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1: Can Alchemist Extracts be used as part of a Spell Combat with the same restrictions as other multiclass Magus have?

2: If you take a Vestigial Arm can that arm being free allow Spell combat while using a Two-handed Weapon.

3: Magus specific and more just checking to make sure this is officially Legal Switching from wielding a One-handed weapon to a Two-handed Weapon is a Free action so I could 2H my first Attack from BAB then One hand my second and Spell combat then. would that be legal or do I always have to Spell combat on my Highest BAB Attack?

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1: Yes
2: I wanna say no, but it would be up to the DM I suppose. In Society though, I'd think no.
3: Common Sense
4: Beastiary.
5: No, Except for Speed mods to Jump checks, which are from the speed.
6: A Druid can wear barding, but it's generally accepted that you have to remove it before shifting back.
7: No

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Critical Perfection stats that you use your magus level instead of your BAB for Critical feats. What I'd like to know is if This also allows you to Use your Magus level instead of BAB for the DCs that many Critical feats grant.

With the wording it doesn't seem likely, but I felt that it wouldn't hurt to ask.

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Now that you point that out I suppose it allows you to take the other feat.

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So I've been aware of Versatile Channeling for a while

http://www.d20pfsrd.com/feats/general-feats/versatile-channeler

And it stats that Necromancers can take it but is unclear as to what benefit this grants to a Necromancer Wizard.

What exactly is the benefit of a Necromancer Wizard taking this feat?

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So I'm making a druid and at first I was thinking that druid could cast in nonmetallic armor which would mean I could cast in Stoneplate or the Stone Coat. I just realized that is stats which armors I can then add the ironwood.

Is this just due to it not being updated when stone plate and stone coat were added or is this as intended?

TLDR; As a Druid can I still cast while wearing Stone Plate(ISWG) or Stone Coat(UC)

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Sean FitzSimon wrote:
XenoZiden wrote:

I've got something to add about the Clouded Vision Curse.

If you're willing to spend a feat once you get level 5 and get Darkvision 60 then "Deepvision" is an option. it increases your range to 120 ft which is generally the extremes that you see range. On the handful of spells with range that outdoes 120ft are enough of a minority that Clouded Vision become much better.

Otherwise Great Guide, just thought I'd put that little feat up there.

This is a good idea, and I had considered it myself. In fact, I think someone earlier in this thread did as well. Unfortunately it does't work. A character with clouded vision doesn't have Darkvision 60- she has the ability to see 30/60 feet, but can see as with darkvision.

Check out the wording:

D20pfsrd wrote:

You cannot see anything beyond 30 feet, but you can see as if you had darkvision.

At 5th level, this distance increases to 60 feet.

Emphasis mine. Even if you can legally take the feat you will not be able to see beyond 30/60 feet, as it is explicitly stated as such.

I've actually seen DMs allow this. I think it's worth noting as something to ask your DM about.

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I've got something to add about the Clouded Vision Curse.

If you're willing to spend a feat once you get level 5 and get Darkvision 60 then "Deepvision" is an option. it increases your range to 120 ft which is generally the extremes that you see range. On the handful of spells with range that outdoes 120ft are enough of a minority that Clouded Vision become much better.

Otherwise Great Guide, just thought I'd put that little feat up there.

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I have a concept using the Ninja class. I have the character rolled up on dndsheets.net if that's acceptable.

Concept is a Paranoid Assassin of sorts. I'll get some more as I flesh it out a bit more.

If Dndsheets.net is fine with you I'll post a link.

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3d6 + 6 ⇒ (5, 6, 5) + 6 = 22
3d6 + 6 ⇒ (3, 6, 5) + 6 = 20
3d6 + 6 ⇒ (4, 4, 1) + 6 = 15
3d6 + 6 ⇒ (3, 4, 3) + 6 = 16
3d6 + 6 ⇒ (1, 5, 4) + 6 = 16
3d6 + 6 ⇒ (3, 1, 4) + 6 = 14

Concept depends on rolls

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I assume that this is PbP?

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Quote:
-Any general advice for methods of making fights exciting and fun for such a wide age gap while still remaining challenging? I'd like to keep the risk real, but I don't think I could really kill any of them any time in the next 15 levels without being forced to eat boiled hay for a week.

Interesting mechanics. One thing I've done is in one fight againt Devils each round I shifted between an Aura that gave Lawful Creatures Haste, and one that gave Evil creatures Healing. The auras provided a different take. Generally My advice here is to come up with interesting ideas for fights. Like a Warrior that can only harm himself or jsut something that makes the party freak out. As a DM you're an entertainer so learn how to "play the crowd"

Quote:
-My Mom immediately jumped on the idea of playing out her favorite fantasy character, 'Polgara' (see: boiled hay) from the Eddings' series (fantastic read if you haven't seen them before). She expressed that she would like to provide some healing, but also wants to be a 'powerful sorceress'. I've already explained to her that part of the fun is starting out a little underpowered and growing to be someone powerful and awesome, and she accepts that. The problem is choosing what kind of caster. Witches and druids have more healing options, but I'm fairly certain she will prefer a more free-form caster and won't want to have to pick through a spell list every day. Thus, a sorcerer's casting method seems more likely. Any thoughts? Multiclassing from a healer into a sorcerer or something sounds a bit complicated for her.

Oracle or use the 3.5 Favored Soul Oracles a better choice in my opinion though. As well The Spirit Shaman is a Druid with spontaneous Casting if I remember correctly.

Quote:
-My cousin should be okay, I've talked him into playing a fighter and plan to simplify things by just giving him a shortened list of feats to choose from and suggesting the best equipment for him. That way he can just kinda jump into the fray. He's quite clever for his age, but has a limited patience for confusing or complex things. Again, if this sparks up any particular advice for similar situations, feel free to cast it my way. :)

Sounds fine. You may want to consider having him be a duel wielding or Two handed warrior though since Sword and board may bore him. Big numbers please 30 years old, with 10 year olds...

Quote:
-My aunt is still trying to decide if she wants to play at all, so I may have to get back to this later. She likes fairies, woodland things, and the idea of shapeshifting, so a druid or something with fae bloodlines seems pretty obvious, but I cannot be sure yet. Druids have such boring spell lists at early levels, so that worries me.

She could play a Brownie Sorcerer. =P

Dont got anything else for you here.

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Maxximilius wrote:

As your overlord !

More seriously, the debuff options of the Witch are crazy.
Evil Eye targeting saving throws, then Misfortune on the following round for a nice little "roll twice take lower for each d20, and add -2 for saving throws" ? Yes please.
Cackle to make the duration infinite as long as you are under withing 30' ? Yes please.
Nasty save or suck spells with a high base DC and lowered resistances on the enemy thanks to hexes ? Oh hell yes.

The basic use of a witch is "f@&+ with your enemies, make them reroll everything until they cry, put the fail into their lives, show them how weak they really are, and add in an occasional healing for the group".

Is it possible to build it with some more damage Oriented Spells? I ask since the group I'm making this for we have two sources of healing and Have no need for three.

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So looking at the Witch I can't decide where the Witch Fits into a group.

It looks like it sacrifices Damage Power for a wider support selection. As well as focusing on more Status Effects, but I don't really know as things seem a little weird with the Witch.

So how do people Build Witches anyway? Do you build them with "MAGIC!" like a Wizard or are they generally built more support oriented?

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Kierato wrote:
XenoZiden wrote:

So I'm playing a character that I plan on building into a 20 Bladebound Magus/10 Trapsmith Rogue. However there's one problem with this. I have no idea how good Traps are. So I come here.

Is trapsmithing worth it or should I consider a different Concept?

Thanks in advance.

firstly, this is a level 30 character, secondly, if your DM lets you custom design traps and let's you recover resettable traps, I feel it can be worth it, but have never tried it.

Was aware of this, Campaign's designed around building to 30.

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So I'm playing a character that I plan on building into a 20 Bladebound Magus/10 Trapsmith Rogue. However there's one problem with this. I have no idea how good Traps are. So I come here.

Is trapsmithing worth it or should I consider a different Concept?

Thanks in advance.