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Human caster with and the advanced players: Racial Heritage (Tengu) and the Tengu feat: long nose form

Long-Nose Form
You can shift into the form of a human with an unusually long nose.

Prerequisites: Character level 3rd, tengu.
Benefit: Once per day, you can assume the form of a human whose nose is the length of your beak. This spell-like ability functions as alter self with a caster level equal to your level. While in this form you gain the scent ability and a +2 bonus to your Strength score. Because your long nose in this form clearly indicates you are not fully human, you do not gain the normal bonus to Disguise checks for using a polymorph effect (however, you could possibly explain the nose as an unfortunate curse or deformity, or hide it with an item such as a plague doctor's mask).


The Jarl Frost Giant in the Monster Codex gets returning weapons, multiple attacks, abilities that infer multiple attacks at range yet no quick draw. Kept at range their xp waiting to happen.

Am I missing something?

http://paizo.com/pathfinderRPG/prd/monsterCodex/frostGiants.html


Spoiler:
Runelords is chock full of very large very strong giants with reach.

Bows will be sundered if your DM follows the tactics the module dictates and doesn't baby you and disarm and trip are utterly useless. PS: get an adamantine weapon and have a back up = use weapons that pop up in modules.

Read the tower shield rules - and cover rules. Basically if you want to get near giants that specifically abuse their reach and push you away/keep you at bay, move around or escape then using a tower shield to get cover and thus preclude attacks of opportunity is priceless.
Tower Shield specialist archetype from Ultimate Combat rocks.. ups reflex saves (as does cover already), ups touch AC two str/con fighter weaknesses. Phalanx fighter from Advanced Players Guide is another option.

Dwarves make the best fighters because they can bust through walls of force, prismatic spheres, or some Runelords crazy buffs and pop magical rune giants... which is epic and mythic.

Never mind +4 saves with steel soul is extra candy as are the dwarf only feats you can get if you fancy like : cleave through, dented helm... giant slayer.

Shatterspell (Combat)
Your mighty blows shatter your enemy's magic.
Prerequisites: Disruptive, Spellbreaker, dwarf, 10th-level fighter.
Benefit: As a standard action, you can attempt to sunder an ongoing spell effect as if you had the spell sunder rage power (Ultimate Combat 28). You may use this feat once per day, plus one additional time per day for every 5 points by which your base attack bonus exceeds +10.

If you want to dip: 2 level dip in inquisitor (spellbreaker) = roll twice for all will saves, +2 will (auto), divine wand access, track, wis to initiative (makes a 12 wis extra useful), skill boost, orisons, judgement (+1 hit/dam/AC/fast heal or SAVES when really matters and a domain/terrain doman/inquisition of choice (that alone is worth it).
or
Samuri ronin 2 dip if want full bab but auto reroll the following round is less thrilling even with one (resolve) re-rolla day on top - doesn't require a god though. Suppose also gives some extra skills, a tougher re-spawning customizable mount, +2 damage challenge when really matters.


josh hill 935 wrote:

I was wondering how you guys play brawlers. I played one until 3rd or 4th level a few months back, originally as a boxer. The background was that he was an unarmed pit fighter bought and set free, and became an adventurer. I Gave him a ceastus, because that was what he would have fought with, and set about punching my way through a dungeon. I found that as a striker he was pretty sub optimal, having relatively ok chances to hit (although not compared to out strength 22 orc fighter) but low damage (why would the ceastus REDUCE damage from 1 d6 to 1 d4 damage? In the end we house ruled it at 1 d6) or low to hit chance if I uses a flurry of blows meant I did very little. I was also limited to light armour, so my AC was terrible, and despite me taking con as my highest stat I went down several times and eventually bled out. What I did find however is that I could use the trip CMD to great effect, having taken it was my chosen maneuver (and rolling luckily on it too).

I want to try a brawler again, but with a few teaks. Firstly, my biggest problem with the character was the idea of him walking around punching people. You chuck mike tyson into a dungeon, and the first thing that even he will do is pick up a big bit of wood to use as a club. No matter how good he is at striking, he would take a weapon. I quite like having the capability of unarmed combat to use as an off hand weapon, or as a backup, or just as a flavour thing, but I do not think it should be the main focus.

So I want to multiclass in a martial class, probably barbarian or fighter, and take a main weapon. My plan is a big, brutishly strong guy that essentially smashes peoples faces in with a sword or judo throws them onto the floor before caving their heads in. How can I make this work with the -4 penalty to trip attempts if your hands are not free?

As far as in game ask a BRAWLER and you will probably hear something like..

From their point of view taking up ANY weapon, for any reason, is a sign of weakness, a surrender to barbarism and an admission of their own inability. Conflict, when it cannot be avoided, should be settled with the ultimate weapon: the human body itself. No weapons and no mystic mumbo-jumbo. However its this same unstinting, uncompromising devotion and stubbornness that causes the character to spurn the use of weapons enables them to master things thought impossible by tool wielding externally reliant weaklings.

When it comes to any kind of tool or device the character (in every sense of the word a character) is happier with a manual version over a powered one,and happiest of all if the task can be completed with nothing more than hands, feet, will and muscle!

Most boxers are npc classes and some might be fighters. A REAL brawler is something well apart, more manly than most can ever comprehend. Games and players tend to forget specific causes create specific results you cannot in-reality pick and choose results (abilities) while ignoring the causes. But I suppose that's why most role players are presumably like me and npc commoners low on abilities and further away from competing on 'ninja warrior' than your average para-Olympian.


Its great for master summoners whose eidolon sits on their shoulder and casts/uses wands as well as scouts.

Use racial heritage so your not an oread of course.


Accept no substitute ....

CAULDRON OF FLYING
Price 40,000 gp; Aura moderate transmutation; CL 10th; Weight 100 lbs.
This iron pot is large enough for two Medium humanoids to stand in comfortably. Upon command, the cauldron and up to 500 pounds of additional weight can fly as if using overland flight. The cauldron moves under the direction of the person who spoke the activating command word. It can carry up to double its capacity, but doing so reduces its speed to 30 feet. It can hover in place without the need for a Fly skill check. The cauldron provides partial cover for anyone standing in it. It has a hardness of 10 and 60 hit points.
CONSTRUCTION REQUIREMENTS

Cost 20,000 gp
Craft Wondrous Item, overland flight


kestral287 wrote:

The Empire actually did that, on a smaller level. It's called the Galaxy Gun. The Death Star was designed as more than a planet-buster though.

And with Star Wars tech you can't do that as you describe anyway. When you get too close to a gravity well, such as a planet, you're forcibly shunted out of hyperspace. You'd make a fun little crater on impact but that's about it (which is pretty much what the Galaxy Gun was designed to do, and it did its job well. It also had explosive-laden projectiles much larger than an X-Wing though).

Which really just means that you should establish the rules of your FTL to disallow such things, not that you shouldn't allow FTL. Many settings demand FTL to be playable.

Fun crater lol..read what NASA has to say about FTL.

When you 'shunt out of hyperspace' you still have the potential energy of going FTL and NASA indicates also create a shotgun like blast as all the particulates that the front of your hyperspace/warp bubble collected (space isn't empty) now get ejected at FTL velocities destroying a couple solar systems at your destination/shunt out point.

Either way one fighter could destroy any planet and likely a system as getting shunted out doesn't negate energy.


Hmmm a swashbuckler with deadly stroke...

might be whats needed after the lead blade, enlarged vital strike deadly stroke 16d6 + 1 con bleed guy.


Pummeling Charge as a 8th brawler or monk does as much.

Or a Heavens or Unsworn Shaman can give an equivocal ability to anyone from 1st level with Heavens Leap ..multiple times with the right feat or hex enhancing spell. Because nothing says power creep like giving a 7th level bard only sweEEet teleport effect to first levels.


fictionfan wrote:

Can you use fabricate in order to make carbon nanofiber?

Can you use fabricate to make Plastics?

How about kevlar?

If so what would the craft DCs be?

Even with a 38 intelligence its beyond you as its to do with your creativity score not intelligence.

PCs don't have creativity scores, least of all the ones that are reliant on the boards, only npcs get creativity scores and are capable of invention.

PCs get a plagiarist score. As seen in action above.


Weapon Focus
Dazzling Display
Shatter Defenses
Deadly Stroke
Greater Weapon Focus
and
Performing Combat (Heros Display)
Heros Display
or
Master Combat Performer and Heroes Display

Perhaps adding Dramatic Display (+2 hit) or Savage Display (+d6 dam)
with
Masterful Display (2 performance feats) but might stack to Performing combat
or
Master Combat Performer (infinite performance feats as free actions)

(the performance feats really are fuzzy and need clarification as they add so much RP and back story but seems their writers were confused and had no clear vision when writing them).

Basically all add up to:

Area debuff (intimidate) all will love you for + their flat footed (bonus to hit) +
CON bleed... the only bleed worth while!

Bonus points for stacking Vital Strike and Deadly Stroke (enlarge and lead blades help).

PS: Samurai IS good for this build (with order of Cockatrice) but if you
can wait till after 11th level for scaring the hell out of DMs and PCs alike any class that gets greater weapon focus works .. battle oracles or now even Battle Shamans and Curse of Suffering doubles the bleed damage.


Odraude wrote:

So I've been quiet for a while, slowly brewing an idea for a Pathfinder game in space. One thing I haven't been able to settle on is whether I want superluminal (Faster-Than-Light) travel or wormhole travel. Both would definitely change the setting in various ways between each other. So I had some questions regarding the two. Admittedly they are kind of more involved than my usual questions, so I do apologize.

1. Which technology would be discovered first; FTL drive or wormhole drive? Or would you see them as parallel technologies that do the same thing but in different ways?

2. How would varying advancements in FTL travel look like and progress? Kind of like how we've come from the Wright Brother's plane to jets, how would FTL advance? Same question, but with wormhole technology.

3. What are some things that would inhibit FTL travel? Same question with Wormholes.

4. Would wormhole technology obsolete FTL travel? Or could the two coexist?

Thanks for any answers.

I would avoid FTL because movies ignore simple things players will do.. star wars wouldn't be the same if the empire just pointed x-wings at planets and had a droid FTL them to vaporize worlds instead of the hassle of building a death star.


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Or you could just soak your fists in the average alchemists urine ..


True i suppose all you need is crashing waves and arcane enlightenment. Though its kinda nifty and a little broke any unsworn shaman could wake up tomorrow and do this even getting the rime effect without any rime investment with just a hex.

I wish i could find more water and cold spells .. I thought there would be more of them!


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My spell sundering 'shatter spell' dwarf only feat dwarf brawler used to collect old potion bottles - break them up and dip his wrapped fists in the broken glass kick-boxer stylez !

https://www.youtube.com/watch?v=4cWZjKCEkXA

It was the residual magic that did it !!! and over years and soaking his fists in the blood of innately magical critters some of it stuck ..


Because with racial heritage you can take this without having a beak does it mean you get a 0 length nose, scent and +2 str...

Long-Nose Form
You can shift into the form of a human with an unusually long nose.

Prerequisites: Character level 3rd, tengu.
Benefit: Once per day, you can assume the form of a human whose nose is the length of your beak. This spell-like ability functions as alter self with a caster level equal to your level. While in this form you gain the scent ability and a +2 bonus to your Strength score. Because your long nose in this form clearly indicates you are not fully human, you do not gain the normal bonus to Disguise checks for using a polymorph effect (however, you could possibly explain the nose as an unfortunate curse or deformity, or hide it with an item such as a plague doctor's mask).


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Snowballs that stagger, entangle, knock prone, and damage are cramping my game!

Snowball: You conjure a ball of packed ice and snow that you can throw at a single target as a ranged touch attack. The snowball deals 1d6 points of cold damage per caster level (maximum 5d6) on a successful hit, and the target must make a successful Fortitude saving throw or be staggered for 1 round.

Magical Linage trait: snowball

Rime Spell (Metamagic)
Creatures damaged by your spells with the cold descriptor become entangled.

Spirits-
Waves:
Beckoning Chill (Su): When a creature takes cold damage while under this effect, it is entangled for 1 round. If the creature takes cold damage while already entangled by beckoning chill, the duration of the entangled condition increases by 1 round.

Crashing Waves (Su): The force of a waves shaman's water spells can bring even the mightiest of foes to the ground. When the shaman casts a spell with the water descriptor, she does so at 1 caster level higher. If that spell deals damage, the target must succeed at a Fortitude saving throw or be knocked prone. At 8th level, the shaman casts water spells at 2 caster levels higher. At 16th level, her ability to knock creatures prone extends to any spell that deals damage.

Wind:
Vortex Spells (Su): Whenever the shaman confirms a critical hit against an opponent with a spell, the target is staggered for 1 round. At 11th level, the duration increases to 1d4 rounds.

Lore:
Arcane Enlightenment (Su): The shaman's native intelligence grants her the ability to tap into arcane lore. The shaman can add a number of spells from the sorcerer/wizard spell list equal to her Charisma modifier (minimum 1) to the list of shaman spells she can prepare.


As guns in equipment section:

Guns Everywhere: Guns are commonplace. Early firearms are seen as antiques, and advanced firearms are widespread. Firearms are simple weapons, and early firearms, advanced guns, and their ammunition are bought or crafted for 10% of the cost listed in this chapter. The gunslinger loses the gunsmith class feature and instead gains the gun training class feature at 1st level.


Your a genius ....

*The Gunsmith class feature(battered Gun & Gunsmithing bonus feat)
with Crossbow Training at 1st lvl; this works as Gunslingers in a Guns Everywhere setting, adapted to crossbows.


ROBES OF ARCANE HERITAGE
Aura moderate necromancy; CL 9th
Slot body; Price 16,000 gp; Weight 1 lb.
DESCRIPTION

These elegant, dark purple and royal blue robes are usually decorated with gold stitching depicting a sorcerer bloodline, though some indicate a family tree. The stitching changes to match the sorcerer bloodline of the wearer. The wearer treats her sorcerer level as 4 higher than normal for the purpose of determining what bloodline powers she can use and their effects.

CONSTRUCTION

Requirements Craft Wondrous Item, speak with dead, creator must be a sorcerer; Cost 8,000 gp


Joynt Jezebel wrote:

My current character is a lvl 5 cleric of sarenrae, with one level of exalted and one of evangelist, with exalted as the favoured class. I will be taking the next 9 levels thus.

That is efficient as deific obedience is a pre-requisite for both PCs. And you get the benefits of both the PCs. It costs you one casting level and you lose some of your channeling for a while, though you get it back.

Yes, the combo is very good imho.

Prestige classes CANNOT be favored classes.


Get a sun blade - as it counts as a short sword you can gain another up size.


Shaman speaker of the past ... take all the oracle goodies and get unique feats!!!


Could try and embroider the gnome iconic bard Lem:

http://pathfinder.wikia.com/wiki/Lem

https://www.google.com.au/search?q=lem+pathfinder&rlz=1C1KMZB_enAU561AU 561&es_sm=93&tbm=isch&tbo=u&source=univ&sa=X&ei=rFG 3VLflEcfe8AWQhAE&ved=0CCEQsAQ&biw=1024&bih=649

Or reference something like monty python with bard ... like 'no one suspects the bard' or "Brave Sir Robin Ran Away".

Or reference other bard characters from things he likes:
http://tvtropes.org/pmwiki/pmwiki.php/Main/TheBard

"The bards were feared. They were respected, but more than that they were feared. ...If you'd pissed off some witch, then what's she gonna do, she's gonna put a curse on you... no big deal. You piss off a bard, and forget about putting a curse on you, he might put a satire on you.
"And if he was a skilful bard, he puts a satire on you, it destroys you in the eyes of your community... and if it's a particularly good bard, and he's written a particularly good satire, then three hundred years after you're dead, people are still gonna be laughing, at what a t!*+ you were.”
— Alan Moore


Be a dwarf - spell shatter, strong soul, and dwarf only combat feat access.

Disruptive, Spell Breaker and Spell Shatter are the 3 most game changing and shocking feats to pull out with martial flexibility.


Definitely street brawler is better.

If only because as a dwarf you get access to dwarf only feats.

With Martial Flexibility adding Disruptive, Spell Breaker and Spell Shatter at whim to punch through a prismatic sphere and punch the protections of a wizards smug face is EPIC !


I do have a bias towards the development team and the bigger game picture.

Specific designers not to much as either by oversight, rebellion, lack of game knowledge, lack of liaising or cooperation they lead to dead games or new editions sooner or later.

Played most every edition and a myriad of other systems and its always the same. Someone breaks the rules for power,fame, popularity and others follow (and only exceptional players will take downgrades in power once its been presented) and next thing it goes to pot and you need to waste money and time on some new edition and play for 2 years with boring base books before more interesting stuff appears but that doesn't last all that long till creatives without juice confuse power creep with interesting and break it.


How many witch NPCs are in modules? How common are witches?
Spells and spell like are the lions share of pain - mileage will always be great.

Barbarians aren't brawlers and sometimes you want to play a brawler. Also barbarians to do it more than once an encounter need to rely on cheats like rage cycling which is either banned or cheese. Some (fools) like playing honorably or more sensibly/as designers intended.


Pupsocket wrote:
The star of the archetype is Dead Aim:
Quote:

At 1st level, the hooded champion’s can spend 1 panache point when making a single ranged attack

with a bow to make a ranged touch attack instead. The target must be in the bow’s first range increment.

"When making a single ranged attack". That means it can't be used with a full attack. At that makes it a dubious action at level 3 and obsolete at level 6.

Well, I suppose it can be used with Snap Shot or Target of Opportunity.

HELLA NO

For loosing ONE lousy favored enemy and its hard to rationalize low level hate/expertise you gain:

1. Panache(and access to those feats) and easy recharge with bows ease of crits and kill stealing.
2. Derring Doo (acrobatics, climb, swim, escape artist all sometimes life saving at low level and good for being coool)
3. Dodging Panache (immediate move out of melee is archer win)
4. Dead Aim (meh.. will be handy on some AC maxed DM pet one day)
5. Kip up (trip/control builds n wolves n such can suck it)
6. Hooded Champion's Initiative (+2 initiative is +2 initiative)
7. Grace (full speed acrobatics is archer win)
8. Evasive (evasion as usual PLUS uncanny dodge and improved uncanny dodge - as a dex user and target of sneaky rogues thats win)
9.Cheat death 3 levels earlier than as straight swashbuckler !!!

The fact you loose endurance, wild empathy and gain whimsical panache just makes it scream classic elf archer. With quick draw and Hooded Champions Initiative can even instant draw a bow and point with an initiative check - like all the best archers in film and literature.


Protection works for amazing defenses.

Artifice is nice for laying pain on constructs seeing you have outsiders, undead and dragons covered. Also handy for breaching walls.

I never liked sharing my smites anyway and spells are a distracting toy on such a powerful melee class as the paladin.


Protection works for amazing defenses.

Artifice is nice for laying pain on constructs seeing you have outsiders, undead and dragons covered. Also handy for breaching walls.

I never liked sharing my smites anyway and spells are a distraction.


Secret Wizard wrote:

Hey, here's the guide I wrote on the Brawler.

It is very much a work-in-progress.

I am open to commentary, feature requests, build submissions and the like, to make the best compendium for the Brawler we can.

I hope you enjoy it.

Kisses.

Clueless elves Dwarves make the best brawlers because they can punch through walls of force and prismatic spheres which is epic and mythic.

Never mind +4 saves with steel soul is extra candy as are the dwarf only feats you can get a whim like : cleave through, dented helm, gobilin clever, orc hewer, giant slayer

Shatterspell (Combat)
Your mighty blows shatter your enemy's magic.
Prerequisites: Disruptive, Spellbreaker, dwarf, 10th-level fighter.
Benefit: As a standard action, you can attempt to sunder an ongoing spell effect as if you had the spell sunder rage power (Ultimate Combat 28). You may use this feat once per day, plus one additional time per day for every 5 points by which your base attack bonus exceeds +10.

They should be ranked as a MUCH better race.


Sweet.(just didn't recognize).


Sweet. (edit: not sweet its not a paizo source..humbug)

Now if only I had a time machine and a modify memory spell.

Whoever made the eldritch scion incompatible with elemental knight needs a brain rearrangement
(or the elemental knight incompatible with most everything perhaps).

Such a sweet combo, it would basically make the elemental knight work and is a story board shoe-in for some of the bloodlines.

http://paizo.com/pathfinderRPG/prd/advancedRaceGuide/uncommonRaces/sulis.ht ml


Hmmmm a dirge bard who demoralizes the party and has the things the PCs kill return from death tho fight again mid combat .... i like

Dance of the Dead (Su): At 10th level, a dirge bard can use his bardic performance to cause dead bones or bodies to rise up and move or fight at his command. This ability functions like animate dead, but the created skeletons or zombies remain fully animate only as long as the dirge bard continues the performance. Once it stops, any created undead collapse into carrion. Bodies or bones cannot be animated more than once using this ability. Unlike animate dead, dance of the dead requires no components and does not have the evil descriptor.

Thinking a hot chick or child (resident evil style)- usually friendly but with issues. Linked to the party somehow and haunting them till they can work it out.

Perhaps one of the PCs sisters/children/nieces (they didn't even know was born because they were away so long/had one hooker to many).

Was horribly murdered due to the actions (and resultant ramifications) of the PCs.

Will stick with them till they provide closure by admitting blame and thinking bigger.


All dwarves can get steel soul feat (+4 racial bonus on saving throws against spells and spell-like abilities)

Dwarf Cavaliers get: Add +1/2 to the cavalier's bonus to damage against targets of his challenge.

Dwarf Fighters, Brawlers, Swashbucklers, Magi get

Shatterspell (Combat)
Your mighty blows shatter your enemy's magic.
Prerequisites: Disruptive, Spellbreaker, dwarf, 10th-level fighter.
Benefit: As a standard action, you can attempt to sunder an ongoing spell effect as if you had the spell sunder rage power (Ultimate Combat 28). You may use this feat once per day, plus one additional time per day for every 5 points by which your base attack bonus exceeds +10.


Always liked the staff magus, figured works great with eltrich scion (destined) for amazing 2H hits,saves and AC.

Then realized no precise strike(the best arcana) with staves.

Pretty much kills the build in the same book that made it or am I missing something?


AndIMustMask wrote:

So i saw that daring champ gets challenge (level to damage), and at level 4 gets the precise strike swashbuckler deed (also level to damage, that you can double by spending panache).

did the editors miss that or was it intended to run around dealing +40-60 damage before mods (like the +10 challenge damage dwarf FCB, or +6 from order of the cockatrice, or feats, or you know, stats) at the high end?

even being stuck with one-handed weapons that seems pretty a ridiculous.

More than that: no one ever suspects the inquisition.. when their dwarf daring cavaliers with their favored class bonus being

Cavalier: Add +1/2 to the cavalier's bonus to damage against targets of his challenge.

Along with their save bonuses and the steel soul feat (+4 racial bonus on saving throws against spells and spell-like abilities)

Their what drove the paladins extinct.

Just as pummeling strike dwarven brawlers with

Shatterspell (Combat)
Your mighty blows shatter your enemy's magic.
Prerequisites: Disruptive, Spellbreaker, dwarf, 10th-level fighter.
Benefit: As a standard action, you can attempt to sunder an ongoing spell effect as if you had the spell sunder rage power (Ultimate Combat 28). You may use this feat once per day, plus one additional time per day for every 5 points by which your base attack bonus exceeds +10.

drove those crazy hypocrite barbarians who all lawfully followed the superstitious/beast totem/spell sunder school of predictable barbarism.

And don't get me started on dwarven maguses with shatter spell.

If only daring champions had fighter feat quals like the swashbuckler I would have a dream character. As is I need to be a swashbuckler to zorro my way through spells!

Wish daring champion worked on samurai - its a theme crime they dont.


DominusMegadeus wrote:
Ssalarn wrote:
Chess Pwn wrote:
The fact that it costs feats, and mounted combat works better with feats. So using up your feats also means it'll take a while to get the rest of your feats.

This. Plus, you won't get the increased charge multiplier and other mounted and charge related add-ons that come with the base Cavalier, a longsword won't give you the free multiplier the lance does, and your mount won't get free light armor proficiency. You'll also be restricted from taking things like the Monstrous Mount feats, which specifically call out the Mount and Hunter's Bond class features, so no hippogryph or other magical beastie.

The base Cavalier will pretty much always be the better mounted combatant with higher dpr.

Not to derail, but looking up the Monstrous Mount feat reminded me how cruelly Paizo punishes you for trying to get a flying mount. Specifically halved fly speed while they're being ridden for no reason other than to spit on you. I kinda wish using a mount for increased mobility actually increased my mobility AFTER SPENDING TWO FEATS ON IT.

The sound of crying...your obviously not of orc stock ;)

Beast Rider
You gain the service of a monstrous companion or mount.
Prerequisites: Animal companion or mount class feature, character level 7th, half-orc or orc.
Benefit: Select one of the following creature types: elephant, PTERANODON, rhinoceros, stegosaurus, or triceratops. Add this creature type to your list of possible animal companions or mounts. When summoning a creature of the selected type to serve as a mount or companion, treat your effective druid level as if it were two levels higher (to a maximum of your character level). If the creature is large enough for you to ride, it gains the combat training general purpose (see Handle Animal) at no cost.


With the new brawler class and the older martial artist monk archetype is there a clear winner. Neither is tied to ethos just training and both are lethal.
Mantis style is lethal on a martial artist but pummeling style is just devastating. They could have both but brawlers more flexible.

Who would win?


If you could get your hands on 8k (or craft it) a candle of invocation would let you gate in a shoggoth or tarn linnorm to do it for you.

FYI I would have a expeditious retreat pre-cast.


Wand of fog cloud 2 days in a row and add the 3rd night a scroll of cloud kill - barracks are normally above the town.


Admantine is the cost of a scroll:

1 cu. ft./level
Rare metal* 1 round/level
* Includes adamantine

Either way once tonnes of rock and exploding fire bombs rain down the infrastructure and buildings are stuffed and +50%population is dead.

The armed forces clerics/wizards n such are going to be busy using their muscle and spells to help their people and rebuild.

Should be a hassle free boss fight then to get to the paladin.

Though after this stunt just feed him information of where you are, set up a killing ground and wait for the paladin to 'come get you' as there is little that sets a paladin of more than mass indiscriminate killing, destroying civilization and attacking sneakily and unlawfully using shenanigans.

Also a contagion spell/scroll or 3 is handy. Infect the army cheff, barrack prostitute, most popular street food vendor etc

Also a wand of summon swarm used from sewer grates is always fun - can kill many and terrorize all.


Skald + the feat Skalds Vigour gives bout double the fast healing of worm from 1st.


Rage Casting
Your blood is raw and potent power, and you can burn it to empower your spells.

Prerequisites: Blood casting class feature.
Benefit: When you cast a bloodrager spell, as a swift action you can sacrifice some of your life force to augment the spell's potency. You can opt to take up to 1d6 points of damage per spell level of the spell you are casting, choosing the amount of dice before rolling. You cannot overcome this damage in any way, and it cannot be taken from temporary hit points.

For each of these damage dice you roll, the DC of the spell you are casting increases by 1.


Potion of fly and invis - prep with shrink item, stone shape and fire trap. Pack a dispel on the day. A halfsmart 5th level wizard with prep could nail a castle.

Can always use wands and scrolls.

Rain of adamantine ball bearings (that ignore hardness) at terminal velocity pretty much trashes any keep and barracks never mind draw bridges, siege weapons etc


Fly 8000 feet above at night invisible and cast major creations adamanine anvils. Also empty your portable hole filled with stone shaped tiny containers with fire traps cast on each and then dispel magic the 200 shrink item cloth squares that happen to be stone shaped anvils you have in a bag.
Minor creation the nastiest contact poison you can buy to rain down once all the roofs are busted and buildings are on fire.
Ghost sound to laugh really loudly.

Amusingly you never attacked (invis doesn't lie) you just dropped stuff. Teleport home to smoke your ton of minor creation weed! Personally I just cast resist fire and burning hands the pile while lying on it naked and having my familiar choke me (a small noose round neck tied to the familiar and get it to try and drag you of the pile!!)

1 night, 1 dead city.


Plan is a challenge of lateral thinking but a ghost does that innately by needing research,creativity and networking to destroy.

So just need it to be a big enough threat/pain that the party gets on board instead of just ignoring it. Fan of ninja as assassinate attempts with corrupting touch and sneak attack will be motivational but need a way to trace teleport and teleport, track or have the knowledge skills to predict where they might go otherwise they will just bug out every time with no legit reason why ghost finds them.

Either that or I tie the ghost to the most powerful characters favorite item... getting rid of the ghost without destroying the item should be thought provoking and will force some politeness and networking.


If you had to be a ghost which class would you want to be and why?

Need some challenging undying npcs to get some powerful players using their noggins again before end game where they will have no chance unless they get in some practice thinking again instead of just stomping.


Is iy some balance thing I cannot fathom?

That alone shuts down a whole bunch of unique kinds of magus as its a huge penalty on trying to combo archetypes.

I sooo wanted to play a suli elemental knight (magus) eldritch scion and they fit together so well on so many levels... alas. One day a feat might come out or a home brew that has some artistic flair.

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