Viorian Dekanti

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50 posts (666 including aliases). No reviews. No lists. No wishlists. 10 aliases.




I would really like to play a Velociraptor that has been awoken, because who doesn't want to play an adorable toothy rooster than can jump 6 feet, carve out your eyes, and then hang onto you with its talons until you bleed out. However, even having read the Other Races page, I am unclear about several things.

1, Stats: Do I just use the Velociraptor stats modified by Awaken as is, e.g. Str 13 Dex 17 Con 17 Int 3d6 Wis 14 Cha 14+1d3? Or do i translate the Velociraptor stats into stat mods, and roll or point buy for stats as normal?

2, Hit dice: When adding class levels to my Velociraptor, the other races page specifies that the CR, not the HD, is what is matched to the class levels of the other players. In addition, after 2.5 levels, my raptor would get an additional class level, making its CR effectively 1 for this purpose. This means my raptor would have 4 more HD then the other players at level five onwards (4 class levels + 5 Velociraptor hit dice versus 5 class levels). Does that mean my maximum skill rank cap is 4 higher than the other players, making me a downright amazing trap finder with an effective +8 racial bonus to perception? Will I always have +1 more stat increase? Do I thereby have 2 additional feats from regular level progression?


I optimize. Others in my new gaming group do not. They are worried I will outshine them, which I find unlikely, as my character is highly specialized and will only do decent damage in combat, but the facts of the matter seem irrelevant to their worries.

No matter how much I assure them I will not suddenly attack them (yes, they were actually worried I would make my character attack their characters for little reason), that my damage is not as massive as they believe, and that they can both contribute in combat, they still seem concerned.

Yes, neither of their characters could kill mine, not even if they banded together to do it, but since that is simply because mine is a tank and they are both squishies, that is hardly a good way to decide if they will be useful in the actual game or not.

I like these players, though, and I want them to have fun.

How do I best make them feel that I like their characters, and how do I make them see that their characters are good enough? How do I best help them enjoy our game?


Because a Psicrystal inclined to camouflage itself among these other crystals flying about is a Psicrystal I would love to roleplay.


Hello!

This is a build I’ve been thinking about recently that I’d like suggestions and advice about. It is, in fact, rather suicidal.

So far, for this build, I am considering a Belt of Physical Perfection (probably a +4 one, considering the level), and pair of Boots Of Speed (So that she can Pounce the enemy for 5 attacks, 3 of them at the full attack bonus, thanks to Wild Fighting).

The battle plan is to charge the enemy, and then activate Come and Get Me, getting an attack of opportunity every time someone beats at her. She has a lot of hp, and good saves from Superstition (I think Half-Orcs can select the Human Favored Class bonus, is that right?) but with almost no AC whatsoever. Between Rage, Reckless Abandon, Wild Fighting, Pounce and Come and Get Me, that’s -16 AC.

Assuming +4 Belt Of Physical Perfection, she has 219 hp while raging (from 28 Con and Toughness), can take a full-round action while she has more than -28 hp, and if she does die, she’ll delay the death condition for one round with Heroic Defiance , getting in one last full attack on the enemy.

Half-Orc Barbarian 12 [Wild Rager], Fighter 1 [Unbreakable] [20 Point Build]
STR 19 [16+2 racial, +1 12th level increase] DEX 16 [15+1 8th level increase] CON 16 [15+1 4th level increase] INT 8 WIS 12 CHA 7
Feats, Rage Powers:
1 Power Attack
2 Endurance
2 Diehard
3 Raging Vitality, Superstition
5 Combat Reflexes, Reckless Abandon
7 Deathless Initiate, Beast Totem, Lesser
9 Heroic Defiance, Beast Totem
11 Extra Rage Power: Eater Of Magic, Beast Totem, Greater
13 Toughness, Come and Get Me

So, here’s a few questions:

1: Should she wield a Falchion, for the great crit damage, or a weapon with reach to make it easier to take those opportunity attacks?

2: Is there another good feat or Rage Power to take at 13th level? Toughness is mostly a placeholder until I find something better, although the more hp between my character and her demise, the better.

3: Is Wild Rager a good idea? Even without it, she gets -12 AC, but maybe Invulnerable Barbarian might be a better choice to negate the extra damage from Come and Get Me?

Those are the ones I could think of, but I am thankful for all suggestions. If you think I have overlooked something vital, please go ahead and tell me.


I have been weighing back and forth on a character for a while now, contemplating whether to submit them for a campaign at some point or not.

It’s a Psychic Warrior, using Psionics Expanded and Psionics Unleashed.

Well, here are the feats for the relevant build, levels 1-13. It gets into its groove at 8th level. It takes the Interceptor path at 1st Psychic Warrior level, Survivor Path at 9th Psychic Warrior level.

Duergar
Starting scores (before bonuses)
Str 16 Dex 14 Con 14 Int 12 Wis 12 Cha 7
Progression for 20 levels: Psychic Warrior 8/War Mind 5/Psychic Warrior 3/War Mind 3/Psychic Warrior 1 (Psychic Warrior 12/War Mind 8)

Levels 1 to 13

Psychic Warrior 1 - Improved Initative, Psicrystal Affinity
Psychic Warrior 2 - Psionic Fist
Psychic Warrior 3 - Psicrystal Containment
Psychic Warrior 4 -
Psychic Warrior 5 - Psionic Meditation, Craft Universal Items
Psychic Warrior 6 -
Psychic Warrior 7 - Unavoidable Strike
Psychic Warrior 8 - Vital Strike
War Mind 1 - Craft Psionic Weapons And Armor
War Mind 2 -
War Mind 3 - Expanded Knowledge: Touchsight
War Mind 4 -
War Mind 5 - Improved Vital Strike

Initiative 17 (Dex 4(Mithral Full Plate with Graft Armor), Improved Initiative 4, Duelling Amulet Of Mighty Fists 4, Reactive 2, Psicrystal Affinity 2, Cracked Dusty Rose Ioun Stone 1)

This build assumes Magic/ Psionics transperacy to allow the craft feats to be able to make both magic and psionic items to sell feat slots for more gear. The character wields a single Glove Of The Beast for a 6d6 natural attack, with a shield in the other hand. It’s a single natural attack, so *1.5 STR for damage. It uses Metaphysical Weapon for Enchantment bonus (+2 per Hours/Level at 5th, +3 at 9th, +4 at 13th, +5 at 17th).

With Expansion from the Interceptor path, the character can spend a single power point to make the Glove 8d6 and become Large, 7 power points to make it 12d6 and become Huge, free action as part of making the attack. Add on Vital Strike and Unavoidable Strike for a 24d6 melee touch attack at 8th level if using the more expensive Expansion, 36d6 that hits two adjacent characters at 13th level. It will get Greater Vital Strike at 19th level.

Her Immediate/Swift action will either go to Sidestep to negate a melee attack, Evade Burst to get Evasion or Improved Evasion as needed, the Interceptor Maneuver to get a free melee attack when a foe the Interceptor threatens attacks one of her allies, or Hustle for mobility or getting Psionic Focus back in a hurry.

My main questions are:

1: Do you see any issues with the build? Is there something I have missed?

2: Is it overpowered?

Any feedback is welcome!


Heroic Defiance can delay the onset of any condition, even instantaneous or permanent, that is not hit point or ability damage. Does this include death?


Can a character deal the damage from the Knockdown Rage Power as nonlethal damage?

If so, could they also apply the intimidate check from the Enforcer feat to that attack?


Recently, I have been thinking about flying creatures with the grab ability, and I have some questions.

Scenario: A flying creature with 15 feet reach flies 20 feet above the ground and attacks a medium creature without flight with a natural weapon with the grab ability, both hitting and succeeding on the grapple check.

1; The Grapple rules say that the grappled would now be placed adjacent to the grappler, which would be in the air. Is this treated the same way as succeeding on a check to maintain a grapple and moving the creature into a hazardous environment, therefore immediately giving the grappled a check to break loose?

1a; Is carrying capacity relevant here?

1b; What is treated as "adjacent"? Directly underneath the grappler, at the same heght as the grappler, or any direction, including above the grappler?

Ok, so now the grappler and the grappled are in the air.

2; Is it possible to Pin or Tie Up a grappled creature in the air?

2a; If the grappled breaks free from the grapple, would falling provoke an Attack of Opportunity, possibly allowing the grappler to grapple again with the grab ability?

2b; if the grappled creature hit the ground and fell prone, and the grappler succeeded on another grapple attempt, would the grappled creature remain prone in the air?


I'd like to use the Complete Gear rules for magical equipment in pathfinder, and would like opinions on how this should be done and what needs to be changed, since I do not have much experience with Pathfinder.

How should Material components and Wizards scribing from scrolls work, for instance?


Is there a way to calculate CR for a single PC rather than the "3 or less" guideline given in the Core Rulebook?


I'm looking for a pre-made campaign fit to play with a single DM and a single player.