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Rogar Stonebow wrote:
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.
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?
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.
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?
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.
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.
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.
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.
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:
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.
Dragon Knight wrote:
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.
Lincoln Hills wrote:
The description of the vorpal weapon enchant doesn't actually specify which head it severs. Did you think codpieces were merely a fashion statement?
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?
Tactics 101: Tark spends four thousand three hundred and eighty words talking about combat maneuvers. Still not done.
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.
Gregory Connolly wrote:
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.
Pizza Lord wrote:
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.
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.
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?
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.
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?
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.
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.
Zahir ibn Mahmoud ibn Jothan wrote:
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.
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).
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:
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.
K177Y C47 wrote:
It is what it is. Even in that supplement, the most broken feats are caster-based.
Alexandros Satorum wrote:
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.
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.
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.
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.
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
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.
Artemis Moonstar wrote:
Yes, that is in fact a pretty terrible looking feat.
Elemental form is probably the best (until you get Shapechange, that is). Elementals both speak and can have arms, so you can cast spells with verbal & somatic components, and the forms themselves give you a nice kit of defensive enhancements. From 9th level on my sorcerer pretty much fought every battle as an air elemental.
Huh? Sure, the longsword isn't the best weapon but it's certainly not the worst. It's a middle-of-the-road, average martial weapon, which I'm pretty sure is exactly what it's intended to be.
Many threads have been made about the absurdity of the craft rules. There's a 3pp book, I can't remember who published it, called "Making Craft Work" or some such, which was supposed to improve the rules. Not sure, as I don't have it.
I never realized the crafting rules were this illogical. So something that's more difficult to make takes less time to make?
I know Pathfinder's a combat adventure game and not a production simulation, so I'll take it with a grain of salt that the crafting rules will be imperfect, but more difficult items taking less time to complete is a pretty big and basic error.
It's difficult, but doable. Consider a 12th level fighter:
+31 total so far. Buffs like Heroism, more magic items such as the Ioun stone, better stats, and so forth can push it up even higher.
Mathematically speaking, Powerful Sneak is horrible. It increases your average damage output per die by a whopping .167 - so when you're at level 19 and have 10d6 sneak attack, Powerful sneak will increase your average damage roll by 1.67 damage. Even without the -2 to hit penalty, it would be a waste of a talent, and that's already taking into account how weak rogue talents are in general.
You're looking at this from the wrong perspective. If enemies are bypassing you in order to attack someone else it's because you're not presenting enough of a threat in order to make them want to attack you. Instead of focusing on movement hindering abilities (of which there are few and usually very limited in scope) you should be focusing on making your character a dangerous enough threat that enemies can't afford to ignore you.
Before I offer suggestions; Are you a traditional sword & board paladin, or do you use a different weapon setup?
Mark Hoover wrote:
First of all your math is off; If you're CL 11 and have an AC of 25 you're at CL+14, not CL+11. As a martial/arcane hybrid, you're going to have to go to buffs to get frontliner AC, such as the Shield spell, which will bring you up to CL+18. Add in haste and you're at CL+19, which is decent. My greater concern is that you're being asked to fill two roles with your character, which necessarily is going to stretch you thin. What are the other PCs?
Here's something that I have been wondering. How do you deal with the race issue when playing games like Call of Cthulhu, set in the USA in the 20s and 30s?
This is a slightly different issue than what the OP is discussing. When playing those games you have an existing cultural setting (since the games take place in the real world) from which to draw. With fantasy worlds having a blank slate, the tendency is to default to white because generally that's what happens when race isn't considered and most or all of the players are white.