bit of math assistance here and make sure I understand the rules correctly, before I make my IG post:

A projectile weapon has can shoot to ten range increments. A normal composite longbow has a range of 110ft. So its max range is 1,100ft?

While a comp longbow with Distance has its range doubled, to 220, with a max of 2,200ft? Add the spell Longshot for an additional +10 for 230 and 2,300ft max?


Construct (Outsider) LN Axiomite MachineSmith L20 (Mighty - Feat) Mythic HIEROPHANT 'LAW' (Duel path GUARDIAN) T4
Status:
Init +28 | AC53* FF41 T27 | HP226/226 | F -- | R +51 | W +49 | Per +38

I was thinking devil/Demon/other Network


M Human
Akor Scourgebane wrote:

Need a bit of math assistance here and make sure I understand the rules correctly, before I make my IG post:

A projectile weapon has can shoot to ten range increments. A normal composite longbow has a range of 110ft. So its max range is 1,100ft?

While a comp longbow with Distance has its range doubled, to 220, with a max of 2,200ft? Add the spell Longshot for an additional +10 for 230 and 2,300ft max?

sounds right just remember that cumulative penalty per range increment


M Elf wiz3/clr3/MT 10/ Lore 4

Akor,

You going to take your shots?


Male Casrua. Inquisitor 20/Ranger10(gestalt feat)/Nature's Warden7(prestigious)

Aye, I had to run a few important errands, home now.


Construct (Outsider) LN Axiomite MachineSmith L20 (Mighty - Feat) Mythic HIEROPHANT 'LAW' (Duel path GUARDIAN) T4
Status:
Init +28 | AC53* FF41 T27 | HP226/226 | F -- | R +51 | W +49 | Per +38

sorry guys changed rosa's action, was getting to into the PC and not looking at what the others where doing, toned down now to stealth mode


M Elf wiz3/clr3/MT 10/ Lore 4

Q, I hope you have some idea how to incorporate a Sharn as an ally, or were you planning on being an antagonist?


Anyone heard from the DM? Man, I wanna get his ok on the race I sent him so I can drop my guy in on the fun.


Male Weremonkey Rogue/Ranger/Trickster

How RPs did you spend? As long as you made it around the same as a Noble Drow, I would assume you're fine.


Construct (Outsider) LN Axiomite MachineSmith L20 (Mighty - Feat) Mythic HIEROPHANT 'LAW' (Duel path GUARDIAN) T4
Status:
Init +28 | AC53* FF41 T27 | HP226/226 | F -- | R +51 | W +49 | Per +38

ye 40 was the limit for me not 41 eg Noble Drow,


M Elf wiz3/clr3/MT 10/ Lore 4

I'm just an elf.


M Human

we believe the DM is AWOL. Aovar is working his way towards the current fracas, maybe via portal and maybe via wandering.


Construct (Outsider) LN Axiomite MachineSmith L20 (Mighty - Feat) Mythic HIEROPHANT 'LAW' (Duel path GUARDIAN) T4
Status:
Init +28 | AC53* FF41 T27 | HP226/226 | F -- | R +51 | W +49 | Per +38

cool


i'm heading in that direction myself

I haven't finished all the backdrop and ancillary stuff for my character yet, but I have enough to at least get into the RP.


From what I understand of the Sharn, they are agents of some of the good gods. Protectors of the Weave, etc.

I'm portraying Q'q as somewhat of a more neutral than chaotic version, though he still has his own path to a solution.

And I plan on integrating into the party.


M Elf wiz3/clr3/MT 10/ Lore 4
Q'q wrote:

From what I understand of the Sharn, they are agents of some of the good gods. Protectors of the Weave, etc.

I'm portraying Q'q as somewhat of a more neutral than chaotic version, though he still has his own path to a solution.

And I plan on integrating into the party.

That's not how I always thought of them, but I can roll with it for party continuity. Just make the intro a good one. ;-)


The information in the monsters of faerun was light. It does note that they fought the phaerimm. The paherimm are noted as evil bent on destroying all other beings.

I looked to good 'ole google and wiki for more information. I'm going on this angle:

Q'q has been on a mission for a very long time, working behind the scenes to further the goals of Mystra, Oghma, Corellon Larethian, Sehanine, and Dumathion, otherwise known as the Pentad, and he has been their agent for a very long time.

http://forgottenrealms.wikia.com/wiki/Sharn


Construct (Outsider) LN Axiomite MachineSmith L20 (Mighty - Feat) Mythic HIEROPHANT 'LAW' (Duel path GUARDIAN) T4
Status:
Init +28 | AC53* FF41 T27 | HP226/226 | F -- | R +51 | W +49 | Per +38

Q'q As we are all GMing this This may seem hard but
I have looked at your PC and I am having a problem with the Sharn Idea.

You PC has states are coming in at our level with no HOPF to boost them (we spent ours HOPF getting them this close. That's why its looks why out side out comparative range. Like having a very Old Dragon in the party at who's taken classes as well.

Your PC has
STR 28, DEX 32, CON 31, INT 38, WIS 36, CHA 31
where is the spend, how did you get 32 dex from race?
Even with +5 Item +4 spell, your still starting with sates at
18-24-23-29-27-23
I had to lose a level just to get +4 on mine and did not come close to that with out HOPF adding +8 to 3, your PC would need 2 HOPF to get that start.

The way to check Sharn Idea level Vs the rest of us in the Pathfinder Race builder if it comes out at over 40 points its to high, adding in its powers and SLAs doing that I'm getting 70 to 90 points+.

x2+ that of the rest of us and with the classes and spell levels at 20 Soc 16 cleric and 12 Shadow. And 9 sneak attacks around You don't need a party your a party all on your own.

Also 3 minds 3 wils saves? , that's not noted so it seems the Sharn is very broken as a PC idea to me, is it a sudo-gestalt or not.

Sorry but I feel your PC will swamp the game play.

I think for a fair game,you should in pathfinder start with the

http://www.d20pfsrd.com/gamemastering/arg-creating-new-races

with 40 points Drow Nobel level, and add in its powers which seem considerable V the rest of us.

well that's my view etc.


Construct (Outsider) LN Axiomite MachineSmith L20 (Mighty - Feat) Mythic HIEROPHANT 'LAW' (Duel path GUARDIAN) T4
Status:
Init +28 | AC53* FF41 T27 | HP226/226 | F -- | R +51 | W +49 | Per +38

From http://www.wizards.com/dnd/files/PGtF_WE_Monster_Update.zip

Sharn:
Aberration; +3/+11;
10 ft./10 ft.;
10/cold iron;
Bluff +9,Concentration +10, Diplomacy +9, Knowledge (arcana) +8,
Listen +10, Search +8, Sense Motive +8, Spellcraft +11, Spot +12;

AlertnessB
Blind-Fight,
Combat Reflexes,
Multiattack
B
, Multi-weapon Fighting
B
; LA +5. AC changes to 19 (+5 Dex, –1 size, +5
natural);
challenge rating changes to 8;
add darkvision 60 ft.
to special qualities; haste changes to independent action in special
attacks. Change spell casting levels to spells, but the function is the same: A sharn casts spells as a 7th-level sorcerer and a 5th-level cleric. Independent Action (Ex):
A sharn’s three separate conscious-nesses allow it to take two standard actions and a move action, or a
full-round action and an extra standard action, each round. It can
thus cast two spells in a round, though the two spells must come
from the lists of different classes.
Siv: Humanoid (aquatic); +0/+0;

If that's true then its three concentration rolls, 3 will rolls etc, you get 3 sets of skills per head etc, I can see why know one has built this monster race in Pathfinder. And thats what really needs to be done here.
It needs to be ported over.

here are some links

http://paizo.com/products/btpy89m6?Pathfinder-Roleplaying-Game-Conversion-G uide

try

http://www.d20pfsrd.com/bestiary/monster-advancer

with that the core Sharn is coming in at CR 11 to 16
way over 8 as you have it.

Hers my point in fact the Sharn is a gestalt even before you add in the HOPF gestalt like feats, with all you also get from a Monster race.
Yet I can not see a real port of this form 3.5 to Pathfinder that comes out even to us yet. Thats what worrys me.

Thats my main problem, your going to have a gestalt I want one or in fact two gestalt levels of 8 before I start adding in HOPF gestalts hehe.


The race I made adds up to 41 points. Wouldn't be to hard to knock a point off somewhere really to bring it down to 40.

Think I should just go ahead, build it and run with it till he gets back?


I can appreciate your concerns.

The absent DM had approved my conversion and racial base. But, if others are less well optimized, I'm willing to see what modifications I can do to appease.

I spent quite a few hours on developing this character, changed out the HOPF's a couple of times too.

I'll respond to the easier points first.
Shadow dancer abilities come from one of the HOPF's Giving me the special of a prestige equal to HD-5, or in this case, all 10 levels of the Shadowdancer prestige class.

The sneak attack dice came from my second HOPF, again giving me the special characteristics of a base class, in this case, rogue.

As for my stats, The DM said he would assume that everyone had +5 inherent bonuses (wishes, tomes, etc). Sharn start with +8 Str, +10 Dex, +10 Con, +8 Int, +8 Wis, +10 Cha. This includes an increase at 4 HD.

Add +5 for inherent bonuses, another +6 from magical items, an that's +11 to each stat.

Giving final stats of:

STR 28 (10 +8 race +5 inherent +6 belt -1 point buy), DEX 32 (10 +10 race +5 inherent +6 belt +1 level), CON 31 (10 +10 race +5 inherent +6 belt), INT 38 (10 +10 race +5 inherent +6 headband +4 level +3 point buy), WIS 36 (10 +8 race +5 inherent +6 headband +7 point buy), CHA 31 (10 +10 race +5 inherent +6 headband) Not to sure on exactly where I put the point buy, but you get the idea (it was a 25 pt buy).

As for the class abilities, A human with the same class mix could be Cleric 3, wizard 3, then mystic theurge 10, then 4 more cleric, with cleric casting at 17th level and wizard at 13th. Take the HOPF Magic-User, which doesn't state can't be a class you already have levels in, and select wizard, giving an effective wizard level of 23. (Or since he didn't specify when the HOPF's are selected, pick that HOPF early and then you have HOPF Cleric, Wizard 6, Mystic Theurge 10, then 4 more wizard for wizard casting at 20 and cleric casting at 20. Then take the two HOPf's I already have for shadow dancer casting at 11, and rogue for sneak attack at 5d6.

True, the human won't have attributes as high, but there is a trade-off between higher ability scores and higher casting levels.

Yes, the sharn does have a few extra abilities, like a permanent haste (which can be duplicated with magic) effect with a little extra kick, extra limbs and melee attacks. a metamagic quicken rod with no limitations would take care of the two spells a turn as well. Of course considering that combat doesn't occur all the time, it could be limited to some extent for cost savings.

It's also pretty freaking hard to hide a sharn. I've been thinking about that one for days. Can't use any polymorph spells on himself. Bet anyone that sees him will auto attack, since he does look like a horror from your nightmares. I think I have something figured out that will work for the townsfolk, but not for the other PC's (or anyone else with true sight).

The base Sharn is 4 hit dice and has dual casting of sorcerer 7 and cleric 5. I bumped the hit dice to 8 without changing anything else.

The rules for monster advancement provide for comparing a creature to a similar CR to see what you get. Take a look at the abilities of Dosojin Kami CR 7, Drider also CR 7, and then Ghaele Azata at CR 13 is also a 13th level caster with a load of SLA's to boot.

Nothing on the Sharn says they get multiple saves, and I have not noted them that way. I did make a few changes to body slots that make sense for the race.

I also expect that since a Sharn only has one extra action for two extra heads, and since Sharn are a conglomeration of three mages and that two out of three are choosing a course of action, with the third dissenting. I had planed on playing the character as three personalities, it is a beast of chaos, after all.

Now getting into fair play, at this level that's, complicated. How many actions can Sparel take in a round with how many simulacrums? At least one of which is a high enough level caster to manage a greater demiplane with multiple castings. Or that he has several greater demiplanes but doesn't have greater demiplane on his list of spells known?

Consider the game balance if Sparel only charged a silver piece per head, or ton of cargo moved through his gateway. He could potentially start raking in thousands of gold a day.

What merchant wouldn't pay a few gold to cut months off his travel time, and the wages he needs to pay crew and guards?

I see that you also have a greater demiplane but not the spells to cast or maintain it.


Q'q wrote:
Shadow dancer abilities come from one of the HOPF's Giving me the special of a prestige equal to HD-5, or in this case, all 10 levels of the Shadowdancer prestige class.

That isn't right. It is one half (HD-5). So at most you get 7 levels of a prestige class, since things always round down in Pathfinder.

As for the race...considering he set something of a cap at around noble drow...I am going to go ahead and say your just a lil past that with a sharn.

PF action economy is out the window, 2 spells (or more) a round without the need for quicken, or the full round + move is pretty much up there as being a capstone ability at 20, and even then the classes that allow it have limits. Especially when it is an innate ability.

4 Domains. As a racial ability. Only twice what the class itself grants, no biggie. And for sorcerer, is that supposed to be pick one of those three or get all three?

And under these rules, yes, it is possible to hit 20/20 caster level in 2 classes. But your still limited by action economy, and a sharn kinda tosses that out the window.

And the rules for monster advancement have nothing to do with actually playing one. That is one of those areas where the game broke down. So Paizo went and did a smart thing with the ARG. Look at driders in there. No hit dice. No innate caster levels. Just a race you start at 1st level like all the others with.


Construct (Outsider) LN Axiomite MachineSmith L20 (Mighty - Feat) Mythic HIEROPHANT 'LAW' (Duel path GUARDIAN) T4
Status:
Init +28 | AC53* FF41 T27 | HP226/226 | F -- | R +51 | W +49 | Per +38

Krigare is right its 7 levels of Shadow not 10, and his other points as well.

Build the Shem as a PC and you will get it
i was getting 90+ points last night.

Also even with the 8 level hit your getting casting at 9th level
thats way out.

The +5 inherent bonuses
I think non of use have used the +5 inherent bonuses, that was some thing the now missing GM said as a throw away,
I do not think one of use has used that at all.
We all did 25point buy and then added magic items etc.

Like Krigare said the powers of the Sheam are by no means small things. Hast per, two spells before hast, (so 4) 9 attacks build it just see the PC race build count go up and up.

Its a Monster race that should take down levels not give you 20 to then build from.

My point is still this, you have to match the levels of the party, I know this is a mad level game but come on, it looks to me like an under costed pathfinder monster conversion added to some stuff the rest of use did not take.

See now mine and Krigare point.

Build it to match, comparative level is all,
drop the stuff that takes you up to that 90 point + area and make it so we can play on an even playing field or this brakes before it even starts.


M Human

i dont have a problem with anyone's characters. i havent read up on them, but i figure at this level everything's gonna be insane.

admittedly, my character is probably less optimized than others considering i dont have 9th level spells thanks to taking a non-full progression prestige class during my main 20 levels.

and yeah that feat gives you a max of 7 levels of a prestige class, i took it as well


Construct (Outsider) LN Axiomite MachineSmith L20 (Mighty - Feat) Mythic HIEROPHANT 'LAW' (Duel path GUARDIAN) T4
Status:
Init +28 | AC53* FF41 T27 | HP226/226 | F -- | R +51 | W +49 | Per +38

The Sharm Monster race Gastolt being played as a PC race with out a proper conversion. Is my problem Tenro, it just starts way ahead of us all from the get go. Like saying I'm a Gastolt mature Gold Dragon, with two starting spell caster levels at 7 and 5.


M Human

yeah once before i played a gestalt minotaur and it got pretty powerful. GM decided that monster HD had to take up both sides of the gestalt.

anywho i could use some help getting to you all. hahahah


Construct (Outsider) LN Axiomite MachineSmith L20 (Mighty - Feat) Mythic HIEROPHANT 'LAW' (Duel path GUARDIAN) T4
Status:
Init +28 | AC53* FF41 T27 | HP226/226 | F -- | R +51 | W +49 | Per +38

did any one take that +5 inherent bonuses thing
I know I did not, blow a level on Advanced.


M Human

i took the +5s that the DM assumed we all had. but i dont have an advanced race or anything


Male Casrua. Inquisitor 20/Ranger10(gestalt feat)/Nature's Warden7(prestigious)

I did as well, as Akor is MAD, to a degree.

I too agree the Sharn is probably way too powerful, but allow me to look it up tomorrow to know for sure. I have access to all the FR books.


Construct (Outsider) LN Axiomite MachineSmith L20 (Mighty - Feat) Mythic HIEROPHANT 'LAW' (Duel path GUARDIAN) T4
Status:
Init +28 | AC53* FF41 T27 | HP226/226 | F -- | R +51 | W +49 | Per +38

I know I may be coming over as an A$$ here as this a power game but as I did not take the +5s I just worked out I can do away with the Advanced level loss and go 20 levels Cleric. Humm now I realy do feel an a$$

but ye looking at biulding some thing that has +10 Dex as a PC race

your get

+2 = Build 4 RP points
+4 = Build 9 RP Points
+6 = Build 15 RP points
+8 = Build 22 RP Points
+10 = Build 30 RP Points

so your 40 point base seem smacked with just one State of the Sharm.

So Sharn start with +8 Str, +10 Dex, +10 Con, +8 Int, +8 Wis, +10 Cha.

Str 22p, Dex 30p, Con 30p, Int 22p, Wis 22p, Cha 30p
Take a +2 state start you still get a race with 148 RP PC build points on states alone, before you even start on any other thing it has.

being big and not changing dos little V -build points

Do you see where I am coming from here, Sheams would be around 400 RP point biuld as a rice, that 10x that of the rest of us.


M Elf wiz3/clr3/MT 10/ Lore 4

I took +5 inherent bonuses.


Construct (Outsider) LN Axiomite MachineSmith L20 (Mighty - Feat) Mythic HIEROPHANT 'LAW' (Duel path GUARDIAN) T4
Status:
Init +28 | AC53* FF41 T27 | HP226/226 | F -- | R +51 | W +49 | Per +38

So have I now, made me redesign Rosa but it changed little.
She advanced in race now not as a level take with +5 taking the stats to where the were and shes ture Level 20 cleric now down the wire.

Race build is 40 RP like every ones of not base or core race.
Drow Noble eqil etc


On 9/30/12 the DM said monster races ok, CR eats into levels. I took a CR 6, made it CR 8 and went from there. Since I appear to be the only player that did this, I have to change?

I will start stating up a new PC to appease the less optimized.

I will also note that the DM said that the gestalt HOPF's stack with existing CL's.

So I will put together this:

human
Wizard 6, Mystic Theurge wizard/cleric, Wizard 4.
HOPF Magic-User (Wizard)
HOPF Magic-User (Cleric)

My Cleric casting will be CL 20 with 9th level spells. My wizard will be CL 30 with 9+ level spells. Not sure what I will do with the third HOPF.

How would you like to look at 10th level spell progression? I like the pathfinder suggestion on the SRD.


For my third HOPF the Mental Paragon looks good, but it may not be the best choice.

Full Casting Action looks pretty cool too, cast two spells every round.

Supernatural Spell Monster looks really interesting. Might take that in Wizard. Supernatural abilities can be always active. That would be nice for buff spells. Like haste, always on... Not sure how that would work with the 9> slots, which are there generally for use with metamagic feats.


Based on the DM rulings for CR.

I could also go with any of these options and while the character would not have the same breadth of capabilities, the power of those abilities would certainly be much greater.

Star Archon, CR 19: Cleric 19, 1 level cleric add HOPF(Magic-User: Cleric) for CL 30

Coutl, CR 10: Sorcerer 9, casts spells from cleric and sorcerer list, add 10 levels of sorcerer. Add HOPF (Magic User:Sorcerer) for Sorcerer CL 29, able to cast from cleric and sorcerer list, definitely add HOPF (Spell Shifting).

Great Wyrm Crystal Dragon, CR 18: Sorcerer 13, add HOPF (Magic User:Sorcerer) for CL 23.

Ancient Gold Dragon, CR 20: Sorcerer 15, add HOPF (Magic User:Sorcerer) for CL 25.

What I see is that the players choose to optimize their characters with no-cost equipment like demiplanes, floating cities, and TARDIS ships.


M Elf wiz3/clr3/MT 10/ Lore 4

Q,

Your Mystic Theurge idea sounds basically like my character. Not to say don't do it if that's what you want, but I'd make some effort to differentiate yourself or you'll just sort of blend into the background.

That is unless of course you want to make a plot line that say's you're a clone who gained it's own consciousness or former apprentice or something.

On another note, I'm going to stick with base elf. I could add an extra 30 race builder points, but I don't think that will be necessary. I'm kicking ass and taking names as just a vanilla elf. Point being, don't feel the need to add Race points just because others did.


Q'q, the problem with monsters as a PC like your talking about is that almost every monster past CR 4-5 has stats and innate abilities that outstrip a PC race. Ones that have effective class features, such as actual spellcasting, generally outstrip the classes themselves in an exchange of HD for Level.

Lets take a look at one of my favorites, and one I have played in the past (in 2nd and 3.0 and 3.5), the Ghaele.

For stats, they would have modifiers of:
+14 Str, +2 Dex, +10 Con, +6 Int, +8 Wis, +6 Cha

Now, SLA's:
Constant—detect evil, holy aura (DC 21), see invisibility
At will—aid, charm monster (DC 17), continual flame, cure light wounds, dancing lights, detect thoughts (DC 15), disguise self, dispel magic, hold monster (DC 18), greater invisibility (self only), major image (DC 16), greater teleport (self plus 50 lbs. of objects only)
3/day—globe of invulnerability
1/day—chain lightning (DC 19), prismatic spray (DC 20), wall of force

Azata Traits
Darkvision 60 feet and low-light vision.
Immunity to electricity and petrification.
Resistance to cold 10 and fire 10.
Truespeech (Su) All azatas can speak with any creature that has a language, as though using a tongues spell (caster level 14th). This ability is always active.

Special Abilities:
It can kill low level evil creatures with a glance, higher HD ones end up shaken if they fail the save
They can Shift into an incorporeal form, from which they can shoot rays of untyped energy at you.

That is just plain jane racial abilities.

For the 13 racial hit dice they get 13 caster levels of cleric, no domains or channel.

So, given a choice between a Cleric 13 (any PC race) or a Ghaele right out of the box, where do you think the balance of power is?

And in a Sharns case, the comparision comes out even worse.

I get that you want to play one. I'm not sure Dogblade really thought that one all the way through when he said you could.


M Elf wiz3/clr3/MT 10/ Lore 4
Q'q wrote:


What I see is that the players choose to optimize their characters with no-cost equipment like demiplanes, floating cities, and TARDIS ships.

1) the demiplanes weren't no cost. 2) You'll note that we're not on the ship or even using it at the moment. It's a role playing device. Other characters made themselves rulers of nations. I have a flying ship. My character is not, however, a flying ship. Same goes for the flying city.


Male Casrua. Inquisitor 20/Ranger10(gestalt feat)/Nature's Warden7(prestigious)

Couple of things:

1) I live in Ct and thus my loose power due to Hurricane Terrorist Cell Sandy. If I do, I have no idea when I'll be back. I will try to post stuff today just in case.

2) I am not positive, but I coulda sworn Dogblade changed his mind on monster races, sticking with things around Noble Drow in power. But that mighta been a different epic game. Somebody wanna double check?


M Elf wiz3/clr3/MT 10/ Lore 4

No worries. Hope dog blades ok.

Monkey, You have a bad habit of making DM's go MIA. You should look into that. :-)


Male Weremonkey Rogue/Ranger/Trickster

You haven't gone missing, have you? :)


1 person marked this as a favorite.
M Elf wiz3/clr3/MT 10/ Lore 4

Not yet, but there's an unmarked van that keeps watching me. I think it's your doing.


Construct (Outsider) LN Axiomite MachineSmith L20 (Mighty - Feat) Mythic HIEROPHANT 'LAW' (Duel path GUARDIAN) T4
Status:
Init +28 | AC53* FF41 T27 | HP226/226 | F -- | R +51 | W +49 | Per +38

Yep I asked the GM if I could be a fiend /Devil and he said Make one at Noble Drow level in Race builder. I thought that was the same for everyone.

I think Krigare nailed my point with his post, that is just my point, out the box, Monsters with out true matching convertion just take over.
Your build was a party in one. Killer Fighter/Mage/Rouge/Cleric/Skill Monkey

No need for us.

It Make a group I have Rosa, not be good at sneaking around, not be good a skills, not walk around with an Army of lesser devils. Or she would take over. Just me that and I think the others did the same, find a slot pop your PC in it. We will be over all hard core not areas of weakness make a team need each other. Rosa can not hunt down the Botherhood of new Evil alone. Your 1st PC build could I felt myself thats all. This is however a group thing so being outvoted is part of the game. Also the GM baton is not we me now so who ever has that makes the calls. :)

As for Demi-Planes My PC has an "Office" and staff in it, even then its got an oversight Devil parked in it to keep an eye on Rosa for the powers that be in Hell. hehe

Supernatural Spell Monster looks really interesting. Might take that in Wizard. Supernatural abilities can be always active. That would be nice for buff spells. Like haste, always on... Not sure how that would work with the 9> slots, which are there generally for use with metamagic feats.

I think the HOPF states you "Cast" your spell as Supernatural abilities
they still have the same time and use limits

I'm a wrong thing this guys I have.

Supernatural Spell Monster – select one spellcasting class and cast all spells as if they were supernatural abilities. Obviously this gets rid of AOO's, components etc.

Now if they are always on and no limit to casting well - Rosa will have to have that. Endless spells up to 9th level??? always on at will YIKES!!!

That would nuf things with Rosa, so Ill have to say nope to myself.
Bad Spugly bad

@Sparel - A Van, you to a, mine's out there now.


M Elf wiz3/clr3/MT 10/ Lore 4

I took supernatural spell monster for my wizard spells. Basically everything is the same as far as components, time to cast, and once you use it it's gone for the day as standard spell casting. However, spell resistance won't apply to them. My cleric and sorcerer spells apply spell resistance as normal. In no way is it infinite spells. It is an overpowered feat, but it's still got limits.

Rosa, AOO and components are standard for supernatural spells. You're thinking of spell like abilities, which does ignore AOO and components. If memory serves SLA's don't have somatic or material components either, but I could be mistaken.

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