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So here's an interesting question: can the 'greater anchor' ability for the 'drift crisis' precog be used on themselves. For those of you who don't know, here is what the ability says...

Greater Anchor: Once per day as a reaction, you can recreate a localized Drift Crash of your own to disrupt the motion of a creature that begins its movement within 60 feet of you. After the creature completes its movement, you instantly teleport it to an unoccupied space of your choosing the creature could reach with a move action. You can’t move the creature into an inherently dangerous space, such as a surface that can’t support its weight. An unwilling creature can negate this effect with a successful Reflex save.

Technically, the precog is a creature that would begin its movement within 60 feet of itself, and would thus seem to qualify as a target for the ability (essentially allowing the precog to use a reaction once per day to teleport itself).

Does this seem correct, or am I misreading something?


Alright, so the spell Acid damage reads as follows:

You coat the area in conjured acid, which quickly pools on the ground. Creatures and objects in the area when the spell is cast take 6d6 acid damage. For the duration of the spell, creatures that enter or start their turn in the area take 2d6 acid damage.

So my question is this: Do creatures that enter or start their turn in the area also receive a reflex save against the 2d6 acid acid damage?


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After reading the title of this thread, I can't help but be reminded of a certain sentient owl who was asked a very similar question in regards to a tootsie roll pop.

And his answer remains valid to this day: the world may never know.


I'm basically wanting to play a solarion with the icon theme, and was thinking about making him a famous pirate. However, i wasn't sure what attribute would be assigned to that profession. Thoughts?


Random question but...what is the range of the 'volcanic wrath' spell?


Xenocrat wrote:
Good ideas/nice things and alternate class features for the Witchwarper are not sets that will ever overlap in Starfinder.

Eh, doesn't hurt to hope. Heck, we might even get a nice paradigm shift that let's us use our Charisma modifier instead of our Wisdom modifier for Will saves.


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Now that I think about it, another good idea for an alternate class option would be to give the witchwarper the 'Adaptive Strike' class feature from the evolutionist (perhaps replacing infinite worlds and unfold existences). This would give the witchwarper a nice consistent weapon, and also plays into the classes ability to warp reality (including itself)


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So here is an interesting idea: given the fact that ghouls and vampires are now 'moderately' accepted in the pact worlds (mostly due to Eox), I decided to write up a fun little adventure idea that any players (and DMs) can take full advantage of.


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New hires will also be provided with a free 'blood extractor': a handy tool specifically designed to collect and store the blood of freshly killed corpses. In addition, we will happily offer discounts on the installation of cryo-bays upon any of your starships. To guarantee the satisfaction of our clients, we ask that you please remember to properly label all of your blood vials with the correct species, gender (if applicable), and age (if possible) of the specimen in question.

Don't waste anymore time! Pick up your comm unit and give us a call, and together we will help feed the hungry people of Eox!


Kingvegeta9001 wrote:
Duskblade wrote:
I'd very much like to know if their are any good witchwarper options. Also, how many new themes do we have and what do they do (just broad strokes of course).

Witchwarper: ** spoiler omitted **

Themes: ** spoiler omitted **

I'm so glad that we're getting new themes! Also, do we get any good alternate racial options?


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Xenocrat wrote:
Duskblade wrote:
I'd very much like to know if their are any good witchwarper options.
What does your heart tell you.

I like to be an optimist. :)


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I'd very much like to know if their are any good witchwarper options. Also, how many new themes do we have and what do they do (just broad strokes of course).


So if I'm reading this correctly, the 'Skeelskin' Half-Orc trait states that it stacks with one other form of DR. Therefore, if equip the 'Deflective Reinforcement' armor upgrade, DR would stack to DR6- before 10th level and DR7- at 10th level and beyond. Is this correct?


So if I'm reading this correctly, the 'Skeelskin' Half-Orc trait states that it stacks with one other form of DR. Therefore, if equip the 'Deflective Reinforcement' armor upgrade, DR would stack to DR6- before 10th level and DR7- at 10th level and beyond. Is this correct?


My question is really simple: if you have your custom rig installed as a cybernetic augmentation, what is the 'augmentation level' of the custom rig? I'm mostly asking because I was considering the cyberborn theme, and it would be nice to select the custom rig as my cybernetic augmentation (my assumption is that the custom rig's level is equal to my character level, but I wasn't sure).


I'm currently thinking about making an android technomancer (battle medic theme), and I was hoping to use Profession (Surgeon) with it. However, I'm not sure if that qualifies as a wisdom, charisma, or intelligence skill. My initial assumption would be intelligence, but I'd love to hear what other people think.


I would agree that if the spell specifically said 'centered on you' then it probably would effect the caster. However, as I mentioned before, the term 'centered on you' is nowhere to be found in the description of the spell. Instead, the spell says that the effect 'erupts from your space in all directions'. Therefore, in terms of grid intersection, your 'space' is the edge the four points that your character occupies (and thus the caster is unaffected).

This is my understanding anyway, but I'd love to hear other opinions on the matter.


The issue is that the term 'erupts from your space in all directions' is not the same thing as 'centered on you'. Your 'space' in terms of the grid intersections are the 4 points that encapsulate your character (meaning that if the eruption occurs there, you are unaffected by the spell).

I only mention this because nowhere in the spell does it say that it is 'centered on you' (and this language for spells is very important when you consider other spells that do include that phrase).


Did anyone ever find an answer to this question?


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Gaulin wrote:
It was stated that the class is having some changes to make bookkeeping a little less complicated for it, to what degree we'll have to wait and see. Personally love classes that have resource management in combat, it's a cool in between compared to the usual x per day classes or the nothing consumes resources groups. But I do sympathize, I've been where you are numerous times, where the stars just don't quiiite align for a class to be a good fit.

I hear ya. I honestly think my biggest hope is that we get more 'alternate racial options' that can be used for a more generalized purpose (essentially something like the 'Fey Thoughts' ability from 1st edition Pathfinder). Even if it's something small like trading out a racial ability to just get a +2 bonus on a particular skill would be good if such an option could be applied across all races (or most of them).


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Kishmo wrote:
Duskblade wrote:
Now that I think about it, a good 'biohacker' alternate class option would be something that gives up all instances of the 'fields of study' class feature and maybe even minor biohacks in order to focus on 'self-experimentation'.
It sounds like what you're describing is the Evolutionist class that's coming out in this book, so - good news! :D

I'll admit that I'm not a huge fan of the 'evolutionist' class as it stands right now. I realize that this is just a personal preference, but classes like the Vanguard and Solarian don't really appeal to me due to the fact that they have a lot of moving parts, and it seems like the evolutionist is following this trend.

Other classes like operative, soldier, and precog are pretty straight-forward in terms of simplicity, and while I know some players might enjoy 'complex' classes, my hope is that every class will have alternate options to help simplify them a little without completely tanking their power.


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Now that I think about it, a good 'biohacker' alternate class option would be something that gives up all instances of the 'fields of study' class feature and maybe even minor biohacks in order to focus on 'self-experimentation'. From there, the biohacker would get to choose a lot of static personal enhancements instead (like maybe gaining energy resistances, increased move speed, improved vision, gills, etc). This would simplify the biohacker a great deal while still offering players a lot of options to customize their character with crazy experimentations (at the cost of biohack versatility of course).

I honestly hope we get to see something like this in the book.


I just wanted to double-check: the damage of these spells is not reduced if the target makes their saves, correct? I know it says save for 'Partial', but nowhere does it say that the damage is cut in half.


Basically what the title says. The 'sonic scream' spell is from the 'Galactic Magic' book, but it doesn't seem to have a specified duration.


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I'm really hoping we get a lot of 'alternate racial traits' in this book. The ability to 'customize' and switch out a lot of racial benefits would really go a long way in helping out the more obscure races. In addition, I do hope the Envoy and Witchwarper get a little love too (I'm mostly crossing my fingers that we'll get a good replacement for the 'infinite worlds' ability lol).


I hope this question gets answered. Very curious about it as well.


kevin_video wrote:
Duskblade wrote:

So, regarding the 'living machine' wyrwood, I actually had a few questions:

Are wyrwood's still immune to non-lethal damage (I would think not since they have a Con score, and anything with a Con score is normally subject to non-lethal damage)?

Do wyrwood's still have immunity to bleed, poison, death effects, disease, paralysis, and stunning? (I assumed they only had these abilities because constructs were immune to making fortitude saves, but the 'living machine' wyrwood is now subject to fortitude saves)

Also, are they no longer immune to necromancy effects (again, I would think not since they can now be targeted by spells and effects that target living creatures)?

And finally, are wyrwood's still immune to sleep (as before, it doesn't seem so since the 'living machine' wyrwood now requires sleep)?

Any help would be appreciated.

Reading the living machine subtype, it tells you exactly what it’s now subject to. “can be targeted by spells and effects that target living creatures or constructs, as well as those that require a Fortitude save. They are no longer immune to ability damage, ability drain, energy drain, exhaustion, or fatigue. Wyrwoods with this trait require sleep,”

So, yes to the first and second questions, no to the third (if the necromancy effects affects humanoids or constructs, it affects the wyrwood), and no to the fourth question, as they now require sleep.

Okay, so they are no longer immune to necromancy effects or sleep, but are you sure they are still immune to non-lethal damage? I mean, because they can now be targeted by effects that apply to living creatures (and non-lethal damage is something that living creatures are effected by)


So, regarding the 'living machine' wyrwood, I actually had a few questions:

Are wyrwood's still immune to non-lethal damage (I would think not since they have a Con score, and anything with a Con score is normally subject to non-lethal damage)?

Do wyrwood's still have immunity to bleed, poison, death effects, disease, paralysis, and stunning? (I assumed they only had these abilities because constructs were immune to making fortitude saves, but the 'living machine' wyrwood is now subject to fortitude saves)

Also, are they no longer immune to necromancy effects (again, I would think not since they can now be targeted by spells and effects that target living creatures)?

And finally, are wyrwood's still immune to sleep (as before, it doesn't seem so since the 'living machine' wyrwood now requires sleep)?

Any help would be appreciated.


Hey everyone. I was hoping to get a little more clarification regarding the 'Living Machine' subtype for wyrwood characters. For anyone unfamiliar with what it does, here is the description:

Pathfinder SRD wrote:
Living Machine: Through generations of refining the techniques of creation, many young wyrwoods have become closer to organic beings than constructs. These wyrwoods are constructs with the living machine subtype. They gain a Constitution score and can be targeted by spells and effects that target living creatures or constructs, as well as those that require a Fortitude save. They are no longer immune to ability damage, ability drain, energy drain, exhaustion, or fatigue. Wyrwoods with this trait require sleep, but they do not need to breathe or eat. They are not destroyed when reduced to 0 hit points, instead becoming unconscious and stable. They are destroyed when reduced to a negative number of hit points equal to their Constitution score. They can be raised or resurrected when destroyed. This alters the wyrwood’s creature type.

My question is this - because they gain a constitution score, and because they can be targeted by spells and effects that target living creatures, AND because they need sleep...does this mean that the wyrwood lose other abilities as well.

For example, are wyrwood's still immune to non-lethal damage (I would think not since they have a Con score, and anything with a Con score is normally subject to non-lethal damage)?

Also, are they no longer immune to necromancy effects (again, I would think not since they can now be targeted by spells and effects that target living creatures)?

And finally, are wyrwood's still immune to sleep (as before, it doesn't seem so since the 'living machine' wyrwood now requires sleep)?

Any help would be appreciated.


I'm curious about the new qinggong monk abilities. What are those like?


Well everyone, it finally happened: you can now hear the audio version of my story Abrum, the Unyielding. I hope you all enjoy it, and please feel free to subscribe to the Caffinated Conquests channel.

Abrum, the Unyielding


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Shiroi wrote:
Excellent stories, both of them. I'd happily read more if you have the time to post them. Thank you for the tales, bard.

Here is my latest story:

Never Give Up, Never Surrender


Yes, she did, and I didn't hide the truth from her either. I think the fact that I was always honest with her is the reason our relationship held together as well as it did.


I'm so glad you enjoyed it. If you'd like to read about another great story, check this one out :)

Abrum, the Unyielding


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I finally finished it, and I think everyone here would enjoy reading it.

How to Raise Your Dragon

I hope you all enjoy :)


It gets even worse when you add 'Empower' to the ability (of course, this kinda makes determining damage difficult if the target has resistances)


Hey everyone. I was just hoping to get some clarifcation regarding the Omnicide ability granted from the Elemental Annihilator kineticist archetype. Here is the description of the ability...

At 20th level, an elemental annihilator can unleash omnicide, a unique physical composite blast.

Omnicide deals 10d6+10 points of bludgeoning damage, 10d6+10 points of cold damage, 10d6+10 points of electricity damage, 10d6+10 points of fire damage, and 10d6+10 points of force damage, and counts as a blast of all five elements.

Omnicide costs 4 points of burn, which can be reduced by composite specialization as normal.

So my questions are as follows:

1) If you are an 'Overwhelming Soul', do you add the extra attack and damage boost from 'Overwhelming Power' to this attack?

[Side note: Here is the description of 'Overwhelming Power']
At 3rd level, an overwhelming soul gains a +1 bonus on attack rolls and damage rolls with her kinetic blasts. The damage bonus doesn’t apply to kinetic blade, kinetic whip, or other infusions that don’t apply the damage bonus from elemental overflow.

This bonus increases by 1 at 6th level and every 3 levels thereafter.

2) Since this is a physical composite blast, do you also add the kineticist's appropriate modifier (normally Con) to the damage?

3) Do feats like 'Deadly Aim' work with this blast (and if so, is the extra damage only applied once)?

Any and all help is appreciated. Thanks again. :)


Must...know more...about archetypes...pretty please :)


Does the 'Touch of Serenity' ability prevent an enemy from using spell-like abilities?

Pathfinder SRD wrote:
Touch of Serenity: You must declare that you are using this feat before you make your attack roll (thus a failed attack roll ruins the attempt). On a successful hit, the attack deals no damage and bestows no other effect or condition, but the target cannot cast spells or attack (including attacks of opportunity and attacks as immediate actions) for 1 round unless it succeeds on a Will saving throw with a DC of 10 + 1/2 your character level + your Wisdom modifier. You may attempt a touch of serenity once per day for every four levels you have attained (but see Special), and no more than once per round.


Must...have...archetype...information...please *puppy dog eyes*


Pathfinder SRD wrote:

Deadly Butterfly: At 19th level, a butterfly blade becomes a bloody whirlwind in combat. When he strikes a foe with a butterfly sword, he automatically confirms critical threats. In addition, any butterfly sword he wields is treated as if it has the speed weapon special ability. If the weapon already has the speed weapon special ability, this doesn’t stack.

This ability replaces improved quarry.

I realize that the text prohibits the use of stacking a speed weapon with this ability (hence the last sentence). However, it makes no mention about restricting the benefit if a character is wielding two butterfly blades for the purpose of two-weapon fighting.

Thoughts?


Are you saying 'yes' it excludes thought component spells?


Greater Rapture: At 12th level, an exciter increases the morale bonus his rapture grants to each applicable ability score by 2 and the morale bonus he gains on Will saves by 1.

In addition, upon entering a rapture, he can apply the effects of a single spiritualist spell he knows with an emotion component to himself. The spell must have a range of touch or personal, and it must be a 1st- or 2nd-level spell. For every 3 spiritualist levels he has beyond 12th, the maximum spell level of this spell increases by 1. If he uses this ability to apply the effects of a spell again before the duration of the previous spell expires, the previous spell ends immediately.

This replaces greater spiritual interference.

My question is does this ability specifically exclude spells with a thought component? I realize that the Rapture ability specifically excludes the casting of 'Thought component spells' while in a Ratpure, yet Greater Rapture seems to imply that you can apply a spell to yourself upon entering a Rapture so long as the spell has an 'emotion component'? Is this a correct interpretation?


Okay, I have a quick question about the 'painful stare' ability for the Mesmerist:

When an attack that deals damage hits the target of a mesmerist's hypnotic stare, the mesmerist can cause the target to take an amount of additional damage equal to 1/2 the mesmerist's class level (minimum 1).

The mesmerist can use this ability as a free action, and can use it even if it isn't his turn. If the mesmerist uses this ability to increase his own damage, the additional damage increases by 1d6 points for every 3 class levels the mesmerist possesses. This damage is precision damage and is not multiplied on a critical hit. A mesmerist can trigger this ability only once per round, but a single creature can take damage from multiple mesmerists' painful stares in a round.

Alright, for this example, let's assume that the mesmerist is 20th level: which of the following options represents how much damage the 'painful stare' ability would do if the mesmerist used it on himself...

a) 6d6 + 10 extra damage

or

b) 6d6 extra damage

I only ask because the wording almost seems to imply that the 'd6' precision damage replaces the previous 'flat bonus' to damage.


To be honest, I'd love to know the gist of each archetype if possible. I''m assuming that they can only be taken by their respective races of course, but I'd love to know what they give up and what they gain in return (not looking for specifics. Just a general idea)


Still gonna bump this because I'd love to have answer for this question please :)


I'd also like to know the answer to these questions :)


TriOmegaZero wrote:
My understanding of that is that they are only counted as fighters for the purpose of determining armor training benefits. No feat access.

That's actually a little confusing since the 'Advanced Armor Training' feat states that you need to have the Armor Training class feature, and be a Fighter of 3rd level as pre-requisites, and judging by how Armor Expertise is worded...it would seem that the yojimbo would qualify for that feat. Thoughts?


Okay, I'm a little confused: Does the Yojimbo count as a fighter for the purpose of feats? I only ask because the words in for the 'armor expertise' is a little funny...

'The yojimbo gains armor training, treating his samurai level as his fighter level, when wearing the selected armor.'

So...can the yojimbo take feats like Greater Weapon Focus? Only ask because considering that it replaces 'weapon expertise' (which allowed u to count as a fighter for feats) it would like u can. Thoughts?


Hey James, quick question: What kind of deities do Reptoids (from the Bestiary 5) worship? I'd love to learn more about them in general.


To be fair, I hope this book will contain something nice for the Medium class. Perhaps an archetype to help simplify the class (like...rather than picking from a multitude of different spirits each day...this medium archetype offers players the chance to pick a single legendary spirit for life). Now granted, this would require a lot of changes to the medium class, but I think it would be neat. I'd probably call it 'Reborn Hero' or something.

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