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Can you AoO vital strike?
My gm had a series of events for a festival, that allowed the characters to meet each other, focusing on attributes the characters might be good at. For instance, there was the keg throwing contest for the strong characters, hide and seek for the sneaky, tug of war, balancing on a rope, intelligence games the cup game you mentioned.
There was also different tents for food, drink, performing etc.
I already favorited this post, but I just really want this to be a thing.
Darksol the Painbringer wrote:
If you look under robots defense section (idk if it's all of them, but all I ran into while dming iron gods) you find they have Hardness instead of dr/ there.
I don't know why, but it was definitely problematic for the low level melee characters.
I just remembered one of our first 3.5 parties. We never finished the campaign, but the GM incorporated the characters into the world in later campaigns.
The aquatic elf Swashbuckler (me) became king of an underwater kingdom in the area.
The wizard became the Archmage of a Wizarding college.
I can't remember the class, but one player ran the tavern we owned in a coastal village where the campaign started. With the help of the trap maker he made a cannon that fired exploding kegs to defend the town.
Gek, the npc trap maker Kobold (he joined when my elf captured him after the group he was with was defeated) turned out to be amazing (dm kept rolling 20's with him to his own frustration) became so revered amongst Kobolds that his connections with us made it possible for Kobolds to become a regular part of society, and when he died at the ripe age of 30 (ancient for kobold in this campaign) he ascended to God-hood.
John the Bastard was the only npc town guard to survive the first encounter, named so for his Bastard sword and his incredible luck (including surviving a balista bolt fired through a door he was checking) that he too ascended to God-hood, as a God of war.
The druid is naked in a forest somewhere.
One of my characters I'm playing is a dragon bloodline Bloodrager, so he plans on retiring with a hoard.
Another is a cavalier devoted to Cayden Calien, so he's probably going to be the one opening a bar.
I kinda want my witch to become something like Baba Yaga, some sort of mythical witch traveling from place to place.
My barbarian is a sailor, so probably a captain.
Except they are entirely different. Let's change the names, We have a series of elephants you get for choosing a race, and there is a list of seals you can choose from. Some of the seals are elephant seals, they are not elephants, they just have a similar name.
I always liked the Kithkin, but in addition to the Hivemind I think it would be cool if they had the Ratfolks Swarming ability.
Or maybe a racial archetype or prestige class that eventually got them two cohorts for a Thoughtweft trio style ability.
I don't think my group has ever gotten someone raised. I've only had one of my characters die, IIRC, and that only happened because my character sacrificed himself to help break the team and others out of an evil prison. I feel it would most definitely have cheapened his sacrifice if he had been raised.
Decided to test my luck, used the wotc deck generator and I drew Key, Gem, and Knight. So now I have a major magic weapon, a 4th level fighter, and 50k worth of gems or jewelry. I remember we ran into the deck at like level 2 once for a campaign, and I got the knight then too, which made him the strongest member of the party.
The Scepter of Ages. I've always been fond of time travel, and the devastating effect it has of aging anyone hit by it (1 year per hp, 2 years per hp on a crit) just makes it so cool. It is a +4 heavy mace with an 18-20 crit range, meaning minimum aging is 5 years, maximum 48 years per hit not including bonuses.
Plus its a time machine, so yeah.
This difference you list is irrelevant because of the rule pertaining to all bloodlines.
"Unless otherwise specified, he gains the effects of his bloodline powers only while in a bloodrage; once the bloodrage ends, all powers from his bloodline immediately cease, and any physical changes the bloodrager underwent revert, restoring him to normal."
Power of Wyrms explicitly states that you get the ability even while not bloodraging, the draconic claws ability has no such language.
In my most recent campaign I noticed that the Aldori Swordlord Fighter archetype doesn't give aldori dueling sword proficiency so I just gave it to the player. Then I was talking to another player and I suggested the sawtooth sabre for dual wielding. So I gave him proficiency too.
It was at that point that I realized MWP and EWP are terrible feats, and I just give out proficiency for story purposes.
3.5, Warforged Warblade with 20 con was often the last man standing (or at least standing when the cleric wasn't). Well we got a bunch if potions for healing, but since he never liked letting enemies escape he did hit and run healing. The trick is to hope the damage of the glass shattering (and thus opening wounds where the potion could get in to the body, I know house rule) was less than the damage healed.
This was mostly for stabilizing purposes. I like that it was a Warforged, because then it can be written off as him not understanding living creatures.
I have to throw another vote for Tongues for two reasons.
1. How often do you talk during combat? I don't know about you but it's fairly low for me.
2. You don't even need the whole party to learn the language, one (or two in case the one gets knocked out) can translate for you. Not to mention some of languages come up fairly often on my experience, so then it's not even a skill point cost (if they pick it at first level or they already were going to get it)
Similar to Stabbity Doom's, my favorite was Beastmorph+Vivisectionist(CN), with very similar discovery choices. Preserve Organs, mummification Feral Mutagen, Vestigial Arms, Wings (maybe later I would take parasitic twin)
But the flavor of mine was different from his. Mine was an somewhat Egyptian themed Alchemist who believed he had done something that had angered the Gods and as such was trying to do everything to not die. He transformed into a Scarab with his Mutagen, as it was sacred to his people and could keep him alive in combat. He used the shield extract to harden his carapace in that state (purely fluff tbh). After being jumped by a goblin rogue he started taking preserve organs, and eventually mummified himself to try to prolong his life. The Wings were insect like (as that was one of the available options) which allowed for the scarab flavor as well as combat stuff. His endgame goal was to get the Immortality discovery, but his Mutagen self was less self serving, and might have led to him going into Master Chymist (alter ego LG).
Um, what you said was that it isn't exclusive to unarmed strikes, did you mean the opposite?
Tangent, but in the wanna bet topic, the first game I ever played the dm let me play a minotaur, and started by saying "You are lost in the woods..." and I said "No I'm not." Wanna bet moments are some of my favorites.
More on topic, the spell Chill Touch came up when we fought some ice caster, and that's when I found out it worked despite his immunity.
Also most of prestidigitation's every day use abilities, plus shields magic missile negation.
Even from a meta game standpoint it can be unclear. A friend and I played alchemists in the same campaign, and two of the players were unaware we were the same class (granted they were new to pathfinder, and did not know of the alchemist).
He was a goblin alchemist focused on bomb throwing, whereas I was a vivisectionist focused on mutagens.
In the Dragon lance novels, it is purported by the mages that you can't alter the timeline too much, your actions in the world are like throwing pebbles in a stream, sure ripples are created,but the river flows on.
It should also be noted that pathfinder has a time travel device, the artifact is called the scepter of ages (I think) and it allows specific or random time travel. It is also a badass weapon that causes each point of damage to age the person hit.
My favorite mammoth rider build is pure mounted fury barb. Boon companion to get it to your level, beast totem line along with the mounted rage powers gives any mount pounce and claws, plus the massive str bonuses. Why hello there huge gore/slam/claw/claw (plus the rider's lance) mammoth charge.
(Can't remember if I got the natural attacks right, but the point remains) I am always hesitant to use any caster class because the mammoth rider doesn't get the bonus to saves vs divine or arcane if you cast that type.