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RPG Superstar 6 Season Star Voter, 7 Season Star Voter, 8 Season Star Voter. 73 posts. No reviews. No lists. No wishlists.


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I just wanna say this is a really awesome idea, as the name is the first thing people see, and can really turn people one way or the other before they see your item. Thanks for this!

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I just wanted to take a moment to thank everyone who took time to make some comments for my item. I was really kicking myself over a mistake (my item didn't do what I thought it did), and was feeling pretty rough. My goal this year was an item that was "book of magic items" quality, after some of my previous entries were too much idea for what I could do. Some of my feedback confirmed initial problems I thought, and validated some of the points I was proud of. So, from the bottom of my heart...

THANK YOU!!!!

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I'm actually curious to see what you come up with, as I had a particular visual myself. Very excited (and grateful) for this.

Blade of Unabating Wounds:
Blade of Unabating Wounds
Aura moderate evocation; CL 10th
Slot none; Price 60,815 gp; Weight 4 lbs.
Description
This +1 keen wounding longsword has a crimson grip and a scarlet crossguard. The exceptionally sharp edge causes the blade to have a noiseless swing, and painlessly deliver its tenacious wounds.

The bleeding wounds caused by this blade’s wounding property are especially difficult to staunch-- a DC 20 Heal check stops the damage, and any attempt to heal a creature suffering from these wounds must succeed on a DC 20 caster level check or the spell does not function. Even creatures with the fast healing or regeneration special quality suffer ill effects from the blade. These creatures’ flesh struggles against the persistent lacerations, and have their fast healing or regeneration reduced by the amount of bleed they currently suffer. When a creature’s fast healing or regeneration is reduced to zero, the ability stops functioning, and excess bleed damage applies normally.

Construction
Requirements Craft Magic Arms and Armor, Bleed, Inflict Critical Wounds, Keen Edge, creator must have 10 ranks in Heal; Cost 30,565 gp

Star Voter Season 6, Star Voter Season 7, Star Voter Season 8

Thank you all for doing this!

Blade of Unabating Wounds
Aura moderate evocation; CL 10th
Slot none; Price 60,815 gp; Weight 4 lbs.
Description
This +1 keen wounding longsword has a crimson grip and a scarlet crossguard. The exceptionally sharp edge causes the blade to have a noiseless swing, and painlessly deliver its tenacious wounds.

The bleeding wounds caused by this blade’s wounding property are especially difficult to staunch-- a DC 20 Heal check stops the damage, and any attempt to heal a creature suffering from these wounds must succeed on a DC 20 caster level check or the spell does not function. Even creatures with the fast healing or regeneration special quality suffer ill effects from the blade. These creatures’ flesh struggles against the persistent lacerations, and have their fast healing or regeneration reduced by the amount of bleed they currently suffer. When a creature’s fast healing or regeneration is reduced to zero, the ability stops functioning, and excess bleed damage applies normally.

Construction
Requirements Craft Magic Arms and Armor, Bleed, Inflict Critical Wounds, Keen Edge, creator must have 10 ranks in Heal; Cost 30,565 gp

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2 people marked this as a favorite.
mamaursula wrote:
And by cheating, I am the 4000th comment.

I was hanging around waiting to be 4k. Then I stopped paying attention, and come back to be 4k1. Even better!

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School of Magic 1: Procrastination (I am a wizard at it, so it must be a school, right?)

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Verb ending in -ing: pulsating
Spell #2: Black Tentacles

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Number #1: 42

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General tip, don't use "you" in your writing for this under any circumstance.

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1 person marked this as a favorite.

Saw my item less than 10 votes in.

Also saw a pretty sweet staff. Really nailed it IMO.

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Joel Flank wrote:
Same here, and one seemed very familiar sounding. Are we seeing last year's entries?

Same. I thought so too, but my second batch was on the up and up.


If I was Tar-Baphon, this is probably what I'd do.

Walk outside, say to the Undead Storm (Dungeons of Golarion for the insanity that is that storm) that surrounds Gallowspire "Let's ruin Vigil, shall we?"

Greater Teleport into the heart of the city, and proceed to absolutely ruin and kill everyone in a matter of minutes. Let that nasty storm run clean-up crew, killing everyone.

Tell your already sizable army (he was locked away with some pretty heavy hitters and lots of undead already) to go in and crush the border towns of Lastwall.

Tell the Orcs to invade or die, and they'll be pretty happy to finish of that tiny little country and join your side like the old days.

Your sleeper agents and free generals in Ustalav should more than be able to take over that country, and suddenly...

You have quite a sizable empire, your biggest threat was crushed first, and although you may have drawn some serious attention, that was gonna happen anyway, so whatevs.

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Thank you so much! I appreciate all the hard work you are putting and have put into this. Your review was super helpful. You rock!

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Absolutely amazing. Thank you very much!

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First thank you to everyone for helping people out. Second:

Shadowmancer’s Heart
Aura strong illusion and conjuration; CL 13th
Slot neck; Price 75,000; Weight 1 lb.
Description
Wisps of shadow constantly play over this black gem shard. Upon touch the wisps form a sort of chain allowing the bearer to wear it as a necklace.
The gem enhances the innate power of Sorcerers with the Shadow Bloodline, allowing them to ignore the vision penalties of spells they cast with the darkness and shadow descriptors.
Three times per day, the wearer may speak the command word, causing the shadows to cascade out, flooding a 20ft. radius area with darkness and fear. This has the effect of Haunting Mists (DC 13).
Alternatively, once per day as a full-round action, the wearer may speak a second command word and slowly exhale onto the gem, imbuing the shadows with his own life essence and giving their terror a form. This causes the wearer to gain 1d4 negative levels and the shadows to form into a creature under his command. This creature uses the stats of an Advanced Shadow, with the following exceptions: it loses the create spawn ability and its touch instead deals 1d4 Wisdom damage and inflicts the shaken condition. A successful Will save (DC 15, Charisma based) halves the damage and negates the shaken condition. The creature lasts a number of minutes equal to the negative levels gained, or until destroyed. The Haunting Mists ability cannot be used, nor can the negative levels be removed while the creature is active.

Construction
Requirements Craft Wondrous Item, greater life conduit, greater shadow conjuration, haunting mist; Cost 37,500 gp


I was playing a rogue (oh yes a rogue!) who specialized in disabling traps, dealing tons of non-lethal sneak attack damage, and being the luckiest son-of-a-gun on the earth. Here are the feats of the now legendary Doritos "Dick Silver" Silvernicus.

1) We're in a dungeon, and have to fight an invisible stalker on floating stairs. The stairs are really just Immovable rods, so Dick thinks "ooh monkey bars" and literally hangs out underneath the stairs. After firing his crossbow and whiffing, he decides that reloading is foolish. The best option would clearly be to tackle the invisible stalker right out of the sky. One grapple attempt and Reflex save later, Dick and the stalker fall 30 ft. to the floor, finishing off said bad guy.

2)Later that same dungeon, Dick gets really mad and sprints ahead of the party, finding himself face to face with a young red dragon, who happened to be friends with a wish granting genie. After winning initiative (and pooping his pants), he runs into a small crevice and uses a feather token tree to hopefully stop the dragon from attacking him. The dragon, in his great pride, asks the genie to grant him the spell Earthquake, hoping to crush young Doritos. Being underground, that plan completely backfires, burying the dragon and allowing Dick free reign on the dragon until the party caught up.

3) The next room over is the BBEG, and Dick asks to be made invisible so he can get into a good position for great sneak attack. He stealths, gets into a position on a stone alter near the BBEG, and waits. She starts flying around, but the ceiling is low and the alter is close to her. Seeing his moment, Dick yells a variant of his catch-phrase, charges and dropkicks the Sorceress, dealing enough damage to put her lights out.

Now, no matter what else happens in my life, I will be able to say that one of my characters literally dropkicked someone out of the sky.

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Thanks a ton Sols. I much appreciate it!

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Clouds Without Water wrote:


Page 14 items!

Chronicler’s Boon - Basic problem is that it would drive a GM crazy, like most other see-the-history items. It's stuff they'll usually have to make up on the spur of the moment and will bog down the game. There's a few items like this every year, and while this is better done than most, it still has the same issue.

Thanks a ton! Good to know!

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I now know several of the problems this item had, but any other feedback there is is much appreciated!

Chronicler's Boon:
Chronicler’s Boon
Aura strong divination; CL 13th
Slot hands; Price 27,000 gp; Weight -- lbs.
Description
This single glove is made of worn red leather with small, polished glass orbs embedded in the back. As a full-round action, the wearer may press his gloved palm upon the surface of a structure or wall of a room and attempt to draw out the history of the building. This causes the glass orbs and the wearer’s eyes take on a similar clouded appearance while visions of the past pervade wearer’s mind. This effect persists as long as the glove and structure are in contact. During the first round of contact, the torrid stream of images leaves the wearer dazzled and only gives vague information about the building. Each subsequent round the wearer concentrates, he may make a DC 14 Intelligence check to make more sense of what he sees. After three checks the wearer clearly understands what he sees and “captures” the vision in the glove. While concentrating he is considered fascinated by this effect.

Once per day the wearer may empty the glove of its visions, causing his hand to uncontrollably write every captured vision as a story. Once written, the story and vision are gone from the glove forever, and may never be recaptured (though the wearer may still remember). The glove may hold no more than 10 visions at a time, with oldest visions being replaced by newer ones, as if they were emptied. A chronicler’s boon uses up your entire hands slot. You may not use another item (even another chronicler’s boon) that also uses the hands slot.
Construction
Requirements Craft Wondrous Item, vision, Creator must have at least 5 ranks in Knowledge (history) and Profession (scribe); Cost 13,500 gp

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GM_Solspiral wrote:
Yep Chronicler's boon made cull

Thanks! You totally made my day!

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Anyone see my not so incredible "Chronicler's Boon" post cull?

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I saw mine today! Just wanted to say that.


Ranger/Fighter. Take the Archery line. Take standard archer fighter feats, along with the entire snap shot line, combat reflexes and make your horse super mobile. Pick up greater bracers of archery, gloves of dueling, boots of haste and the baddest bow you can. Stack your favored enemy something rare (like dragons), and use the ranger spell instant enemy on every encounter. Melt all enemies!


This might be spoilerific. So I'm tagging it as such.

Rivers Run Red Spoiler:
Our group tracks the trolls to their lair. After defeating a few and their hounds in the opening room, we move to a hallway section. We're running low on means of fire damage, and my character only has 1 2d6 bead left in his necklace of fireballs, when a rock troll, a two headed troll, 2 troll hounds and the big boss all decide to descend upon us. We didn't see some of the forces as they were around the corner. We hear small noise that sounds like a marble bouncing off a rock. Immediately after we all get a little toasty. My character makes his save, and then proceeds to have the best/worst idea ever. He runs right into the thick of it, sees the big troll with the club, yells "Eat this!" and throws his puny little grenade. Now our DM plays old-school style and if a fireball can't expand to its maximum range, it expands into other places and fills the space accordingly. Big boss troll proceeds to fail his save, with his almost fully stocked necklace also failing its save. The entire cavern filled with fire, hitting every single creature. Many reflex saves and 2 lucky crits later, we stood victorious.


EATERoftheDEAD wrote:
Josh Frost comes in somewhere around the 20minute mark I think.

It's actually just past 48:40. Right after a Gandalf clip.


The Lifesense oracle revelation is an 11th level ability. Its not a huge stretch for his character to slowly gain that. Technically someone could craft a wondrous item helm that allows the cleric to use the echolocation spell or have a similar ability. It's just finding it on the table in the Crafting Magical Items section.


Can you add the skeleton template to a scorpion, as they don't really have a skeletal system.

prd wrote wrote:
“Skeleton” is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system (referred to hereafter as the base creature).


Shining Child is nasty. Put a couple of those guys together for even more nastiness. What, you made your first save? Now make another. And then here's some wall of force to box you in. Even better, have them greater teleport to the party for instant surprise round. I once threw 8 of them at my level 19 party, and realized I had a potential TPK on my hands.


Paladin with antagonize. That monster isn't attacking anyone else.


Take your first 2 levels as Barbarian, then you can use your odd level feats for rage powers (that aren't limited by Barbarian level) and your fighter levels for regular feats. Definitely stick to Invulnerable rager archetype as you can't properly be a raging god of battle without ignoring some blows.


How about a Cutlass?

An eyepatch that gives you lowlight vision for a few minutes if you wear it (with a penalty to perception checks) for X hours a day.

There's Infernal and Celestial Armor, so how bout the other Planes get some lovin' via thematic armor?

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Ronars, I just wanted to say thanks for the additional feedback.


Graveknight Antipaladin. 2 class levels ahead, full PC gear for an APL+4. Since you're the DM, you can make the judgement call that allows him to use his Touch of Corruption on himself as a swift action. Give him a conductive weapon to be able to use his Cruelties (preferably something that limits your melee guys action economy). Make his Fiendish boon a Monster so you can have an extra dude in melee. Mook up the battlefield with some unintelligent undead (5:1 hit die ratio). Not to mention he's got some other cool abilities like an instant mount, AOE energy blast, and interference with healing. If a TPK is on your hands you can have him leave to let his mooks finish the job, leting the party live to come back another day. Or he could be so drunk with power that he makes bad tactical decisions.


Don't forget Centipedes!


Stats I can measure:
STR: 12- based on deadlift
CON: 6(10)- based on holding your breath(based on running)
DEX: 14- I can routinely jump 24" without a running start= DC16 (take 10, 3 class skill, 1 rank)

Stats I'm guestimating
INT: 13- I know I'm above average on Int, but not by much (IQ tests around 135)
WIS: 12- I tend to be level-headed and perceptive, but have bouts of weakness/ bad decisions. Don't know if it would be ranks or raw score.
CHA: 16- I make friends quickly and people are generally drawn to me. I know it's my best score. Ranks/raw again.

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Bargeman's Union
Red Bastards
Fear, Fist and Flame
Riders of the Black Steppe
Besmara's Chosen
Foulgrip Rangers

There was just something so elegantly simple about the Bargeman's Union that I really liked it. I liked the Spellbreaker Gauntlets so much that I just had to vote for his organization.

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You sir, win at life.

THAT WAS INCREDIBLY HILARIOUS!!!!

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Clark Peterson wrote:
The Grandfather wrote:

To be honest, Clark. I am extremely disappointed.

To call this thread anything with the word "critique" in it is a joke. I have been provided with absolutely NOTHING to work with. If this thread was called "judge's commentary" I would understand (maybe).

I have been told the Item is poorly crafted and the only point pointed out by the judges is invalid. What gives?

Good question. I'll talk with Neil about his approach of just cutting and pasting comments. I agree it seems more harsh than intended. I think his goal is to get the comments out to everyone. I'm trying to provide some more positive and constructive feedback. This is why we dont just open up our forums for view, but that is essentially what Neil is doing.

I too enjoy it raw. The commentary, I mean. The quick turnaround for item comments is great, and is a 200-word "critique" really gonna tell you too much more than "SIAC- Reject"?

So please keep it coming! You guys are INCREDIBLE!

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I know you guys said you weren't going back and rereading the extra posts and stuff. But a HUUUUUGE Thank You both for your feedback and for the promptness. This is really amazing! Thanks again!


I'm unsure about having Point-Blank Master and Power Attack. As a cavalier, you get a free mount (granted it won't get better) that you can use to move you away from melee at early levels. If you push back some of the feats to take Boon Companion at around 5 or 7 you can boost its survivability all the way until you get PBM. Now that I think about it that may be a waste too, but it's just something to think about.

As for your last feats, since you're going caster first you'll definitely want Spell Penetration and maybe even Greater Spell Penetration. I'd still say get Deadly Aim as you can apply that to all your special arrow attacks while rapid shot/many shot require the full-attack action.


The Necrophidius is a tough encounter, but that's because its save or TPK as no one gets any actions. I had it crawl up from being inside the pit and be right next to the party. That way it can takes its pick on who to hit (maybe it picks a bad target if the fight is going south), but anyone that can move will be able to hit it.

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Cloak of the Reaper
Aura moderate necromancy; CL 9th
Slot Shoulders; Price 26,000 gp; Weight 1 lb.
Description
This tattered, pitch-black cloak perpetually issues forth wisps of shadow, leaving a faint, dark trail wherever it goes. At the beginning of her turn, the wearer may activate the cloak as a free action, causing the cloak to billow out shadows over the course of her turn. This may have two effects. The first is that the mass forms into a cloud of darkness out to a radius of 20 feet that moves with the wearer. This area is considered to be under the effect of deeper darkness, and any light spell of 3rd level or lower cast within the area is countered. Any creature within the area of darkness is affected as if by a caster level 9th fear spell as horrible dark whispers and visions of death cloud its mind (Will DC 17 partial). Creatures must save each round they are in the area, but creatures that successfully save are immune to this effect for 24 hours. Alternatively, the wearer may spend a full-round action coalescing the shadows into the form of a terrifying mount. This functions as a caster level 9th Phantom Steed, except the steed may bear only the wearer and possesses a fear aura (Pathfinder RPG Bestiary 300, 20 ft., DC 17). The wearer is not hampered by the cloak’s effects in any way and may dismiss an effect as a free action. The cloak may be used for up to 9 minutes per day, and the wearer may switch between effects as a swift action. Each effect is counted in 1 minute increments, even if the actual duration was shorter.
Construction
Requirements Craft Wondrous Items, Spell Focus (Necromancy), Deeper Darkness, Fear, Phantom Steed Cost 13,000 gp

Known problems:

1) Wall of text
2) Possible Monster/Spell-in-a-can
3) Possible Swiss Army Knife
4) Wonky mechanics with the Phantom Steed duration
5) Wonky mechanics with switching the effect
6) Too many uses in a day
7) Spell Focus (Necromancy) instead of Heighten Spell


I DEEM THIS POST ALSO INCREDIBLE!


Also an undead mook swarm. Hordes of Plague zombies with a JuJu Zombie sorcerer mixed in. You can have low HD zombies since they'll probably only fail the save on a 1 anyway. This means you can easily have over 30 zombies. Have the sorcerer open with waves of fatigue/exhaustion to limit action economy. For extra fun lower the number of Plague zombies and have their Death Burst be a Tick swarm. Distraction for the casters, auto damage for everyone, immune to weapon damage.


A group of Shining Children could be a way.

They greater teleport (at will) in, and get a surprise round. During surprise round 3 of them use Wall of Force (3/day) to hem in the party and use a free action to activate their Blinding Light Aura (Fort DC 25 or permanent blindness). The save won't be that tough to make, but they'll have to save against each one (the more the better), so there's the chance of a natural 1. On the first round they fly up and away 50 ft. and use their Searing Ray (+19 ranged touch, bypasses all DR). Yes their evil outsiders, but it'll take the paladin a few rounds to catch them since he can't fly and needs someone else to use an action to do so. These guys aren't terrible by themselves, but they have definite strength in numbers.


I don't think there's too much reverse alignment smiting, but the conductive weapon property is pretty sweet for an antipaladin. Against living things, you get Xd6 negative energy damage and a sweet status effect.


You are correct about the Gloves of Dueling and the Archer fighter. Though you could make the case that it applies to the Weapon Master archetype. If you're going to go archetypes, I'd say Mobile Fighter or Weapon Master.

I'd recommend picking up Point Blank Master at Level 5, so you can still full-attack adjacent foes without moving. I'd also swap Combat Reflexes and Improved Snap Shot, as you'll get more out of it.


There might be more in the Advanced Race Guide, but dhampirs are actually one of the only races that they tell you.

prd wrote wrote:
Although polluted by undeath, dhampirs do grow old and die, aging at a rate similar to elves.

Italicized for importance. Hope that helps.


I'm no Barbarian expert, but here's what I say.

If you wanna make use of trip to lock down a single target, its tough. You need Combat Expertise for Improved Trip, and you need 13 INT for Combat Expertise.

I'd say toss out Improved/Greater Trip for Raging Vitality and Extra Rage Power (Witch Hunter). I'd also loose Reckless Abandon, as you don't need a huge bonus to hit at the cost of your AC, which is already gonna be so-so because of medium armor and rage. Take Lesser Beast Totem earlier, and then take Spell Sunder at 9. If you really want to knock things prone, pick up Ground Breaker instead of Spell Sunder, so you can yell "HULK SMASH!" just before you power attack the ground and cause a small earthquake.


At a high enough level, I like savage skald bard + invulnerable rager barbarian.

Bard round one- swift action haste (rod), move action inspire courage, standard action shadow bard that sings the DR raising song

Barbarian round one- RAGELANCEPOUNCE

For extra fun the Bard could use moment of greatness to double the Barbarian's Rage bonus to Strength as that is a morale bonus.


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