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White Dragon

Xexyz's page

Pathfinder Card Game Subscriber. 695 posts. No reviews. No lists. No wishlists.


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A bloodrager with the Arcane bloodline can become a huge animal via their level 16 bloodrager ability. Take the primalist archetype so you can swap out a couple of your bloodline powers for rage powers and there you go.

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Davor wrote:

You're spending too much time designing encounters. :P

I specifically decided that I needed to lighten my encounter prep time when I had precisely this kind of thing happen to me. You learn to not be so attached when you only spent 15-ish minutes preparing (or an hour of prep for several months worth of encounters like I do...).

I really don't know how to reduce my encounter prep time. I'm kind of a perfectionist and everything has to be logically consistent in terms of what the encounter is, why it's occurring, and of course the number-crunching and customization necessary to challenge my players, which are mostly all optimizers.

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Gwen Smith wrote:
Xexyz wrote:
I'm designing a couple of big hitting martials (a bloodrager and a TWW Fighter) and am trying to decide between using a greatsword or a nodachi as the characters' preferred weapons. I'm leaning toward the nodachi because of the extra crit range, but am curious; what does the math say? Both characters will have the improved critical feat.

TWW fighter is the Two-Weapon Warrior archetype: you can't do that with a two-handed weapon.

Did you mean Two-Handed Fighter instead?


Yes, I meant Two-handed fighter. I always screw that acronym up.

Also, thanks for the math! That's what I was looking for.

Pathfinder Card Game Subscriber

I'm designing a couple of big hitting martials (a bloodrager and a TWW Fighter) and am trying to decide between using a greatsword or a nodachi as the characters' preferred weapons. I'm leaning toward the nodachi because of the extra crit range, but am curious; what does the math say? Both characters will have the improved critical feat.

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BigDTBone wrote:
Roll the dice and subtract the result from 21.

Teehee, unfortunately I don't think it's my dice that are the problem - my friend uses my dice all the time because he forgets his and they roll great for him. (The bastard)

I think it's just I'm personally cursed.

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This is mostly a rant... Anyway, the title is self-explanatory: I have terrible luck with dice rolling as a GM. When I first started to suspect I had bad luck I charted every d20 result over several sessions, and sure enough my rolls where in fact sub-par, averaging an 8.6 [over about 70ish rolls that I tracked].

It's beginning to impact my fun because I spend a lot of time designing encounters to be challenging to my players. Then when the players simply roflstomp an encounter I've spent several hours designing merely because my rolls where terrible it makes it feel like all my preparation was just a big waste of time.

I've thought about giving my important story NPCs hero points, but I don't know if that's going to solve the problem, because it's not any single roll that's frustrating - I've had encounters be decided on the 1st round because the boss NPC failed an easy save, but I accept that as the nature of the game. What's truly frustrating, for example, is when I design a baddie to be a big-damaging martial threat, but fails utterly because over two rounds of full attacking the baddie hits once because I couldn't roll above a 7 on the attack roll.

I almost* always roll in the open so everyone can see the result of the dice, so fudging rolls isn't an option - and frankly I'm not interested in fudging rolls either, since it represents a slippery slope to me. Besides, rolling in the open increases the excitement at the table, such as when the PC gets crit-threat by the scythe-wielding barbarian, and has his eyes glued to the confirmation roll.

I just wish my dice would be more cooperative for producing such dramatic tension in the first place.

*(I sometimes use a dice-rolling program, but only when I don't want the players to know that I'm making a roll to begin with or don't want the players to know how powerful an NPC is. This most commonly occurs on opposed bluff/sense motive and perception/stealth rolls.)

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Maybe it's a creature that doesn't hate magic, but feeds on it, and by extension kills magic-users in order to consume their magic?

Pathfinder Card Game Subscriber

If monsters are smart enough to charge through to attack the caster, why isn't the caster smart enough to put herself into a position where that's not a feasible or attractive strategy? In both my experiences as a player and GM, enemies wouldn't charge at the caster not because they were too dumb to recognize the caster as a threat, but because they recognized that it wasn't a workable strategy.

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In an overall sense, it's not really a matter of tactics or intelligence. When looking at monsters, pretty much all of them are either big damage melee types or spellcasters, while generally speaking the best class types for efficiently dealing with casters are archers - of which there are very few in the Bestiaries. Since many if not most adventuring parties will have at least one archer, they have more tactical options than to just either charge through to the caster or ignore it.

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Remember the mobile fighter also gets +10 movement at level 15.

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Rogar Stonebow wrote:

What this would allow is you to move, and within any of that movement you can get all of your attacks your flurry of blows allows minus your first attack against any enemy within that movement.

This build would basically be what a monk should be.

What monk archtype would you choose with this build?

How would you stat it out at a 20 point buy?

If you used a weapon, which would you choose?

I don't think this is worth it. At ftr11/mnk1 you'll have a total of 3 attacks if you do this: two from your normal BAB progression and one from your FoB. Conversely if you just spent the feats for two-weapon fighting you'd have four or five (if you took Greater two-weapon fighting as your 11th level feat) attacks with Rapid Attack.

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What's the maximum of distance you can move if you have multiple modes of movement that have different movement rates? For example, consider a hasted wizard who casts Overland Flight on himself. Haste increases his normal movement to 60ft, while Overland Flight gives him a fly speed of 40ft. If he takes his move action, how far can he go? Can he fly 40ft. and then move an additional 20ft. on the ground? Or does he have to decide which type of movement he's going to use with his move action and move accordingly?

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SR is always bad against outsiders, who almost universally have a higher CL for their spell-like abilities then their CR. Against dragons however, who have few spell-like abilities but cast spells, SR is more useful (as much as SR can be useful) because dragons' CL on their spells is much lower than their CR. To use the example above, the adult red dragon with a CR of 14 only has a CL of 7, so if a 12th level character with 10+level (22, in this case) goes up against it, the dragon will need to roll a 15 or better to beat the PC's SR, a mere 30% success rate.

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The most common terrain in the game I'm running right now (homebrew world) is what I have marked on the maps as "wilderness" - areas where you have grassland fields with lots of little wooded areas (such as a mere couple acres in size) dotting the landscape. Would it be that when they're in a grassy area it would count as plains, but in the woods count as forest? Also, what exactly counts as plains, anyway? Are we talking about the topography or ground cover? Is there some sort of hierarchy for favored terrains? Like if you have a small woods in an area that's otherwise plains, does a ranger standing in said woods get their favored terrain bonuses if they have Forest as a favored terrain, but not plains, how about the reverse, such having plains as a favored terrain but not forest? Can a region count as multiple favored terrains, such as a forest in a mountainous region?

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Cap. Darling wrote:
What level is your PCs?

PCs are level 8, and there are six of them. Well-optimized for the most part.

Due to the fact their are six PCs I'm thinking the assassin will need to use diversionary and hit-and-run tactics. Since I use random encounters when the PCs are travelling, he could follow them out of sight, choosing to attack them when they found themselves engaged in combats, picking off one PC at a time. Because of this I'm strongly considering an archer of some sort, because melee is just too dangerous; he'd have to kill them all in a single fight, which is too risky with six PCs.

The reason I want the assassin to be a martial character is because I already have plans for a similar scenario using a spellcaster.

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boring7 wrote:
The fact he mentions ranger makes me suspect it's a Dark Knight assassin. BBEG is sending some of his more quality minions after the PCs, who are currently wandering around doing the "aimlessly itinerant murderers for justice*" thing that PCs do and therefore have to actually be tracked down in the trackless wilderness.

This is actually pretty close to the situation. The first assassination attempt on the PCs failed miserably, but the PCs killed their attackers before interrogating them, so they don't know someone's out to murder them. This next assassin represents the next step up.

Since the PCs do travel around a lot, tracking is involved. The first attempt involved an ambush and straightforward combat against the whole party, but since that failed, I'm thinking of someone who could pick off the PCs one by one. After reviewing the spell list, I'm even more strongly leaning toward ranger since they have several spells useful for assassination attempts.

Also: I'm not going to consider any of the new advanced classes until I have the book and have reviewed to see if I want to use it in my campaign.

Pathfinder Card Game Subscriber

So I'm looking to create an assassin-type NPC for the game I'm running. Thinking 13th level or so. I haven't decided on class, but I want it to be a martial character, not a primary spellcaster. Thinking of ranger, since it seems to me a ranger could make a pretty good assassin, but if anyone has any other ideas, I'm all ears.

Pathfinder Card Game Subscriber

I think staves are best used in the following ways:

1. A cheaper way for a spontaneous caster to get regular access to a spell. Suppose a sorcerer anticipates wanting to cast Wall of Force often, but has already prioritized learning other 5th level spells. A staff that casts Wall of Force for one charge will cost 18,000 gold, while a Page of Spell Knowledge for Wall of Force will cost 25,000 gold. Buying the staff saves the sorcerer 7000 gold.

2. Having ready access to a spell that's not on your class list. Say a mid-level (12th level) party wants some back-up healing capability. For 27,060 gold, they can buy a staff that can cast Heal for 1 charge, and Protection from Evil for 5 charges, and give that staff to the party sorcerer. Sure it'll take a DC 20 UMD check for the sorcerer to use Heal from the staff, but that's a pretty easy check to make auto-succeedable by a 12th level sorcerer. Since the sorcerer knows Protection from Evil and can cast 6th level spells (no where is it stated that staves are classified as divine or arcane), he can recharge the staff on his own.

This could be done with Heal scrolls, but there are some disadvantages. For starters, for the cost of the staff I just described, the same party could buy 15 oracle-scribed scrolls of Heal at CL 12. (They could save some money by getting cleric-scribed Heal scrolls, but unless the sorcerer has a Wisdom of 16 he'll have to make an additional DC 31 UMD check.) So out of the gate, the scroll method is only 5 castings of Heal more cost-effective. Or, 9,060 gold cheaper if you only buy 10 scrolls.

However, a scroll in and of itself is less efficient. For starters, instead of a DC 20 UMD check, it rises up to DC 32 - a significant increase. Furthermore, activating a scroll provokes and AoO, while using the staff does not - something very important when it comes to casting a spell with a range of touch. Finally, the scroll will always be CL 12, while casting from the staff is at the user's CL, so the spell becomes more effective as the sorcerer levels up.

3. Using the fact that a staff is a spell-trigger item to your advantage. Consider your average wizard. One of the things he hates most in the whole world is being grappled. Ideally he could buy a ring of Freedom of Movement, but that's pricey at 40,000g, and uses up a valuable ring slot. Instead he could buy a staff that casts Dimension Door for 3 charges, at the much more economical price of 3733 gold. Since a spell-trigger item requires only a command word and does not provoke an attack of opportunity, if he's ever grappled he has a fail-safe way of escape. Even though Dimension Door only has a verbal component, if he actually wanted to cast the spell - because it's a good spell and he has it memorized - in a grapple, he'd have to make a concentration check which will likely be a DC in the mid-thirties or higher. (DC 37 to cast Dimension Door while being grappled by a dire tiger, for example.)

So as you can see, staves do have their uses.

Pathfinder Card Game Subscriber

Here's something I was wondering: Can a spellcaster cast a spell from a staff that isn't on her class's spell list? Staves are spell-trigger items, and here's the rules for using spell-trigger items:

PRD wrote:
Spell Trigger: Spell trigger activation is similar to spell completion, but it's even simpler. No gestures or spell finishing is needed, just a special knowledge of spellcasting that an appropriate character would know, and a single word that must be spoken. Spell trigger items can be used by anyone whose class can cast the corresponding spell. This is the case even for a character who can't actually cast spells, such as a 3rd-level paladin. The user must still determine what spell is stored in the item before she can activate it. Activating a spell trigger item is a standard action and does not provoke attacks of opportunity.

Consider a staff that contains two spells: Protection from Evil and Heal. A sorcerer who knows Protection from Evil picks the staff up. Because the sorcerer knows Protection from Evil she can cast it from the staff. So since she can use the staff, per the spell trigger usage rules, can she also cast the stave's Heal spell? The spell trigger guidelines don't seem to consider that a spell trigger item could contain more than one spell, only that you need to be able to cast the spell to use the item.

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Dragon Knight wrote:

Lets say say I have a character carving or chiseling the body for a contruct hes creating, or just an ordinary statue. Time is not really an issue, but he does want it to look good; that statue of a manticore should LOOK like a manticore.

The rules for taking 20 state that the character just keeps trying till they get it right, failing many times and accruing any penalties for failure. In this case, that might mean wasting the block of stone he was chiseling. My question is; would the character be able to take 20 and just assume he takes his time and works carefully, rather than wasting resources?
PRD wrote:

Taking 20: When you have plenty of time, you are faced with no threats or distractions, and the skill being attempted carries no penalties for failure, you can take 20. In other words, if you roll a d20 enough times, eventually you will get a 20. Instead of rolling 1d20 for the skill check, just calculate your result as if you had rolled a 20.

Taking 20 means you are trying until you get it right, and it assumes that you fail many times before succeeding. Taking 20 takes 20 times as long as making a single check would take (usually 2 minutes for a skill that takes 1 round or less to perform).

Since taking 20 assumes that your character will fail many times before succeeding, your character would automatically incur any penalties for failure before he or she could complete the task (hence why it is generally not allowed with skills that carry such penalties). Common “take 20” skills include Disable Device (when used to open locks), Escape Artist, and Perception (when attempting to find traps).

In the case of sculpting something from a single piece of stone you can ruin the block from which you're carving with a bad roll, the failure has a penalty. Since there's a penalty for failure, you cannot take 20.

However, if you have a way to repair any mistakes you made, then you can take 20, since there's no real penalty for failure. So it would play out similar to how Orfamay said it; you make mistakes (perhaps casting mending after each mistake) until you get a 20.

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Lincoln Hills wrote:

Please tell me we're not about to have a Rules Questions debate about the fact that the vorpal weapon removes your head, but does not specifically state that this results in death for members of all playable races*... I just don't think I could take that.

* Or am I assuming too much? For all I know, the Advanced Race Guide offers headless, multi-headed, or fully regenerative options for its race builder.

The description of the vorpal weapon enchant doesn't actually specify which head it severs. Did you think codpieces were merely a fashion statement?

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PRD wrote:

This spell allows you to scribe a potent rune of power upon a surface. When triggered, a symbol of death kills one or more creatures within 60 feet of the symbol (treat as a burst) whose combined total current hit points do not exceed 150. The symbol of death affects the closest creatures first, skipping creatures with too many hit points to affect. Once triggered, the symbol becomes active and glows, lasting for 10 minutes per caster level or until it has affected 150 hit points' worth of creatures, whichever comes first. A creature that enters the area while the symbol of death is active is subject to its effect, whether or not that creature was in the area when it was triggered. A creature need save against the symbol only once as long as it remains within the area, though if it leaves the area and returns while the symbol is still active, it must save again.

Until it is triggered, the symbol of death is inactive (though visible and legible at a distance of 60 feet). To be effective, a symbol of death must always be placed in plain sight and in a prominent location. Covering or hiding the rune renders the symbol of death ineffective, unless a creature removes the covering, in which case the symbol of death works normally.

As a default, a symbol of death is triggered whenever a creature does one or more of the following, as you select: looks at the rune; reads the rune; touches the rune; passes over the rune; or passes through a portal bearing the rune. Regardless of the trigger method or methods chosen, a creature more than 60 feet from a symbol of death can't trigger it (even if it meets one or more of the triggering conditions, such as reading the rune). Once the spell is cast, a symbol of death's triggering conditions cannot be changed.

In this case, “reading” the rune means any attempt to study it, identify it, or fathom its meaning. Throwing a cover over a symbol of death to render it inoperative triggers it if the symbol reacts to touch. You can't use a symbol of death offensively; for instance, a touch-triggered symbol of death remains untriggered if an item bearing the symbol of death is used to touch a creature. Likewise, a symbol of death cannot be placed on a weapon and set to activate when the weapon strikes a foe.

You can also set special triggering limitations of your own. These can be as simple or elaborate as you desire. Special conditions for triggering a symbol of death can be based on a creature's name, identity, or alignment, but otherwise must be based on observable actions or qualities. Intangibles such as level, class, HD, and hit points don't qualify.

When scribing a symbol of death, you can specify a password or phrase that prevents a creature using it from triggering the symbol's effect. Anyone using the password remains immune to that particular rune's effects so long as the creature remains within 60 feet of the rune. If the creature leaves the radius and returns later, it must use the password again.

You also can attune any number of creatures to the symbol of death, but doing this can extend the casting time. Attuning one or two creatures takes negligible time, and attuning a small group (as many as 10 creatures) extends the casting time to 1 hour. Attuning a large group (as many as 25 creatures) takes 24 hours. Attuning larger groups takes an additional 24 hours per 25 creatures. Any creature attuned to a symbol of death cannot trigger it and is immune to its effects, even if within its radius when it is triggered. You are automatically considered attuned to your own symbols of death, and thus always ignore the effects and cannot inadvertently trigger them.

Read magic allows you to identify a symbol with a Spellcraft check (DC 10 + the symbol's spell level). Of course, if the symbol is set to be triggered by reading it, this will trigger the symbol.

A symbol of death can be removed by a successful dispel magic targeted solely on the rune. An erase spell has no effect on a symbol of death. Destruction of the surface where a symbol of death is inscribed destroys the symbol but also triggers it.

Symbol of death can be made permanent with a permanency spell. A permanent symbol of death that is disabled or has affected its maximum number of hit points becomes inactive for 10 minutes, but then can be triggered again as normal.

Note: Magic traps such as symbol of death are hard to detect and disable. While any character can use Perception to find a symbol, only a character with the trapfinding class feature can use Disable Device to disarm it. The DC in each case is 25 + spell level, or 33 for symbol of death.

Bolded parts are mine. My question (and confusion) is thus: If a symbol spell must be prominently displayed and in plain sight to work, implying that no perception check is needed to spot it, then what's the perception check for that's mentioned near the bottom of the description?

Pathfinder Card Game Subscriber
Dark Immortal wrote:
hitting him for 70 DMG is great but if he has 180 HP and you're the DPs, aren't you infinitely better off disarming him? As a dps character, wouldn't being disarmed be an effective combat option against you?

Yes. The game I'm currently running has your standard Invulnerable Rager barbarian. He does a lot of damage with his greatsword. I've started having many of the more intelligent baddies disarm him, since it really hurts his damage output. Since disarming can be done in place of an attack, the baddies still often get an attack or two in on him as well. If he picks his sword up he eats an AoO, and if he draws a backup weapon he's using something inferior. Either way it eats up his move action so he's not full-attacking, severely nerfing his damage output.

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Thanks for the responses everyone. I decided to go with the Pit-touched Infernal bloodline for thematic reasons and just put Earthquake on a staff. I also went with EH Arcane, since that seemed to be the best.

I'm still mulling the alignment issue.

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Gregory Connolly wrote:

#1 Deep Earth Bloodline, Pathfinder Savant PrC, Magaambyan Arcanist PrC, Divine Source mythic power x3 (Destruction Domain)

#2 Arcane for a familiar, Abyssal for strength builds or summoners, Orc for strength builds, Verdant for the vine and the sustenance effect, Rakshasa is good for spies.

#3 Entirely GM fiat. I wouldn't ever change your alignment. Others would change it immediately. There is no hard and fast rule for how restrictive the alignments are. They have mechanical effects, but are mostly a tool for GMs to tell players to knock it off.

Deep Earth Bloodine, excellent. I'll have to give that some thought to see if it's thematic for the character. The other thing I came up with is to just give the character a staff that has Earthquake. To my understanding, as long as a staff has one spell that appears on a wielder's spell list and is a spell they can cast, the wielder can recharge the staff as long as they have an available spell slot for the highest level spell.

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Pizza Lord wrote:

For #3, I'd say an alignment change from neutral to evil would not occur just on the basis of creating undead from intruders bodies. It would depend on some other factors like how or why he does it. That's just with the animate dead spell though for skeletons and zombies. That doesn't technically bind a person's soul or keep it trapped like making it into a ghost or specter would.

Now, if we were to use them to assault a town or something, that act might be evil, but that's no different then him hiring a band of evil goblins to assault the town. Hiring the evil goblins or bribing them isn't what would make him evil, it's the what he does with them part.

No different than if he chose to defend the tomb with traps instead of undead, even poisoned traps. It would take a long and a lot of such an activity to really justify a shift to evil without something else in there is what I am trying to get at.

Now if he were... plundering the tomb and using it's interred occupants to form his own defenses to prevent adventurers and people from stopping his looting that might increase the 'shift potential' or if he were raiding the local graveyard for minions.' But using invaders and intruders to replenish his defenses is no different than using their loot and gear to help defend your tomb.

The undead the guardian creates would only be used as guards against potential tomb robbers; as far as the guardian is concerned being turned into an undead creature and made to guard the place a robber was intent upon looting is a fitting punishment. The guardian wouldn't be turning every intruder into an undead creature - the tomb isn't exactly well known or easily accessible, so it doesn't exactly get a lot of visitors - just enough to keep it well guarded.

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Oh, I should clarify; the sorcerer in questions 1 & 2 is a different person from the spellcaster (a wizard, in that case) in question 3.

Regarding question #2, this sorcerer is going to be designed with the goal of being able to inflict devastation on a large scale; armies and cities would be the primary targets. So the bloodlines would be chosen with that in mind.

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Ok, so maybe that's wrong by 96, but that's still pretty close if you ask me. Anyway, here they are:

1. Is there any way for a sorcerer to get Earthquake on her spell list?

2. What's a good Eldritch Heritage bloodline for a sorcerer?

3. Consider a spellcaster that serves as the guardian of an ancient tomb. The spellcaster's natural alignment and outlook are neutral, but the spellcaster punishes intruders by turning their remains into undead creatures. How long until this repeated act pushes the spellcaster's alignment toward evil?

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In a dungeon crawl, probably not very much. In a high-stakes game of politics and intrigue? Potentially lethal.

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Rynjin wrote:
You forgot your 10 foot pole.


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blahpers wrote:
Kazaan wrote:
Also, GTWF is a trap feat; 1 feat for an attack at -10 to hit is not worth a feat slot. It'd be better to pick up something else.
Unless you're targeting touch AC somehow (hello, pistolero!). Then it's just crazy.

Yeah, it's only a trap depending on what your +hit is on that last attack. I have a Paladin NPC who gets +35 on that third offhand attack when he's buffed & smiting, so it's certainly worth it to him.

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Angry Wizard wrote:
That's not a bad idea. If the PCs keep teleporting they should be able to keep pace for a few days, but the crusaders have a wizard to keep up at a relative pace and might end up catching on and dimensional anchoring them. But it would be a good way to burn a few days for the Lich to regenerate.

Do you know how the crusaders are able to track the phylactery? If they're simply tracking the PCs, the witch casting Mind Blank on the four of them each day will put a stop to that. If they're able to track the phylactery directly, that's much more difficult. I'm not aware of any spell that stops Discern Location except for Mind Blank - which doesn't work on objects.

Edit: How many crusaders are there pursuing the PCs?

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Angry Wizard wrote:
The Lich is a level 20/mythic rank 2 Undead Sorcerer. He is currently "dead", his body will be reforming in 6 days. The players saved his phylactery before it could be destroyed by these crusaders, and now they're protecting it in order to curry favor with the lich for knowledge related to their bigger mission. The Lich's fortress is currently overtaken so they have none of the protections or resources the Lich had originally around his phylactery.

What kind of mobility to the PCs have, compared to the crusaders? It may be best simply to keep moving so that the crusaders don't have a chance to reach the phylactery, if the PCs have superior mobility.

Pathfinder Card Game Subscriber

What class/level is the lich?

In the game I'm running, I have a 12th level Conjurer lich that has his phylactery stored in a room 300ft. underground under his lair. The room has no entrances or exits; he dug it up and sealed it off with multiple castings of stoneshape, and uses his Dimensional Steps ability to get in and out of it. Seems pretty secure to me.

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Zahir ibn Mahmoud ibn Jothan wrote:

The problems inherent in the Called ability leap off the page!

How has it been in my posession for 24 hours, if it is currently in the posession of another creature within 100 feet?

What you say, I had my 24 hours, so it is attuned to me? What if the monster took it from me 25 hours ago? Can he call it right back? How many times? Is there a cool off period? Can it be attuned to more than one creature at a time. How long after I lose it can I still call it?

Can an ally and I "share" a called weapon using this loophole as a tactic?

Seems pretty straightforward to me. You have it in your possession for 24 hours and it's attuned to you. Someone else later has it in their possessing for 24 hours and it's not attuned to them, not you.

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Vritra wrote:

So, this is going to be my final form for a while, until I figure out good equipment. Any further increase to offense are looking miniscule, and I'll focus on building utility like Initiative or AC (Saving throws are high enough that he only fails the highest listed DC [that I know of] on a 1).

If you can boost his AC or Initiative to the point where he's either guaranteed to go first or his regular AC is high enough that it doesn't matter, then we've created the nigh-invincible Timmy.

Boosting his AC is easy if he's going to melee - he just always uses Combat Expertise. It gives him +56 AC as a Dodge bonus, so it affects his touch AC as well. He'll still be hitting at +171 or better on all his attacks, and now his AC is 73/73/12 (regular/touch/flat-footed).

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Reynard_the_fox wrote:
I would also take a divine mount - extra mobility is really, really nice for paladins, especially small ones. Your + whatever from weapon spirit won't matter if there's a wind wall or something in the way.

Unfortunately Divine Hunters must form their divine bond with their weapon:


Divine Bond (Su)

At 5th level, a divine hunter forms a bond with her deity. This functions as the paladin’s divine bond ability, except the bond must always take the form of a ranged or throwing weapon (excluding ammunition). In addition to the listed abilities, a divine hunter can add the distance, returning, or seeking special abilities to her weapon, but she cannot add the defending or disruption special abilities. Special abilities added to throwing weapons function normally when the weapon is used in melee.

This ability replaces the standard paladin's divine bond.

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rpdjoker wrote:
Can anyone else access the guide? Whenever I try it says that I need permission.

Same for me. Stupid Google Drive.

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Arachnofiend wrote:
Wait, those were satirical right? Constructed to point out how ridiculous the standard for "broken" is when it comes to martial characters, right???

I don't think so. There are a group of feats in that supplement called "meta-attack feats" which are like derivatives of meta-magic feats, only for physical attacks. For example, there's a feat call Empowered Attack which makes one attack do +50% damage, usable twice per day.

On the other hand, also in the supplement there's some truly outrageous stuff such as a series of feats called Full Casting Action - which basically allow you to cast extra spells per round like martials make iterative attacks.

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K177Y C47 wrote:
swoosh wrote:
(pathfinder had to balance "broken" things like that, you know)
That reminds me of Super Genius' "Book of Horrifically Overpowered Feats" that including things like Archers being able to gain a 200 foot range increment four times a day, being able to maximize weapon damage dice on a single attack once per day (before you make the attack roll), being able to jump your movement speed and 3.5's Monkey Grip as four of their "hilariously broken" feats that were "classic examples of horrible feat design" and "obviously unusable in real play".
This makes me cry...

It is what it is. Even in that supplement, the most broken feats are caster-based.

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It's not as mechanically bad as many of the other feats mentioned in this thread, but the Virtuous Creed feat from Champions of Purity gives you a code of conduct you must adhere to if you want to enjoy the (mostly minor) benefits of the feat.

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Only thing really I miss from 2nd Ed. is Jeff Easley's art.

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Alexandros Satorum wrote:

What a weird necro...

Well, right to the point

1- You can not take power attack at level 1
2- Do not tWF with longsword. The -4 penalty to attack harm too much. Use shortswords or something similar.
3- COnsider multiclassin gor early sntry to the TWF feats.
4- If you ahve your two hand busy, how are you casting?

1- Not too big of an issue, he can swap Extra Channels with Power Attack.

2- Yeah, I assumed he's dual-wielding longswords as well, but since he doesn't have any weapon related feats he can always off-hand a dagger.
3- What multiclass options were you thinking?
4- He'll have to get a Glove of Storing.

@Rojack - Fundamentally, your feats don't really work well together. You can only use Channel Smite once per round, so it doesn't have any synergy with two-weapon fighting. Also, going the two-weapon fighting route as a 3/4th BAB class and taking Power Attack means you're going to be missing a lot - which makes using Channel Smite worse because you have to declare you're using it before you attack and if you miss you still expend the channel usage.

You're also kind of fragile. You don't have much Con, so you're going to be lower on hit points, and your AC is going to be lower because you're dual-wielding. You're also putting all your level stat gains into Dex, but that doesn't really give you much benefit aside from meeting the two-weapon feat requirements.

Honestly, if you want to make a character that's really good at killing undead, there are better ways to go about it. If you want to be a cleric you're better off focusing on spellcasting, while if you want to be a martial character you're better off being a paladin or a ranger.

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Exactly what kind of feedback are you looking for? Optimization suggestions? Magic item suggestions? An effectiveness rating? Something else?

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Are there any rules/guidelines for what happens when a creature in an advanced age category acquires an undead template (such as lich or vampire)? Do they keep the stat adjustments due to age or do they go away?

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What would be a good corpse minion? Can be 11HD, so the best I've come up with is a hill giant skeleton.

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Lincoln Hills wrote:
The nice part about ghouls (and ghasts and skavelings) is that they're self-reproducing. Any of the character's powers that would allow the command of a few ghouls would probably be a plus; he doesn't really need to command all of 'em, just the pack leaders. Once they realize there's plentiful flesh to be had, the rest will choose to follow the necromancer.

Yup, he's already done this in fact. However I do have to moderate things so the PCs perceive the threat of the graveknight and his minions as something they can handle, so I can't get too carried away.

As a side note, 100% undead armies tend to go up like firecrackers against certain fairly common PC abilities. I know you have a theme going here, but see if you can't work out a way to mix in at least a few creatures of other types. Here's a fun one: have some of the undead tote a litter bearing a yellow musk creeper or a colony of russet mold, and you'll have allied vegepygmies or yellow musk zombies.

I'm fine with the PCs making mince meat of the army. There are a couple of blasty types in the party and they haven't had a chance to be very blasty for the past several encounters, so this army is partially here to let them have their fun.

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Alex Smith 908 wrote:
What are his motives and what is his theme? Undead is a really broad idea and some additional notes would be helpful.

He (Tomaz, the graveknight) was killed by the former baron (Mavro) of the region he (and the PCs) are in, so is primary motivation is to get revenge on him. Even with his army Tomaz isn't powerful enough to lay siege to the baron's castle, so he's trying to force a confrontation away from Mavro's powerbase by attacking the surrounding villages in the region.
CWheezy wrote:

I recommend not taking the undead lord archetype, because losing a domain is REALLY bad, and you gain basically nothing

It gets him two feats and the ability to have both his channeling and inflict spells be empowered, as well as another minion. Absolutely worth it in this case.

Victor Zajic wrote:
Find 4-8 HD animals, and make them into burning skeletons. Not only do they do auto fire damage to those in adjacent squares, they also blow up for more damage when they get killed. Great for wearing down the party's HP resources.

Woah, I totally forgot that skeletons don't have to be made from humanoids, this is a great idea.

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Ben and Galen, read no further.

So my PCs are investigating organized attacks by undead on villages in the region. Unbeknownst to them, the attacks are being coordinated and led by an 11th level Cleric (undead lord) Graveknight. So, here's what I have to play with in terms of this baddie's army:

Undead Mastery: 55HD
Zombies & Skeletons from Animate Dead: 44HD
Command Undead: 11HD
Corpse Companion: One skelly or zombie up to 11HD.

The only thing I do know (based on what's happened so far) is that he's got some amount of ghouls and burning skeletons in his army. It's likely that the PCs will encounter him directly during Friday's session, so I'd like to have everything fleshed about by then.

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Artemis Moonstar wrote:

Hold the Blade:

You can take your opponent’s weapon after being stabbed in the back.

Prerequisites: Improved Disarm, base attack bonus +10.

Benefit: Whenever an enemy deals damage to you with a melee weapon as part of a flanking attack or sneak attack, you can make a combat maneuver check to disarm against that opponent as an immediate action. You must have at least one hand free when you use this feat. When you use this feat, you take a –4 penalty to your AC until your next turn. You can only use this feat once per round.

Its got a 2 feat tax, needs a 13 int (I've heard of people using int as a dump stat), and need a +10 BAB. From there, it's useful only whenever you get smacked when you're flanked or via sneak attack (situational), have to burn an immediate action, have 1 hand free, and become easier to hit on your turn! Oh, and it's only usable once per round... That flanker's buddy says hi with a +6 attack bonus...

Disarm's usually pretty good... But i've never been a fan of AC penalties.

Yes, that is in fact a pretty terrible looking feat.

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