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Raegos

Ravingdork's page

Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Roleplaying Game Subscriber. Pathfinder Society Member. 16,535 posts (16,909 including aliases). 1 review. 2 lists. 1 wishlist. 1 Pathfinder Society character. 7 aliases.


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I have changed Thelyn Cabor from a conjurer, into an exploiter wizard. He can now do pretty much everything he could before, but better.

He lost his Arcane Bond (ring), but gained Forge Ring.
He lost Dimensional Steps, but gained Dimensional Slide.
He lost Fast Study, but gained Quick Study.
He lost Summoner's Charm, but gained Spell Tinkerer.

He also gained the ability to add +2 to his spell DCs or caster level.


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Zhangar wrote:
andreww wrote:
Dhjika wrote:
I have found a significant number of GMs that rule dazing is a mind-effecting condition - and so dazing doesn't work on a lot of critters on many tables.
That might make for an interesting houserule but it still leaves who swathes of foes who are horribly vulnerable to it. Dragons, Giants and many other creatures tend to have a single terrible save which is very easily exploited by the ability to add dazing to any spell that deals damage regardless of save type.

Do you think making the dazing component both (a) explicitly a mind-affecting condition and (b) requiring that a separate will save be failed would make a sufficient difference?

(I am familiar with your test with the sorcerer who soloed the Ruby Phoenix Tournament mostly through Dazing spell immediately winning every fight)

I think always having it last for 1 round, regardless of spell level, would be a nice start.


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Most dragons can't cast fickle winds until they are old or very old. What are they using to survive in the meantime?


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Undone wrote:
On this note a horrifically under costed rod is every echoing spell rod ever compared to pearls/pages.

What's so bad about three extra spells per day? (And you only get them one extra time each, unlike a bag of pearls which can be used on the same spell over and over if need be.)


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Marcus Robert Hosler wrote:

Generally "monster using everything they can" translate to "monster runs around preventing all full attacks unless the spell caster can lock it down long enough to eat a full attack" OR "monster's AC is so high that you have no chance of hitting it unless the casters over-buff everyone"

Not every combat needs to be an impossible frustrating experience.

This is exactly what the players do to the monsters though. Battlefield control is code for action denial. Why is turn about suddenly not fair play?


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Artanthos wrote:
Flawed wrote:
Slotless muleback cords cost 2000gp or 1500gp to add onto a cloak of resistance and is able to be made as per RAW. Makes carrying capacity a fairly moot point. If anyone has craft wondrous items it's 750gp to throw onto another cloak.

Custom magic item creation is expressly under DM control.

Most DM's will say no.

I have played under no less than 20 GMs in as many years. I've only ever had one say that (and a year into the campaign, he had apparently forgotten his own ruling).


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Over and over and over again I see players and GMs alike talking about how monsters are often weaker than classed characters. Supposedly this is because their options are more limited, whereas a classed character can be optimized with a plethora of items and options.

Why?

What is keeping the dragon from wearing armor, or the ogre from using a potion of enlarge person? Why aren't monsters using the same tricks and tactics that classed characters often use?

They have treasure values; why aren't the intelligent monsters making use of it? Why aren't they every bit as selective and discerning in their tools and tactics as the adventurers they so often fight?

How is it that such an imaginative and outgoing community fell into the mental rut of "monsters couldn't/shouldn't/wouldn't do that."

Please. Answer me that.


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Nicos wrote:
Ravingdork wrote:

I have a player in my group who has Dazing Spell. In nearly every battle enemies are almost always completely unable to respond to their attackers. Why?

Because in every battle A DIFFERENT CASTER in the party casts STINKING CLOUD.

Dazing spell is perfectly fine when compared to existing effects.

Way more things are immune to stiking clouds than to daze effect. And big monster have better Fort save than ref save.

Big monsters with big saves make little difference against a player with system mastery.

DCs scale more easily than a monster's saves (though not necessarily more easily than a min/maxed classed character's saves).


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I have a player in my group who has Dazing Spell. In nearly every battle enemies are almost always completely unable to respond to their attackers. Why?

Because in every battle A DIFFERENT CASTER in the party casts STINKING CLOUD.

Dazing spell is perfectly fine when compared to existing effects.


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I usually make my own staff of the master since the description clearly states that there are others. Did you notice that the sample staff uses a 1st-, 2nd-, and 3rd-level spell? I like to think that, that is true for all of them, regardless of school. Just switch those out for spells of equivalent level from a different school and you're done. It's very simple and balanced (compared to the original anyways); don't need to change the price or anything.

My character, Sela Kurn, possesses a staff of the master for the abjuration school (abjuration; protection from evil [1 charge], protection from arrows [1 charge], protection from energy [2 charges], CL 8th; doubles as a +1/+1 quarterstaff).


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Going into it, did anyone else think that this was going to be a thread asking if a paladin would lose his powers for performing an abortion procedure?


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My first attempt at making an ecclesitheurge.

The no armor bit is a SERIOUS nerf, I find. It is terribly hard to work around, even with a good Dexterity score. I ended up building the entire character several times, ultimately ending up with a companion riding flyer who entangles those below before hurling lightning down on their heads. All just so I could better keep her well away from harm (hopefully).

Might have an easier time of it at higher levels when one can afford an amulet of natural armor, bracers of armor, a dusty rose prism ioun stone, a jingasa of the fortunate soldier, and a ring of protection.

That's still only about 30 + Dex mod at said high levels.


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Why use bull rush? Isn't tripping strictly better at keeping people away AND debuffing them for you and your allies? (Also, if you have Greater Trip, knocking them down creates AoOs not just for you, but for your allies as well.)


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I dunno.


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Damiancrr wrote:
The tiny god idea is indeed cool but I dont think my GM would be ok with it. Ill pass it by him though cause while OP it also sounds kinda fun and a great addition to our kingdom xD

An aged man hunched over with many years slowly walked up to the cliff's edge, overlooking the sea. Though the horizon below and beyond conveyed great beauty of land and sea, his weathered eyes did not see it; for the weight of a heavy burden rested on his shoulders and filled all his thoughts. Though he had already made his decision, he still doubted if it was the right thing to do. After a moment's hesitation, he decided that yes, it was something that had to be done. Only by this terrible act might his kingdom be saved. With renewed determination, the man who looked only a moment ago to be old and haggard suddenly stood up straight and tall. As the sun hit his face his eyes lit up with vigor possessed by few men. Where once was an old man near the end of his life now stood a proud, wise and learned king; his face creased with the many years of service to his people. Resolutely, he rolled up his sleeves, lifted up his scepter-staff in both hands, and inhaled before bellowing to all the world around:

"SET LOOSE THE KRAK--"

Suddenly, a young man appeared from behind, tugging urgently at the hem of the lordly robe. Flustered at the interruption, the king leaned slightly as the youthful servant whispered something hastily into his liege's ear.

A look of surprise and disbelief came over the king's face. Nevertheless, he recomposed himself and returned to his duty. Somewhere at the base of the hill leading up to the cliff, someone coughed nervously.

"Set loose the tiny god homonculus!"

Upon hearing the words a woman feinted, a man screamed, and all the world trembled.


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Ssalarn wrote:
Not sure if it's the link or my browser but I seem to be being directed to the top of your character emporium. What's the name of your Hunter so I can take a peek?

Albert Franstein


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boring7 wrote:
Morgen wrote:

Some kind of base of operations would be a good idea. Perhaps on another plane of reality as you know that sounds 18th level-ish. Properly staffed of course as well.

I might also suggest a Clone spell precast for you and all your followers just as a precaution plus the laboratory and a few back up items just in case.

Demiplanes are usually best. And arguably you can stick a permanent gate to it in your awesome 60k gold airship you use to get around in style.

Screw the airship. I'll be getting me one of THESE, the better to lord over my kingdom below (on my private demiplane of course).


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Ssalarn wrote:
Ravingdork wrote:
Ssalarn wrote:
...or the supposed underpoweredness of the Hunter (one of the strongest classes in the game).

Now this, I fear, will need some explaining too. I've made a hunter or two, neither of which seemed to get remotely close to the druid or the ranger in power level, much less to "the strongest class in the game."

It struck me as solidly mediocre (but not weak). What makes you think they are so strong?

My computer froze while I was trying to edit that to "one of the strongest non-9th level casters in the game", but to elaborate:

Teamwork feats are the bomb-diggity. They're some of the best action economy boosters in the game and the fact that the Hunter and its pet are getting a wide swath of them automatically is a big deal. Broken Wing Gambit + Improved Feint + Paired Opportunists can allow you to add another full attack's worth of damage to a round (even sacrificing your move for the feint), all at your best to-hit and that's barely scratching the surface. Skirmisher tricks on your pet add another pseudo caster to the party, and it's one whose "spells" generally have no impact on action economy. The Hunter starts out strong, with reliable boosts to hit that can more than close the 3/4 BAB gap and early access to great spells like lead blades for damage boosts. The ready access to shared Teamwork feats can keep the Hunter at the leading edge of action economy, and the combination of 3/4 nature casting and Ranger proficiencies really opens up what he can do, and how he can do it.

That's one of the biggest things. Character + pet is already twice the action economy available to non-pet classes. Add the ability for the pet to trigger free action buffs and debuffs and you widen that gap, add in bundles of Teamwork feats that can add AoO's or even entire full round actions and the class has an action economy edge that is nearly untouchable.

This was a simple melee build meant to be...

Interesting. You seem to have a much better understanding of this than I. Might you have some advice for improving my hunter?


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If you're high level, I'd say to go for Spell Perfection (blade barrier) then start piling on the metamagic feats. I don't see to many other offensive spells on their list that can be used similarly though.


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ElementalXX wrote:
Besides AC is the worst type of defense, it only helpos for about 3 levels.

This is blatantly false. There are a great many things that bypass AC, but not so many that it warrants not keeping it high at all levels of play.


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Ssalarn wrote:
...or the supposed underpoweredness of the Hunter (one of the strongest classes in the game).

Now this, I fear, will need some explaining too. I've made a hunter or two, neither of which seemed to get remotely close to the druid or the ranger in power level, much less to "the strongest class in the game."

It struck me as solidly mediocre (but not weak). What makes you think they are so strong?


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Why is the Swashbuckler a mess? (Sincere question as I've not looked too closely at it yet.)


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Lilith wrote:
If you drill the holes right at the crease between the spine and the front cover where it's flexible, then use waxed thread and a solid stitch, you could probably DIY.

Thanks for the link. I can just imagine someone trying to melt candle wax over their twine and wondering what they must be doing wrong and why their book is beginning to look like a hot mess.


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Tacticslion wrote:
Alternatively, invest in a kingdom. You could instantly net a (minimum) of 150 BP - enough for three really major buildings (or two, if one of those is a Waterfront). (If you are entirely a self-starter, depending on where your gold came from, and your generous GM, you could start with up to 600 BP - that's enough for a lot of major construction, no matter how you slice it.)

That's what I would do. Lots more roleplaying opportunities to be had!


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Tels wrote:
What [would] happen if...Garr and Kang Makhai have a child?

It shall be named "Hecatoncheires."


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A homonculus god absolutely loyal to me.


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Mind you, I've only done it once, and with a much thinner paperback book, but it worked like a charm.

Attempt it at your own risk, as it may well depend on the skill of the crafter as well as the quality of materials and advice.


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Markov Spiked Chain wrote:

Ravingdork, are you putting Menacing an Amulet of Mighty Fists?

If you don't need your neck slot, that can save you some cash/free up room for real weapon enchants.

Pretty sure it doesn't work unless you're attacking with the menacing weapon in question.


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The rules for magical healing clearly indicate that whenever you heal hit points, you also heal an equal number of nonlethal damage.

This leads me to believe that you would rarely hinder your allies using this method.


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Such a great example of positive rules lawyering and system mastery, that.


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Ah.


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"No" without any explanation will never be an acceptable GM response in my games (or any other game I decide to participate in).

Armed assault won't be tolerated either. Kind of puts a damper on the fun.


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Where do you get the luck bonus for that trait from though?

Would be awesome if it was a morale bonus, cause then you could use it with heroism.


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I once trusted in my companions.

Crazy right?


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I don't see how a catapult or other indirect siege weapon would help much. It can't hurt anyone inside a building any better than it can with a tower shield, unless it first destroys the barrier--not unless the shot came down at a 90-degree angle. Any lower than that and it would pass through the 5-foot wall barrier and thus be blocked by total cover.


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You could always buy a new copy, drill small holes along its edge, then thread the binding yourself with some strong waxed twine.

I did this with an old gaming strategy guide and I couldn't believe how strong a good cross stitch could be!


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Tower shields state that the total cover they provide does not protect against spells, but says nothing about siege engines--something my players noticed and utilized to great effect in our recent Skull and Shackles game.

Do tower shields really allow you to close in on siege engines with relative immunity?

Even if the tower shield is targeted directly for destruction, it seriously breaks immersion when I think that it takes two siege engine shots to scratch the man behind the door.


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If you don't meet the prerequisites, you can still take the feat, you just can't use it (such as a druid taking a feat for natural attacks for when he is wildshaped).


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I highly recommend the Menacing weapon property for any melee inquisitor already utilizing the Outflank teamwork feat.

I once had an inquisitor who used this with his Bane and Judgement (justice) class abilities and heroism spell to gain a net +12 bonus to attacks over everyone else. The fact that it boosted my allies' flanking bonuses by at least +2 as well was simply amazing to all involved.

From the 2nd round of every combat onward, I was the most accurate combatant in the party. Not even the fighters and barbarians could keep up unless they were very well built.

And I couldn't believe how versatile he was! He was a great party face, an excellent tracker and trap setter, a top-notch front-liner, party buffer, and lore master. He could also craft magic items, escape capture, completely shut down most enemy spellcasters (silence spell) or even commit acts of larceny better than any rogue (invisibility, knock, silence, rogue skills) all the live long day.

In the opening round he could put on his armor, pull out his sword, equip his shield, activate one of his class abilities (such as bane or judgement), study his foe and alert his allies to its strengths and weaknesses, AND make an attack or cast a buff spell. That's a level of action economy that can only be matched by the magus or a spellcaster with Quicken Spell and/or a familiar. Catching him by surprise was next to impossible, and even if the bad guys managed it, he could go from "huh?" to "ha!" in the blink of an eye.

I wholly agree that the inquisitor is an amazing class, and one of the most balanced and well-rounded classes in the whole of the game.


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Being attacked by an invisible assailant doesn't make the target flat-footed; it only causes them to lose their Dexterity modifier to AC.


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Breaking Stealth: When you start your turn using Stealth, you can leave cover or concealment and remain unobserved as long as you succeed at a Stealth check and end your turn in cover or concealment. Your Stealth immediately ends after you make and attack roll, whether or not the attack is successful (except when sniping as noted below).

You can come out from behind cover or concealment and attack someone as you described, but it warrants a second Stealth check the moment you come out. If you fail the opposed roll, you are spotted prior to your attack. If you succeed, you are spotted only after the attack.


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Pretty sure it's right there in the Core Bestiary's golem entry. If not, check Ultimate Magic's construct section.


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Vritra wrote:
I was wondering, how much did it actually cost to make Beiro (Angol's Golem)? I'm planning on building my own construct builder, and Beiro seemed to be a pretty good construct.

Here's the breakdown:

21,500.00 - Clay Golem Base Cost
15,000.00 - Additional HD Cost (+6)
25,000.00 - Size Increase
15,000.00 - Advanced Simple Template Cost
00,500.00 - Golem Creation Laboratory
20,000.00 - Shield Guardian Amulet Base Cost
02,750.00 - Amulet Intelligence Additional Costs
-----------------------------------------------------------
99,750.00 - FINAL COST


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It does create quite the image! :D


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Death attack is pretty sudden, and prayer attack puts you in a daze and prevents the taking of actions.


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Sorry, I meant small dog as in "purse chihuahua" not, Small dog, per the Bestiary entry.


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Good catch Liam!


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But what is considered normal in a fantasy setting? Aren't green-sting scorpions normally the size of small dogs?


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I was wondering about that as well. I've never heard a player ever once declare that their characters were going to relieve themselves--not unless it was to humiliate a fallen enemy or some such.

Considering the assassin could have waited for them all to go to sleep before slitting their throats, this could have gone much worse for the PCs, but I still think it could have been better played too.

First, I would have made the assassin much lower level. Next, I would have allowed more rolls to allow the players a chance. For example, you said he had been tracking the PCs for some time. Did the PCs never get Perception checks to notice they were being followed during all that time? The assassin couldn't have been invisible the entire time. Golum was a master sneak, and yet the Fellowship still realized they were being followed after a time, and took steps to deal with it. Would it not have been more exciting for the players to try to lay an ambush for their would be killer?

I think this situation isn't really unfair as described (I could totally see a scenario playing out that way), but it is somewhat poorly designed. As the GM, you obviously knew there was no way the PCs would spot the assassin. That's already a red flag. The players have to have a chance in life or death scenarios, or at least a clear indicator that they should flee, otherwise you might as well say "rocks fall, everyone dies; hand over your sheets and make some new characters" whenever such a situation comes up. That might be authentic to real life, but it makes for a poor game.

Also, you should also ALWAYS let the players roll their own saves, particularly when it means life or death. If you rolled my save and I died as a result, I would feel somewhat cheated.


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Tels wrote:
Cao Phan brought up the Hunter's Sight in his Rock throwing thread. It's basically a monocle that reduces ranged penalties. What are your thoughts of changing Bumi's flavor to that of a dapper gentleman with a top-hat and monocle?

I think I would sooner change the flavor of the monocle to the character.

Character concepts should dictate gear, not the other way around! :)

EDIT: I've added the hunter's sight and a bag of holding to Bumi's character sheet. Lost the adamantine property of his pick though.

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