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Going to disagree:
Alchemist's Throw Anything ability states it adds to splash weapons. If the item used with Alchemical Weapons is a splash weapon it should get the extra damage (i.e. intelligence modifier to damage). The fact it doesn't splash for this ability doesn't change what the item is.
Honestly Trump's business debt is of concern to me simply because he has blown up (fiscally speaking) several companies already.
However for this to be worrisome I would need information on his past debt loads for businesses and more information on the income levels for the businesses he has leveraged now, and how the management of those businesses are acting.
Finally I would need information on how directly involved he is with the leveraged assets/businesses, as his direct involvement seems to indicate trouble for a company.
Michelle Bachmann's recent claim of being one of his foreign policy advisors is of more direct concern for me.
Abraham spalding wrote:
AND THEN mister mumbo jumbo guy survives a blaster shot from a blaster that literally throws people it hits around.
Maybe but I don't know for sure I would have to do more research. The fact the tower was mentioned in the first place was odd and why I asked.
Personally if I was to set up the tower you would be looking at a wall of force wrapping a prismatic wall for the outermost walls. Those are expensive but literally stop all effects from you getting in including divinations. The purpose of the wall of force is to prevent random people from walking into the the prismatic wall.
But, yeah, a couple of scrolls won't kill me. That's "throwing money at a problem", not REALLY involving a mage. Not directly.
Questions: Does the tower come out of the mage's funds and is blood money available to him?
If the tower is in addition to his character funds you are effectively screwed. If blood money is available to him then he is effectively unlimited in wealth, and again effectively screwed.
Well considering you must create your own and must be able to cast spells to do that and must have a caster level of 11 or higher then it is easy to say if you don't mean one of those steps then you can't be a lich.
It's a literal if then statement:
1. To be a lich you must have a phylactery
However part 3 doesn't preclude part two. Those are minimums to have a phylactery (as in the type the lich uses). You don't get to skip those with vague handwaving simply because there might be additional steps.
Drahliana Moonrunner wrote:
fortunately she is campaigning, she's just sidestepping the news reports and doing local style campaigning and tv ad blitz (is that the plural of blitz too?).
I used alchemist with a level in gun tank for a techmarine. Extra arm for the sevro arms, and the straffing bomb for a meltagun, and the cone discovery for the flamer. The fast healing abilities cause space marine and infusion to be a bit of an apothecary.
One of his servo arms was a prototype with a storm shield attached (read tower shield).
Lucas Yew wrote:
Well I would certainly watch your attempt with great mirth on YouTube.
Also rabid animals might be innocent but I think you'll find them more of a danger that needs to be put down.
The idea that somehow those raccoons are just going to sit there and in a straight line no less is just...
well your suggestion is just full of bizarre.
It really isn't flaws with 3.5 martial characters is it is flaws with the concept of melee combat.
And even the it isn't so much flaws as it is realities of melee combat.
JOSEPH CALLAWAY wrote:
Just three movies before he gets ran through by a guy with a bunch of angst and mystic mumbo jumbo using a light saber.
Okay I guess I will look into that. A little over my head, but sure. So if I get a copy of the Mage 2ed, I don't need the core book?
In the same way you don't need the core book to play pathfinder (meaning that if you have the advanced player's guide you could still build an oracle and play that fairly easily).
Life isn't going to be easy on you but it isn't a game stopper.
Well to be fair I probably deserve the snark because when I first thought to post that I was feeling pretty snarky myself.
But honestly we are simply extending a system already in place with my proposed rules. BAB is nothing more than "Minimum bonus to hit", as the base saves are for save throws too, and the full hit die as hit points at first level + 1/2 hit die +1 after that rule. I'm simply extending it to AC and damage as well.
What this does is give the baseline that the designers know exists. No need for any combat encounter that will be weaker than what these rules provide.
Now I don't think this is a great idea by any means. It rewards people that build characters that do not do 'combat' with a means to be 'effective' in combat without paying any opportunity costs for it. So if a human rogue wanted nothing but skill focus feats and the other related skill feats he could take them and still have these minimums after buying up thousands of gold pieces worth of crap.
However this also means that the other players don't have to worry about keeping him alive as much either or having encounters that aren't even slightly challenging.
I don't think these sorts of rules are the way to go but I would rather see the floor come up which still allows those that want to invest to be the 'best' in what they invest in than see a ceiling that means the focused fighter does no more than the non-combatant bard character.
Inverse Proposal: Raise the floor.
All PCs have a minimum AC equal to their base Reflex save + their BAB + 8.
All PCs have a minimum damage track as well: Poor BAB is 5 damage per level (10 with spells), Medium BAB is 8 damage per level and Good BAB is 12 damage per level.
Of course now we are telling people their choices doing matter on the lower end. However if you want to push for the sky you still can.
What I find funny is that simply using a great sword at level 1 without any strength bonus could be 'excessive' to the OP since it could exceed his threshold.
Heck have a 14 strength and power attack using a long sword two handed would likely exceed his threshold on a normal attack at level 1 (3+3+1d8 averages 10.5 damage).
Simply put it's a bad starting point even if something like this were to be considered.
I have an alternity campaign designed around the PCs having a system ship available or being part of the jump ship that travels the verge.
The jump ship carried two escort ships (frigate/destroyer sized) plus about 25 of the smaller ships, in addition to some manufacturing capability and sales floor on the ship itself (plus room for the crew).
The jump ship was on a "five year tour" and the smaller ships leased space for at least a year at a time to travel with it. The leased space came with apartments for the system ship's crew, some cargo space and other such niceties.
This allowed episodic sessions in different locations without having the PCs being able to jump wherever/whenever they wanted. If they instead chose to be the crew of the bigger ship there were plenty of places they could be important without being the 'be all end all' of the crew for that section. Also away missions for restocking and whatnot were always possible too.
I guess I'm saying I see plenty of room for both big and small and mixes of the two as well.
For Star Trek sort of games I like a crew around 200~300 as that allows room for character growth through the ranks and replacements if something should happen. At that crew size the PCs can also influence where the ship goes without being given a free handle.
Oh believe me I am very aware, I do think with certain problems we face though there is a point where diminishing returns ends, you reach a plateau and then it does get easier to finish the problem.
It's related to the "snowball" effect that Dave Ramsey recommends for getting rid of debt.
Of course that doesn't mean we don't have diminishing returns in the between here and there or that we'll be able to overcome them to get to the point I'm talking about.
And even then... stuff happens.
Yeah I worry about hitting a point of diminishing returns; as we improve further improvement gets harder.
I do think there is a point where you actually break out of that and then finishing the task is easier but it's a question if we can get to that point and then finish instead of letting up and moving on.
I do think we are at a good place and getting better, but as always there is worries about things that could cause us to stop.
At which point why are we using a ring of Greater Invisibility and a ring of silence?
Ring of Greater Invisibility, ring of silence. Take dazzling display and Shatter Defenses. He doesn't get a save against the intimidation. Guaranteeing you can get sneak attack. Putting silence on yourself and getting close will hurt his casting. Best starting advice I got
See invisibility is a thing, and at very low level also available to be permanency.
Silence is nice because it gets around echolocation though the wizard will note his blindsight dropping as you close, so best to do that in a single round. The bigger issue is with silence activated you can't hear either which means you can miss things, and have to deal with a -4 to your initiative.
I think Two-Handed Rogues actually end up doing more damage than TWF rogues. With only 3/4ths BAB a TWF rogue will end up missing a lot of their off-hand attacks in a full-attack. Sword of Subtlety helps.
He's using unchained rogue and with short swords of sublety I think he would end up with higher DPS. He has the Dex to damage ability for both weapons which means he can really lay into dexterity without loosing damage. Adding in piranha strike means he'll have +dex mod to damage with both weapons then +2 and +1 per penalty on the other.
Either of the front corners work. Along the wall is not through the wall.
The square beside Merisel doesn't work for the same reason her square doesn't work.
The square to the left doesn't work since the inside corner runs into the same problem that arrow #4 illustrates, if it is drawn like a ranged attack, please note that wall borders count in such cases for creating cover.
Faith Magic discovery allows a wizard to cast a divine spell using up a spell slot one level higher than it normally takes, as a divine spell.
Faith Magic Discovery:
Benefit: Select one spell granted by a domain belonging to the god you worship. This spell must be at least 2 levels lower than the highest-level wizard spell you can cast. When you first prepare your spells for the day, you can prepare this spell once, using a spell slot 1 level higher than the spell's actual level. This is cast as a divine spell.
If you take Faith Magic at level 7 as a wizard you could then take a 2nd level divine spell (from the a domain) and cast it as a third level spell.
Would this allow you to qualify for Mystic Theurge? (question 1)
Mystic Theurge states that it increases an "existing divine spellcasting class".
I read this to mean even though you qualify if you have not taken at least one level in a divine spellcasting class you will not gain the benefit of the mystic theurge class (question 2, is this correct?)
If that is the case would it be correct to say the best way to take advantage of the faith magic discovery would be to take one level in a divine class at level 8 and then start taking mystic theurge at level 9 (so you can take faith magic at level 7)? (question 3)
Please note that the familiar uses a base class of your choosing to determine its BAB and base save throws.
I would suggest a ranger. That would grant full BAB to the familiar and good fortitude and reflex saves. Since the familiar can still borrow your base save throw bonus so doesn't need a good will save.
Later on you might consider the Faith Magic discovery. This character seems like the type that would dabble in magic beyond simply arcane.
Naderi is the goddess of tragic love and has the repose domain. Death ward is a domain spell at 4th level, meaning you could take the Faith Magic discovery at 11th level and cast death ward as a fifth level spell.
Just seems like something he would learn eventually.
Um... I am not as up on the occult classes as I could be but...
A spiritualist seems like a natural fit for this.
However if you go wizard then your background literally screams for the spirit binder archetype
Your familiar is literally a piece of a love one that was bound here through death. It can really pick up your familiar for general usefulness and then the familiar gains some feats too.
I would then consider making your familiar a Figment familiar to make it more "ghostly" and keeps coming back even if something happens to it.
Assuming you meant to quote me:
Perception is a must and since you want a trapfinding guy so is disarm device. I like escape artist for the ability to get out of grapples if nothing else. Use magic device is a given...
That's four skills out of a base 8 I would follow with:
That gives you a "solo" guy base for before the party meets him, and he can maneuver around an area without 'needing' magic.
Five more skills...
Honestly with that high of an intelligence it would make sense to me to take knowledge skills and spellcraft early on: As you run into traps and such you are going to want to know what they are and what is going on. Knowledge is power after all, and social skills are something generally best left to PCs that are charisma based. You don't want a case where your NPC is the 'face' of the party and you end up talking to yourself for multiple NPCs!
On to feats and combat:
You are fighting yourself with what you have taken.
Run, mobility and Spring attack means you want to move and attack. Two weapon fighting means you want to stay still and attack. You can't do both and be effective as a rogue.
I would suggest if you want mobility to go with a high strength rogue using a two handed weapon.
If you instead want to stick with an unchained rogue and use dexterity then I suggest sticking to two weapon fighting.
Either way I would drop run for combat reflexes. Attacks of Opportunity can benefit from sneak attack and more attacks on the enemy's turn is better for you.
Since you stated you want this guy to give the party reasons for wanting to position well I suggest you choose the following talents:
Each of this talents means that allowing the rogue to get his sneak attack means the enemy can't do something, or is easier to hit, while positioning attack lets you reposition without AoOs. You might want to take multitalented for positioning attack. Slow Reactions means if he gets his sneak attack everyone else can move around without worrying about AoOs as much.
Weapon training and combat trick are both good too.
For advanced Rogue talents I like:
These abilities allow you to really hammer home the idea that positioning is important.
Personally I would consider the strength based build a bit stronger and here's why:
You don't want him doing so much damage the PCs feel outshined.
If you use a strength oriented build you get fewer hits which means fewer sneak attacks, so the ones you land mean more (for their extra effects) but you aren't laying down as much damage as a PC will.
It also means you can use reach weapons easier which again points at the importance of positioning.
You will lose damage this way: You don't have as many attacks and you aren't using dex to damage (which does synergize well with two weapon fighting) but it shouldn't be too horrible. Assuming an 18 strength at level 1 you'll have 1d8+6 damage and if you take power attack it will be 1d8+9. Considering with two swords you were looking at 2d6+10 you aren't too far off before sneak attack.
A two handed weapon means you can also consider the cleave line which in my opinion serves medium BAB classes better than it does full BAB. Medium BAB gets its second attack at level 8 and doesn't get a third until level 15. So taking a standard action for two attacks isn't hurting as much compared to a full attack.
With such a build I would consider intimidate and means to get intimidate on attacks so as to demoralize enemies as well. The scout archetype would serve this guy well.
Mark Carlson 255 wrote:
If it is a different composition as the spell does why would it burn? It only regains its original composition when the spell is released (of course with permanency he can again put it back to its cloth-like composition).
This is just me but it seems likely that the rogue is supposed to be the "active party" in this challenge. The OP did say the rogue is supposed to weather the tower and then fight the wizard.
Which honestly reminds me of a little one off I ran once.
I had a group of players tell me it was child's play taking a dragon in its lair.
I gave them 25 point buy a list of books they could use and said, "I'll see you next week with the dragon and his lair."
They reset... seven(iirc) times before they finally managed to kill the dragon. For each reset I did not restock the dragon's lair (so basically their progress was saved and they got to start fresh again).
So they finally kill the dragon, loot the lair step out... and find the dragon's clone standing there. Dragon says, "That was cute. Now put everything back and leave your stuff too."
This is just one of those situations you don't want to be in.
*EDIT* and for the record I am not saying that I could come up with a rogue and play it in such as to win this challenge. It's simply not stacked in the rogue's favor in anyway.
Enchanter Tim wrote:
Honestly I think the Rumormonger and convincing lie is the best choice for a number of reasons:
1. It spreads quickly -- literally communities at a time.
Actually traps falls under a different heading.
Magical Traps produce a spell's effects. What is happening here are standing spells that are suppressed by the presence of an anti-magic field.
So you are literally arguing you should be able to disable a magic spell from being affected by an anti-magic field.
The teleportation circle is the means of travel between floors. It isn't a trap it's the only way up. The walls of force surrounding the landing area are structural unless you want to explain to me why rogues should be allowed to "disable device" existing walls of force.
So the rogue has a choice when it comes to the teleportation circle. He can either use it... or he can find a different means of getting between floors. If he wants to use it he can't have an anti-magic field up.
The only reason the rogue is having a problem here is he chose to have an anti-magic field up when he needs to use a magic spell. That's "Cry me a river" territory that the wizard would have to deal with too if he used anti-magic field.
Now I agree that the alarm spell is a trap and could be located and disabled. So could symbols if we used those. But shrink item is not a trap. Teleportation circle is not a trap. Neither is wall of force.
I could build a trap that uses those but that's not what I am doing.
Permanency is a spell that removes the need for maintenance for shrink item. I thought that was naturally realized but I should have stated it I guess.
And considering the rogue is the player and the wizard is the gms yeah I am willing to say the rogue is likely to be screwed on every level, and the rogue can't afford to think he won't be.
The nice thing with permanency on shrink item is after the anti magic field goes away you should be able to get your lava sheets back.
Honesty this is just letting the rogue know what the simple stuff he could be looking at is. It doesn't touch on how screwed he is if his anti magic field aaccidently overlaps with the magic circles for bound outsiders, how he has no way through force walls or a thousand other tricks that can be rigged against him.
Which is why I am fine with the rumormonger idea: it is one of the few good things the rogue has going for himself.
As to being defined as traps... No shrink item is not a trap, and is not listed as a trap like spell. Neither is teleportation circle, and the teleportation circle could be out in the open... The issue there is the rogue can't use it with anti magic field up.
Beyond that the anti magic field is simply a bad idea. It is too easy to counter
Hit the following keys:
<Ctrl> + R
All joking aside...
Rogues make bad two weapon fighters. They also are not the best at doing the "skills" thing either.
IF you have your heart set on "rogue and only rogue" there is much we can do to make the character better but you will need to understand it's not going to be what many people here would call "heavily optimized".
For starters I would adjust those stats as followed:
Your save throws will thank you as will your hit points and honestly the difference of +1 on social skills is something you won't miss.
Then we need a question answered: What matters more, his abilities with skills OR his abilities in combat?
IF you say "Skills" then I suggest going with a two handed (instead of two weapon) fighting style. Using a weapon two handed saves you many feats and allows you more optimized damage with less costs overall.
Drahliana Moonrunner wrote:
I mean it's literally from the first bestiary's lich entry so it's kind of hard to miss.
Mark Carlson 255 wrote:
Shrink Item puts the "item" into stasis. You can literally use it on a fire and have the fire burn when you finally drop it much later, and if you use the cloth like portion of the spell then there is no reason sovereign glue wouldn't work and there is no heat because, again, stasis.
To use the sovereign glue you would simply tack up the corners of the "cloth" from the shrink item.
So when the anti-magic field touches the shrink item spell it would remove and then the lava would fall. What's even better because shrink item reduces the original item to 1/16 of its normal size in each dimension (1/4000 of its original volume) you could literally layer sheets and drop a lot of lava when the anti-magic field hits multiple sheets at once.
And please note that shrink item isn't a polymorph spell so you could even polymorph something else and then shrink it.
Heck you could baleful polymorph a monster flesh to stone it and then shrink item that to store even more monsters.
Yeah if he does that's not a bad idea. Honestly the necromancy bane one might be good anyways just for some relief from negative levels.
If the wizard has maxed out his intelligence then he'll have 6 level 9 spells, plus one if he specialized, two if he uses Thassilonian specialization, meaning between 6 and 9 ninth level spells, not counting prior castings, pearls or whatnot.
The Archives owner has had a load of issues recently which have caused a large backlog and slow down of updates on the site. He recently posted that he *hopes* (emphasis on the transitory nature of hope and how it is not in anyway shape or form a guarantee of any sort!) to be current by the end of October.
Which considering the workload and how few people he has working on the site directly makes me think he might be being a bit ambitious for the workload.
But quite frankly I like the layout of archives better for most things including searching by source, while I like d20pfsrd for indexing and searching by spell/class/school better.
Honestly Anti-magic field is a presupposed point of defense for most of my wizard towers. Each level tends to be locked from travel except for a single means left on the floor before which requires magic to be useful.
Teleporting in to the given location locks down walls of force in the area (as walls of force are unaffected by anti-magic field). The ceilings are post polymorphed lava (instead of the floors and there is sheeting between the two). Baleful polymorph flesh to stone creatures are used as statues (flesh to stone to keep them from being a bother).
Lantern archons for lighting (if I'm neutral or evil) with defense commands built in.
Along with 'status report' sort of spells that report into other spells as triggers. Typically alarm spells that report if statues go missing for example (or if the creature that the baleful polymorph statue is appears in the area).
All in all the problem is you are assaulting a harden position for an extremely mobile enemy that has means and abilities beyond what you can cope with while coping with other problems.
The rumormonger is probably the best bet because it doesn't rely on your solo action economy and abilities.
The problem is you have allowed the enemy to dictate the field of battle and then allowed him time to set it up for the more common means of attack.
Antimagic field is simply trapping yourself before you even get to him, and likely something you'll both need and need to stop using on every level.
Heck one of my wizards' towers was actually completely empty. Walking in the door transported you to his magnificent mansion... unless you had anti-magic up. As an automated defense it was a nice start.