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A few more spells I've found to be useful (actually and theoretically):

Deathknell-Cleric spell- prob already mentioned but i'll throw it out there again. gives an easily obtained ECL boost- just sacrifice a small animal or something for a quick out of battle CL boost if needed- like animate dead

Deathwine- not a BCD spell but can give a rather large boost to necro spells- ie animate dead

Sharesister- cleric/witch spell- not really helpful for you unfortunately but you can sort of pass around your CL bonus to other casters if needed- give them just a taste of your power and watch them turn green with envy

Blood Sentinel- again not BCD but gives you that familiar you missed out on for a short time- gets even better if you apply your CL boost

I'm beginning to think, spell sage may be one of the best necromancers out there due to the shear CL bonuses he can achieve as well being able to drop desecrate almost on a whim


Douglas Muir 406 wrote:
Good Stuff

Actually I was only using arcane concordance for short term out of combat stuff like making invisibility longer for rogue and stuff- I like your idea better. I always forget about casting long term stuff the day before. I have a rod of extending anyway though as I'm using that out of class casting essentially everyday so far.

And yeah, I think the DM is internally debating the Blood Money thing. So far I've only used it a few times to keep it less abusable, that and I only have a 7 str. I had to buy pack mules to carry all my stuff...


Just wanted to say I'm playing a spell sage in a home game and am loving it. The sheer versatility is amazing- sometimes overwhelming. I've already run into decision paralysis more than once because I have so many options.

Game is currently low magic, at 5 level with very few options for healing. After healing potions, I'm the Band-Aid. Already saved the ranger from death w/ a CLW which stunned everyone since I was the mage. Also have become the tool-box skill monkey- if no one has the skill, then they turn to me. Also the most popular guy in the party I think just from the sheer amount of buffs. You're right in saying you'll have to swat away players like flies after you buff them once- they just keep coming back for more.

Some useful spells I've found in addition to the tricks you've already laid out are- masterwork transformation/bless water with blood money and lesser restore for free money- just don't overdo it or the DM will squash it. You never have to rely on the cleric for restoring. Early scrying from bard 3 is also nice. Also arcane concordance and glibness have been pretty useful.

The only negatives are running out of spells quickly- NO pearls of power in this game which really sucks. I have to hoard slots like crazy. Also the lack of a school power and familiar/bonded object has been noticeable a few times. I took the plunge and got arcane eldritch heritage to get a bonded object just for the extra spell per day- I've ended up using every game day so far. Also not crazy effective in combat so far- since I've got so few spells, I save them for boss fights and such. Mostly been cranking away with crossbow.

Keep it up man- good stuff. I've learned and put to use a ton of your ideas already. Get the 4th level spells out soon- might be gaining a level here later and I'll probably need some advice.... so you know get on that.


A few times - always right before end battle with BBEG or right after that fight in the "epilogue"- never long enough to really enjoy or abuse the capstones


A few that I pick up are usually manacles, preknotted rope, and a wedge plus a lot of the above

Also cheap perfume or cologne at like level 2 or 3

A few metal vials and scroll cases

Lots of bags and sacks

Charcoal


Cats should be considered rodents too. I'm pretty sure they should have either the devil or demon subtype as well.

Also pathfinder dimetrodon is considered a dino which it is not- it's closer to a mammal than dino


I'm interested but have never even really paid attention to the archetype.

I've liked your other guides so do it, I say.

On a side note you mentioned alchemical reagents... now that would be guide I'd like to see written (hint hint).


Where is the detached hand feat from?


So, um, what happens if you touch yourself and the discharge is "premature?" Do you get another action that turn since it was so fast?

I mean it's never happened to me, just asking hypothetically.


Ryzoken wrote:

Is no one else at all curious whether the party includes a paladin or not?

Cause if it does, I imagine the paladin would know how best to fall...

What we really need to know is how much damage would you take while grappling a succubus. I imagine no one around here would find interest in that kind of a thread though.....


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Play a dwarf - they are the highest form of intelligent life on golarian IMO


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I wish they would do an ultimate alignment book- really put a spin on classes like paladin/anti paladin- the new gray paladin really didn't do much for me

Maybe change up or update the alignment system with new/alternate rules - hell even get rid of it would find for me

Of course some new spells, feats, archetypes etc based off of alignments would nice too


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57. Clearly trolls are just performing their duties as government employees by collecting those bridge tolls.


How do the two interact? Shielded gauntlet master gives an AC shield enhancement bonus equal to your gauntlet enhancement bonus, which is considered an unarmed attack. amulet of mighty fist gives an enhancement bonus to your unarmed attacks- so does a +5 amulet give a +5 AC shield bonus to someone with shielded gauntlet style for a total of +6? Furthermore would the gauntlet receive any other bonuses that the amulet might have such as furious which would bump the AC bonus even more if I happen to be raging? Does this work and if it does, is it worth it?


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Party stumbles upon a wild herd of gazebos during mating season......

Wild gazebos, as everyone knows, are much more violent and aggressive than the more domesticated sorts, who are usually just found lazing about in one place. Gazebo mothers are also known to be fiercely protective of their young, which are known as belvederes

Furthermore it's wise to know that gazebos are often called by different names in different lands, for example a pavilion in Varisia, an arbor in Cheliax or a summerhouse in Taldor. So if a traveler to Cheliax is asked "Do you wish to dine in the arbor?," he must understand that it is equivalent to a threat like "Do you wish to sleep with the fishes?"

Finally for anyone who wishes to observe a gazebo in its natural habitat should always arm themselves with an axe, a saw or fire- arrows and other piercing weapons will simply not pierce it's woody hide and are not effective at all. More than one gazebo hunter has met with an ill fate after trying to shoot it with an arrow. You must also be very quiet and keep a safe distance, as gazebos are very fast runners. If it sees you and you pause for too long, it will be upon you in no time and you will be eaten.

Anyway, Happy gazebo hunting.


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zainale wrote:
how big in size would it be? i am thinking about making a monster/mimic house for a group of people to kill.

Remember it needs to look like or be gazebo related.


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7 years old

Red box

Played a fighter first but quickly switched to cleric after being killed by skeleton at door of starter dungeon while resting. Pretty much cleric for life in RBGB boxes after that.


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Pretty sure they're powered by the tears of vanilla fighters and monks


Looks like we need another faq about klars.... Lol


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Goliath Druid is .... a head and shoulders above vanilla Druids?


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Troll bridge toll collector but with a toll booth and all- maybe it could be called a "troll booth"

Waka waka waka


Weapons:
Undead bane
Holy
Life surge is a personal favorite of mine for anyone who gets temporary hit points
Sunblade is nuts against vampires and very good against undead in general

Spells:
Death ward - a lot of people don't like it but I think it's very good if you have a moment to prep before combat
Burst of radiance is very good for only 2nd level esp if your gm lets it blind undead
Force effects are also handy against incorporeals


Best paladin IMHO is ragadin who follows empyreal lord Ragathiel with sacred servant with oath of vengeance and takes rage domain- add in tiefking who is demon, div, Luton or rakasha with class bonus to healing self. Also take fey founder- plays as a normal paladin until level 11 when you get your rage domain

Fights well, smites well, self heals well and even casts pretty well- very very tanky


Evangelist (archetype) cleric- I think it may be the ultimate buffing class


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Gonna go with the old fallbacks fireball, haste and fly. Prob the most widely used arcane spells in any campaign ive played in other than the cantrips detect magic and prestidigitation

Does Gargamel or Azrael work?

Edit: guess not


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Badgers?! We don't need no stinking badgers!


Your missing perform(sing) skill which should be maxed out.
Also need gloves in equipment


Cavall wrote:

4 bards.

One core
One sandman
One arcane duelist
And.. One investigator why not.

We then all proceed to focus on Bluff, stealth and Diplomacy. The others will either aid another or sing to boost.

Leadership for all of them asap. 3 bomb throwing alchemists, and a teleporter. All women. Because bards.

So what'll be the name of your girl band? Will they be rock, punk or something else?


I think the gang would be a mix of noncaster heroic classes- Warning a few spoilers below

Velma- investigator sleuth or empiricist with high Int/Wis and low Cha and lots of knowledge and other wis and int based skills

Daphne- maybe bard like the diva or celebrity archetype but no spells- high Cha and remember the girl can sing as she was in that rock band- the gangs morale drops quite a bit when she leaves

Shaggy- maybe a very poorly built fighter or rogue- he did do that stints the army- low abilities all around- lots of run and extra movement feats- also has disguise, climb, swim skills

Fred- trapper ranger archetype fits him pretty well- could also be sleuth investigator or rogue with lots of trap rogue talents - good abilities all around except prob a low Wis- obviously high disable device

Scooby- awakened dog- a lot like Shaggy build-

Hotdog Waters?- something similar to Velma but not as optimized

Gang generally has a good mix of skills- they do a lot of stealth, perception sense motive, diplomacy(gather info), and even escape artist

Other classes that might fit are archaeologist bard with no spells or some weird swashbuckler build I guess

On a side I really got into this show when I watched it with my kids- far superior to the old show- I really hope they make more of them- it was a really best storyline I thought


What if I don't want to go home after the AP?

Sacred servant oath vengeance paladin (would change this to bloodrager if evil AP if I can)- Str and cha

Saurian shaman Druid who focuses on wild shape with Dino companion- Str and wis

Lore oracle with spirit guide archetype- cha and a little int

Divination God wizard with side of conjure feats- int

Substitutes might include
Alchemist with focus on mutation and going hulk

Fey bloodline sorcerer

Sleep/ evil eye focused witch or shaman

CAGM AM barbarian

Vanilla Summoner ( not unchained)

Everyone would take Leadership if allowed for extra silliness

Traits would prob generally involve initiative with bonuses for low saves


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Someone should send this into "What if" at the xkcd comic- who knows, maybe someone has done some sort of research/math on what happens if you drop some sort of arbitrarily really big heat sink into a volcano? If somebody has, that guy will find it.


How do you guys know so much about songbirds of doom?


Maybe you could have feat, spell or weapon/armor special quality that lets you use the benefits of both materials, i.e. a mithral adamantium armor would give you the DR and the weight benefits.


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Just a random thought but what about feats, spells etc.that require a combo of actions? Example might be:

Accelerate Spell (Metamgic): Casting an accelerated spell is a swift and move action. You are still limited to only two spells per turn. Level increase is +3. Yada yada yada....

Accelerated Movement: You are able to move more efficiently due to your rigorous training. You can move twice your movement with a move action and swift action rather than a move and standard action. Not sure what the prerequisites should be.

Maybe spells that use a standard and move action or move and swift for slightly greater effects, maybe like +1 caster level or something?


How about Ultimate Alignment or Alignment Anthology?


I second reactionary or any other trait that adds initiative- as a caster you want to go first


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So.... Smurf?


I can get behing regeneration and fast healer not working but I'm not sure natural healing/resting is resolved.

Fast healing states:"Except where noted here, fast healing is just like natural healing."

Fast healer states that it works with resting (which I assume is like natural healing). Has there been an FAQ, errata or clarification on this? Boots of the earth don't look so bad.


Infernal healing gives you fast healing via a spell- so is that magical healing or is it extraordinary

also what is celestial healing? (spell, feat, trait?)


How do fast healing or regeneration interact with the Fast Healer Feat?

Does someone with an 18 CON (+4 bonus) and a ring of regeneration receive +3 HP per/turn? Or is "magical healing" only only considered stuff like cure spells, channelling or lay on hands?

Would a Goliath or Mountain druid in troll form get Regen 5 plus the Fast Healer bonus each turn?


Derek Dalton wrote:
Raylol wrote:

1. Cleric

2. Cleric
3. Cleric
I disagree for a couple of reasons. A Life Oracle can get Channel Positive without any restrictions which means he can take Versatile Channel. The second is Channeling is CHR base which means a cleric has to focus on Wis and Chr. Oracle is all Chr base for both spells and channel. An Oracle does not need to pick a diety which in Inner Sea Guide a Cleric must choose one. Oracles have the option of taking a theme allowing them to be neutral and take Versatile channel and now get both Positive and Negative channel.
While Oracles lack the versatility with lower spell selection then a cleric with the right feats they beat out a cleric in channeling.

I don't think an oracle can take Versatile Channel. It specifically requires a Neutrally-aligned Cleric or Necromancer. Life oracles don't get a choice on whether they channel postive or negative energy. Am I missing something?


Darksol the Painbringer wrote:
Moto Muck wrote:
Enhancement bonuses only add to cmb of disarm, trip, and sunder. Drag and reposition are also included if it is a weapon with the trip special. Dirty trick might be added if the GM allows on a case by case basis. I can't post link by SKR but ruling was made back in 2011. Unsure if there has been further update or errata.

The ruling was made in regards to how Weapon Finesse interacted with such maneuvers. Here it is.

Keep in mind that the effects of Weapon Finesse (and other subjects that you utilize the benefits for the weapon,) only work when you are using the weapon in question to perform the maneuver. Otherwise, subjects which don't use the weapon (such as Grapple or Bull Rush) don't receive the weapon's benefits, unless they specifically state so.

That wasn't the ruling I was referring to. Find it here:

[url=http://paizo.com/paizo/blog/v5748dyo5lcom][/url]


One of the Best negative channeler is prob cleric of urgathoa with disease channel variant and shatter resolve feat


Enhancement bonuses only add to cmb of disarm, trip, and sunder. Drag and reposition are also included if it is a weapon with the trip special. Dirty trick might be added if the GM allows on a case by case basis. I can't post link by SKR but ruling was made back in 2011. Unsure if there has been further update or errata.


I would add that spook doesn't stack if the target is already shaken.

Also maybe just make sharpen target melee weapons?

Overall I think the rest are fine and not overpowered.


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Crushing the characters before me and hearing the lamentations of their players. That is best in the world.


Belt of Superior maneuvers for 3/day

traits:
bred for war gives +1cmb but have to be shoanti human
pranskter +1 dirty trick but have to be gnome

fates favoed will also stack with luck bonus granted from a dueling (magical ability) weapon


I have an additional question if you don't mind?

What do you need to run the Rappan Athuk campaign? Obviously the main book but what else is really "needed" if anything? Are the supplements worth it (in particular the map book and the additonal level books)? Are there any maps that can be laid out for figurines without all the traps, secret doors, and other goodies marked?


Just to be clear on this- an unchained Monk cannot use Flurry and 2-weapon fighting in conjunction to gain more attacks- correct?

sorry if this a tangent

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