Feiya

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530 posts. Alias of Roanark.




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If I have a +1 longsword and use one of the listed class abilities to increase it to a +6 longsword for 1 minute, would that sword be able to bypass Cold-Iron/Silver, Adamantine and Alignment per the "Overcoming DR" rules?

Overcoming DR wrote:

Overcoming DR: Damage reduction may be overcome by special materials, magic weapons (any weapon with a +1 or higher enhancement bonus, not counting the enhancement from masterwork quality), certain types of weapons (such as slashing or bludgeoning), and weapons imbued with an alignment.

Ammunition fired from a projectile weapon with an enhancement bonus of +1 or higher is treated as a magic weapon for the purpose of overcoming damage reduction. Similarly, ammunition fired from a projectile weapon with an alignment gains the alignment of that projectile weapon (in addition to any alignment it may already have).

Weapons with an enhancement bonus of +3 or greater can ignore some types of damage reduction, regardless of their actual material or alignment. The following table shows what type of enhancement bonus is needed to overcome some common types of damage reduction.


I'm currently playing in the Ruins of Azlant AP and as there's a lot of under water combat, I wanted to clarify how this spell would work. Being magical, and not stating that it needs to anchor to anything, I would think that it would "float" in the water and remain exactly where it was cast.

Secondly, when cast outside of water, can you stack two of them on top of each other, thus doubling the height?


Hey all,

I've been running Kingmaker for over a year now and my group's almost done with book 5 (just cleaning out the dungeons). They stuck pretty closely to the MO for books 1-3 by going out and exploring and handling all the kingdom building themselves. However, since we meet every other week for 3 hours, they were getting tired of spending an entire session or two with the actual kingdom building and exploring (and walking over every combat with ease). So part way through book 4, they decided to hire their own adventuring parties to go and explore the unclaimed lands (with a reasonable margin of death included) Going into book 5 they started off a level behind since they sat back and only participated in the major events. They also wiped out the initial army with a lone druid (wild shape + 3 diseases) and have avoided any other mass combat (they didn't like the rules particularly). So now that they're about to finish book 5 and are only level 13, I wondered what ramifications there would be for going into book 6 way under leveled. Is there any way to get them out exploring or leveled before the next turn of events? They've all focused on AC and anything that offers saves usually dies before it gets to go. I have to fudge some attacks just to give them some sense of not being invincible. As a side note, I have though about having one of their cohorts leave the party as she has been one-shot on multiple occasions and is their only arcane user.


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So I'm about to play a halfling bard and Oratory will be his first performance. I've written up his intro performance (at least the one that he'll give everyone the first time he meets them) but feel there could be a few changes to make it sound better. It should be known that no one actually calls him chief (they're generally yelling THIEF) but his 6 wisdom has him hearing something else. All suggestions are welcome!

Quote:

Hi there! The name's Lem Foggybottom, but everyone just calls me Chief. Not sure why, but it sure is better than Foggybottom. If you've ever been to Egorian, Belde, Ostenso or West Crown then you've probably heard of me. If not, well, no matter. You've heard of me now and in person none the less!

Now, this is a story all about how
My life got flipped-turned upside down
And I'd like to take a minute
Just sit down and relax
I'll tell you how I became The Chief of Cheliax

In west Egorian born and raised
On the homestead was where I spent most of my days
Chillin' out maxin' relaxin' all cool
And all shootin some rats as a matter of fact
When a couple of gobs who were up to no good
Started making trouble in my neighborhood
I got in one little fight and my mom got scared
She said 'You're movin' with your auntie and uncle in West Crown'

I begged and pleaded with her day after day
But she packed my bags and sent me on my way
She gave me a kiss and then she gave me my stash.
I put my bow on and said, 'What a <bleep>'.

Well, the coach landed and when I came out
There was a dude who looked like a guard standing there with my name out
I ain't trying to get arrested yet
I just got here
I sprang with the quickness like lightning, disappeared

I looked for a tavern and when I came 'round
The sign said fresh and it had mice on the grounds
If anything I could say that I shouldn't relax
But I thought 'Nah, forget it' – 'I'm in Cheliax'

I pulled up to the bar about 7 or 8
And I yelled to the keep 'Yo! Can I get a drink?'
I looked all around
I could finally relax
To begin my adventure, as the Chief of Cheliax


My group just hit level 6 and have already replaced two members that died to the sycthe tree. They've cleared most everything north of the lizard camp (minus the island) but their wealth is still pretty low for their level. I've looked ahead and there doesn't seem to be much left to give them a boost, so are they supposed to be taking money from the coffers to make up for it? (they're already over a year into their kingdom with a rough start behind them)


Yes.. I know this has been asked many times before, but the argument tends to go both ways. From what I can gather, those defending the inability to take a 5' step during a whirlwind attack do so because it's a SINGLE attack (spinning around) to hit your targets.

I'd like to counter that logic with a scenario.

......
..XX..
.XOA..
.AAX..

In this scenario, X is the enemy and A is an ally. By using the logic of "You swing your weapon around you and hit everyone in a single attack, you're going to be doing a roller coaster of a swing to avoid hitting your allies.

If you then choose the side against this argument, you then see the character as taking a separate swing against each enemy and thus avoid the whole roller coaster situation and would thus allow you a 5' step between two of the attacks. (this is my standing but would like some feedback)


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To make a long story short, I have a lvl 16 cleric with the below feats and stats. The rest of the party consists of a Magus, Ranger (Switch Hitter), Witch, Wizard (Evoker and my cohort) and Bard (Cohort of the Magus). I currently provide the main source of healing which is generally with Heal in combat or channels/wands outside of combat. Every combat starts off with a Blessing of Fervor and something else quickened (rod of quickening), but I'm at the point now where I don't know which direction I should take him. He doesn't have the spell penetration needed to confidently overcome SR which we're finding more and more at this level and his melee damage output is way below the Magus or Ranger. Any advice as to what I can do, or am I pretty much SoL? (Changing feats, deities, etc. at this point is not an option and I can only use spells out of CRB, APG, UM and UC)

Stats:
Str/Dex/Con: 20
Int: 18
Wis: 21
Cha: 8
AC: 36 (self buffed w/o combat buffs. Could make it 41 if I swapped out my amulet for NA +5, but currently wearing a necklace of adaptation with 20 Fire Resist on it)

Feats:
Combat Casting
Improved Initiative
Reach Spell
Leadership
Divine Intervention
Spell Focus (Conjuration)
Spell Specialization (Breath of Life)

Typical daily buffs: (all at CL 21)
Magic Vestment x2
Greater Magic Weapon
Status
Windwalk

Alignment: LG
Deity: Torag
Domains: Law/Artifice


My group just acquired a nice sized keep in the homebrew we're playing in. Now, we just finished a major war on one of our borders, and the enemy on the other side is being driven back by an "ally" of ours, so there's currently no immediate threat. My character, as paranoid as he is, doesn't fully trust this "ally" and wants to be prepared to defend. The keep in question was previously used as a foothold due to its location, so any enemies invading from that direction would have to go through its borders.

We have been given funds from the king to staff the keep, and our party is one of the most powerful in the kingdom (we're all level 15).

As far as raw magical power goes... My character is a pure cleric, and the only other pure caster is his follower (level 13 evoker).

My cleric is an artificer and engineer, so I was planning on making some rather large statues and then animating them should the need arise (will make them permanent when he can cast miracle).

Are there any other good methods for defense?

Restrictions: He is lawful good and we are limited to core, apg, um and uc.


Hey all,

I'm curious if anyone has a good app to use for terrain maps that have fog of war capabilities. I'm not planning on using it for combat as we have a hex map to draw on, but I'd like something to use while exploring (specifically kingmaker). I've used picsart previously, but didn't know if there was anything better.

Also, wanted to know how most people handle(d) the kingmaker maps for the players. I'd like to give them a hard copy, but didn't know if that'd have a negative effect.


Hey all,

My gaming group hit a snag and the previous DM had to back down. So, being the diehard gamer that I am, I volunteered to run a homebrew. Previously, I ran the Carrion Crown AP and ran a homebrew for 3.5 some years ago, but this time I decided to run an E6 homebrew. I believe the first session went well (I used a PFS module), but the second session was my own creation and didn't go nearly how I had planned. I've got the world etched out on a very basic scale, but I may have jumped in too soon.

I'm thinking about resetting everything and just going with an AP as my set up is lacking. Does anyone know which AP is best for non-railroading and that includes enough downtime where characters can be replaced easily? I'll probably auto-level to level 2 to start so that we can avoid the level grind again.


So a little background: I really love the Codex Alera books series and wanted to incorporate it a little bit into a home-brewed E6 game. The basic idea, is that players would get to choose 1 affinity during character creation that would automatically give them perks as the level up. I've been toying around with adding some feats that allow them to pick up a second affinity after level 6 and another feat that gives a more focused affinity with the prerequisite of two specific capped affinities (i.e. metal would be obtainable once earth and fire are capped) Anyways, here's what I have so far, but I could use some suggestions for the blanks and some validation that none of the affinity abilities would be so good that it would discourage a player from taking specific feats.

Basic Elemental Affinities:

Air
level 1 -
level 2 -
level 3 - Gain fly of 30' for 10 rounds/day
level 4 -
level 5 -
level 6 - Gain fly of 40' for 10 minutes/day (Replaces level 3)

Earth
level 1 -
level 2 -
level 3 - Gain earth glide of 30' for 10 rounds/day
level 4 -
level 5 -
level 6 - Gain earth glide of 40' for 10 minutes/day (Replaces level 3)

Fire
level 1 -
level 2 -
level 3 - Sheath weapon in fire for 10 rounds/day (+1d6 fire damage)
level 4 -
level 5 -
level 6 - Sheath weapon in fire for 10 minutes/day (+2d6 fire damage) (Replaces level 3)

Water
level 1 -
level 2 -
level 3 - Gain swim speed of 30' for 10 round/day
level 4 -
level 5 -
level 6 - Gain swim speed of 40' for 10 minutes/day (Replaces level 3)


I'm going to be starting off with a +1 Falchion in a homebrew game and wanted to build an "equalizer" sword. Would it more beneficial to make this weapon, or go straight +5 for the DR bypass? And if I was to build it out, which order would be best for putting the enchants on?

I'll be playing an Oracle of Battle and will start picking up some of the critical focus feats at level 13.


In one of my groups, everyone likes doing damage and no one other than me likes playing pure casters. I'm wanting to fill a combat role this time, and not be the BSF. We're a party of 4 and two players are dead set on a gun slinger and Magus, which then leaves me and one other. The other player really hates casters, and I don't want to force her into that role. I'm playing a Mystic Theurge in another game and a druid (caster focused) in yet another. Could we easily get by if she and I both played melee oriented characters, or will one of us need to bite the bullet and go straight caster?


Hey guys,

So I'm currently working on building a character concept for a new homebrew game and I really wanted to play a shield bashing Two-Weapon Fighting fighter. While playing around with ideas I came up with the following and wanted to make sure I couldn't achieve it any quicker, or make it any better. Here are the basics with gear, 25 point buy and level 12 (I'll be starting at level 4):

Str 24 (Base 17, +2 racial (human), +1 level 8, +4 belt)
Dex 21 (Base 16, +1 level 4, +4 belt)
Con 18 (Base 13, +1 level 12, +4 belt)
Int 13 (Base 13)
Wis 10 (Base 10)
Cha 7 (Base 7)

Weapons:
Mithral Spiked Quickdraw Heavy Shield (Primary)
Scorpion Whip (Off-Hand)

Armor:
Mithral Full Plate

Feats:

1 - Two Weapon Fighting, Exotic Weapon Proficiency (Scorpion Whip), Improved Shield Bash
2 - Power Attack
3 - Combat Expertise
4 - Improved Reposition
5 - Improved Bull Rush
6 - Shield Slam
7 - Improved Two-Weapon Fighting
8 - Quick Reposition
9 - Greater Reposition
10 - Greater Bull Rush
11 - Shield Master
12 - Double Slice

On a full attack, you can reposition one person (bring them to you or move them to allies) with your first attack with your whip and cause them to provoke AoO's. If you bring them to you, you can then shield bash them twice (three times at 11+), causing AoO's each time you bull rush them. You then have a fourth attack with your whip that you can use against anyone else in range. With the Improved and Greater feats, you get +4 on your CMB and attacks to beat their CMD. Power attack helps with extra damage.

While TWF at level 10, you'd be looking at +15/+19 (Reposition w/ whip)/+10/+10 before adding weapon modifiers and flank bonuses. The shield attacks would get an additional +4 to the check to Bull Rush.

.. I forgot to add in the numbers for Weapon Training to the above attacks and CMB's. Close would be the primary weapon group while flails is the secondary. (+2 for shield attacks/cmbs and +1 for whip)

******************

The rest of my party will primarily be focused on doing as much damage as quick as they can, so I'm looking for more battlefield control while helping kill things quicker. At this time, the party will most likely consist of a Gunslinger, Magus, Druid (melee) and my fighter.

Any thoughts?


I may be reading this wrong, but shouldn't a Lantern of Revealing cost 120k instead of 30k?

No item slot plus unlimited uses per day would quadruple the price.


The ranger in my group just got hit by a blindness/deafness spell and failed his save. There's two casters in the party but neither of them have dispel magic or remove blindness/deafness. They probably won't level again until the end of the module. Is there any non-obvious way I can help them remove the affliction with out being obvious? I don't want them to feel like there's no consequences. As an aside, they're in the last party of the 3rd module for Carrion Crown and any of the casters they go up against can cast blind. The party casters are an oracle, wizard and ranger (who is blind). Is there a way for the ranger to still function until they fix him?


So my brother has lost his second character in two modules, and is needing me to help him make his next. We are currently playing in the legacy of fire AP and our make up is Sorc, Witch, Oracle, Barb (me) and him. His first character was an alchemist which i destroyed when I was confused. His second was a rogue that was murdered by undead. I'm thinking about helping him make a horizon walker but didnt know how well they faired in melee. My Barb is a heavy hitter and tank, so I think something that compliments it while not playing the same idea would work better.

Thoughts?


Hey all,

I currently just finished the second module for Legacy of Fire and just hit level 7 with my barbarian (titan mauler). I'm undecided between taking Weapon Focus and Vital Strike. Here's my current set-up:

Str: 17
Dex: 13
Con: 16
Int: 11
Wis: 12
Cha: 15

AC: 24
HP: 98 (before raging)
Weapon: 'Tempest' aka. +1 frost medium sized great axe (story weapon that scales with level)

Feats:
Power Attack
Extra Rage
Raging Vitality
"Unknown"

Rage Powers:
Spirit Totem, Lesser
Reckless Abandon
Spirit Totem

Our party makeup is Cleric, Sorcerer, Rogue, Witch and myself. I'm the primary tank and main melee damage dealer (and overall main damage dealer atm). I boosted my AC from 19 to 24 after our last loot haul so I should be able to shrug off more attacks (until I start raging and what not). Any advice for that level 7 feat?


So my group is currently running RoTRL and we're almost done with the 5th module. Once we finish the AP it'll be my turn to run an AP and I was thinking either Serpent's Skull or Carrion Crown. Now my experience as a DM has been limited, and rather bad as I've always tried to run a custom campaign and can never put all of my ideas out for everyone to see properly. I currently have a lot going on in my life and was wanting to run an AP that doesn't require "too" much planning outside of the sessions but is still rather enjoyable for my players. Does anyone have any recommendations that has either played in both AP's or has DM'd them?