Monster Mashup - Master Thread

Game Master CaveToad

Can you rescue your 'beloved' mentor from the forces of evil? Will you make your way in a world that may not trust you, understand you, or want you? Will you stay true to the path Goodwin set out for you, or revert back to your former life?


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Female Kitsune HP 60/60 CP 7/7 PP 16/16 LP 8/8
Stats:
AC/Touch/Flat/CMD 18/17/11/25 | Fort/Ref/Will +14/+17/+14 | Init +09
Brd/Smn/Pal 4//War 1
Trained Skills:
+22: Diplomacy, Handle Animal, Wind +20: Dance +15: Linguistics, Paint, Alchemy +13: Disguise +11: K(Pla, Rel), Spellcraft, +9: Stealth +8: K(Arc, Dun, Eng, Nat), Perception, SM, Swim

Yes, after a few months without posts in gameplay it hides the thread from your campaigns tab, as it assumes the 'campaign' isn't going if gameplay isn't being used.


Female Derro (Summoner/Barbarian/Alchemist)
Stats Xanya:
Ablative(30)| Init:+10 | HP:124/124 | AC:33 T:23 FF:28 | DR 2/- | F:+16 R:+14 W:+16 (+2 vs posion/spells/SLA) | Perc:+9 | SR:12 | Rage:17/17 | Channel: 7/7
Stats Cryxial:
| Init:(-)+1 | HP:70/70 | AC:30 T:20 FF:27 | F:+10 R:+9 W:+5 (Evasion, +2 vs sleep, stun & paralysis) | Perc:+8

Honestly I'm fine with it being hidden, there is no need for it to show up under active games if there are no posts. I'll still be able to find it under inactive games if needed.


Female Kitsune HP 60/60 CP 7/7 PP 16/16 LP 8/8
Stats:
AC/Touch/Flat/CMD 18/17/11/25 | Fort/Ref/Will +14/+17/+14 | Init +09
Brd/Smn/Pal 4//War 1
Trained Skills:
+22: Diplomacy, Handle Animal, Wind +20: Dance +15: Linguistics, Paint, Alchemy +13: Disguise +11: K(Pla, Rel), Spellcraft, +9: Stealth +8: K(Arc, Dun, Eng, Nat), Perception, SM, Swim

I'm neutral. It won't appear in discussion when Toad of Caves makes a post for everyone to see if you're not in it, but other than that I don't see a lot of purpose.

It's easy for Cavetoad to remove folks from the thread if you don't like it existing in your tab. :)


M Grippli river battle MAP Brd/Clr/UCRog(Spy)5/Swb(Mouser)~1 ||| HP: 61/61 | AC: 21, T: 17, FF: 15 | Fort: +8*, Ref: +11*, Will: +11* | BAB +3, CMB: +9, CMD: 19 | Init: +6, Perception: +14

yeah or just copy paste the same thing to each thread, though not quite as easy as just posting that here.


Slow start today on posts. I should be able to I hope get some in this afternoon, or else this evening.


Sorry for yesterday. My girlfriend's grandma passed away.


Female Kitsune HP 60/60 CP 7/7 PP 16/16 LP 8/8
Stats:
AC/Touch/Flat/CMD 18/17/11/25 | Fort/Ref/Will +14/+17/+14 | Init +09
Brd/Smn/Pal 4//War 1
Trained Skills:
+22: Diplomacy, Handle Animal, Wind +20: Dance +15: Linguistics, Paint, Alchemy +13: Disguise +11: K(Pla, Rel), Spellcraft, +9: Stealth +8: K(Arc, Dun, Eng, Nat), Perception, SM, Swim

Not a problem for us. Take care of the most important things. :)


Female Kitsune HP 60/60 CP 7/7 PP 16/16 LP 8/8
Stats:
AC/Touch/Flat/CMD 18/17/11/25 | Fort/Ref/Will +14/+17/+14 | Init +09
Brd/Smn/Pal 4//War 1
Trained Skills:
+22: Diplomacy, Handle Animal, Wind +20: Dance +15: Linguistics, Paint, Alchemy +13: Disguise +11: K(Pla, Rel), Spellcraft, +9: Stealth +8: K(Arc, Dun, Eng, Nat), Perception, SM, Swim
Makoto 'Maks' Kasumi wrote:
@CaveToad: On the topic of PoW:E, martial traditions were brought up recently. If we find and join one, do we simply retrain the martial stances and such that we lost into the new tradition?

In response to my own question:

A character who joins a tradition during their career
must spend at least a week of time training with other
members of the tradition, at which point they replace
each maneuver they know from the traded discipline
with maneuvers of an equal level or lower from the
tradition’s favored discipline.

Also, I'm really bad at remembering which forum I'm in when it comes to this game.


Female Kitsune HP 60/60 CP 7/7 PP 16/16 LP 8/8
Stats:
AC/Touch/Flat/CMD 18/17/11/25 | Fort/Ref/Will +14/+17/+14 | Init +09
Brd/Smn/Pal 4//War 1
Trained Skills:
+22: Diplomacy, Handle Animal, Wind +20: Dance +15: Linguistics, Paint, Alchemy +13: Disguise +11: K(Pla, Rel), Spellcraft, +9: Stealth +8: K(Arc, Dun, Eng, Nat), Perception, SM, Swim

Something I'm not seeing a clearcut answer in, that maybe someone more experienced with Path of War can answer.

If I take Advanced Study in order to take maneuvers or stances in a discipline that I do not gain access to, I gain one of either a stance or maneuver. If I later qualify for that stance, do I immediately gain the full benefits of the feat? I would think so, but there might be something explicitly calling it out as not possible. Thanks!


Female Derro (Summoner/Barbarian/Alchemist)
Stats Xanya:
Ablative(30)| Init:+10 | HP:124/124 | AC:33 T:23 FF:28 | DR 2/- | F:+16 R:+14 W:+16 (+2 vs posion/spells/SLA) | Perc:+9 | SR:12 | Rage:17/17 | Channel: 7/7
Stats Cryxial:
| Init:(-)+1 | HP:70/70 | AC:30 T:20 FF:27 | F:+10 R:+9 W:+5 (Evasion, +2 vs sleep, stun & paralysis) | Perc:+8

Wow, I had not realized Advanced Study let you take out of class stances at full rate. That's kinda insane/good/cool. Extra standard action per round for everyone(or sanctuary). As for it retroactively granting more maneuvers, no other similar feats does (for example the feat that gives you more spells known, but double if they are less than max level).

Your question specified stances, if you read the feat carefully you'll see that you only get one stance even if you already have the discipline. Did you mean maneuvers or stances?


How is that an extra standard action per round? It just gives you access to more maneuvers.


I will have to ponder this. (Advanced Study)


Female Kitsune HP 60/60 CP 7/7 PP 16/16 LP 8/8
Stats:
AC/Touch/Flat/CMD 18/17/11/25 | Fort/Ref/Will +14/+17/+14 | Init +09
Brd/Smn/Pal 4//War 1
Trained Skills:
+22: Diplomacy, Handle Animal, Wind +20: Dance +15: Linguistics, Paint, Alchemy +13: Disguise +11: K(Pla, Rel), Spellcraft, +9: Stealth +8: K(Arc, Dun, Eng, Nat), Perception, SM, Swim

Hm. That's confusingly worded, because the last line explicitly says 'A maneuver or stance of your choice from an out of class discipline'. I think in this case, Maneuver is used in the way 'Maneuver' is used when qualifying for other maneuvers (Stances count as maneuvers for terms of qualifying for things). Otherwise, that last line is just... there for no reason.

The reason I'm leaning towards 'it will grow to full potential' is because there are a host of feats that do improve when you meet more prerequisites. And ultimately, if you're allowed to use retraining, you could totally spend a little gold to retrain that feat and get two spells once you qualify for more spells (in my specific case, 350 gold, if I qualify as someone with the feat I'm retraining into, or if I have someone nearby with it.).

Specifically, I'm speaking about Feats that say 'You gain X. If you have Y, you gain Z.' So later, you take Y, and you now qualify for Z. Such as Crossbow Mastery. I feel as though the feats should keep track of your statistics.

But I suppose it's also not worded the same way. It's not a big deal at all, ultimately, as I was just going to gain something to spend Animus on if I took it early. :)

Also, Advanced Study isn't available to anyone who isn't already an initiator. There are feats that a non-initiator can take to get a few maneuvers/stances, though... sometimes with an amazing initiation modifier as a result. :)


Female Derro (Summoner/Barbarian/Alchemist)
Stats Xanya:
Ablative(30)| Init:+10 | HP:124/124 | AC:33 T:23 FF:28 | DR 2/- | F:+16 R:+14 W:+16 (+2 vs posion/spells/SLA) | Perc:+9 | SR:12 | Rage:17/17 | Channel: 7/7
Stats Cryxial:
| Init:(-)+1 | HP:70/70 | AC:30 T:20 FF:27 | F:+10 R:+9 W:+5 (Evasion, +2 vs sleep, stun & paralysis) | Perc:+8
Aury'tss wrote:
How is that an extra standard action per round? It just gives you access to more maneuvers.

I'm of course speaking of God of the Hourglass Stance, suddenly available to all initiators of level 15 or higher.


Female Derro (Summoner/Barbarian/Alchemist)
Stats Xanya:
Ablative(30)| Init:+10 | HP:124/124 | AC:33 T:23 FF:28 | DR 2/- | F:+16 R:+14 W:+16 (+2 vs posion/spells/SLA) | Perc:+9 | SR:12 | Rage:17/17 | Channel: 7/7
Stats Cryxial:
| Init:(-)+1 | HP:70/70 | AC:30 T:20 FF:27 | F:+10 R:+9 W:+5 (Evasion, +2 vs sleep, stun & paralysis) | Perc:+8
Makoto 'Maks' Kasumi wrote:

Hm. That's confusingly worded, because the last line explicitly says 'A maneuver or stance of your choice from an out of class discipline'. I think in this case, Maneuver is used in the way 'Maneuver' is used when qualifying for other maneuvers (Stances count as maneuvers for terms of qualifying for things). Otherwise, that last line is just... there for no reason.

Logically the wording makes sense. You can chose either a) "Two maneuvers or one stance" from a discipline you know or it'll be reduced to b) "One maneuver or one stance" from a discipline you don't know. b) is less than a), even if the second part of the or clause is the same.

Try coming up with an alternate wording that doesn't make sense without the second "one stance". It's redundant sure, but it's also clarifying.


Female Kitsune HP 60/60 CP 7/7 PP 16/16 LP 8/8
Stats:
AC/Touch/Flat/CMD 18/17/11/25 | Fort/Ref/Will +14/+17/+14 | Init +09
Brd/Smn/Pal 4//War 1
Trained Skills:
+22: Diplomacy, Handle Animal, Wind +20: Dance +15: Linguistics, Paint, Alchemy +13: Disguise +11: K(Pla, Rel), Spellcraft, +9: Stealth +8: K(Arc, Dun, Eng, Nat), Perception, SM, Swim

Ah, I was confused on what you were suggesting (I thought you were saying I could only get one stance if I was the right discipline, and couldn't otherwise).

The question is more 'if I get one, and then later qualify for more, do I get the other two'. I thought you were catching on the middle part that says 'you can choose a maneuver from a discipline you don't know.', which leaves out the ability to choose a stance, which it says in the next line. :)


Female Kitsune HP 60/60 CP 7/7 PP 16/16 LP 8/8
Stats:
AC/Touch/Flat/CMD 18/17/11/25 | Fort/Ref/Will +14/+17/+14 | Init +09
Brd/Smn/Pal 4//War 1
Trained Skills:
+22: Diplomacy, Handle Animal, Wind +20: Dance +15: Linguistics, Paint, Alchemy +13: Disguise +11: K(Pla, Rel), Spellcraft, +9: Stealth +8: K(Arc, Dun, Eng, Nat), Perception, SM, Swim

GOD OF THE HOURGLASS STANCE:

Discipline: Riven Hourglass (Stance)
Level: 8
Prerequisite: Three Riven Hourglass maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Your control over your own time-stuff allows you
to isolate your Hourglass from reality, causing you to
move with unparalleled speed and grace and affording
you protection from those who would manipulate your
quintessence. While you maintain this stance, you are
immune to the slow spell and similar effects, and you
cannot become fatigued or exhausted. You can always
act during a surprise round, even if you’re caught
unaware, and if an ally or opponent uses a time stop
spell or similar effect while you are within 50 feet of
them you can take a single standard action during the
duration of that spell or effect. In addition, you may take
an additional move or standard action during your turn.

It's pretty clear, you get a standard action once at any point during any time stop effect. :)

It's also worth noting that you'd have to spend at least four feats to get that (outside of class disciplines), as you don't get to ignore the prerequisite of knowing three Riven Hourglass maneuvers.

Deleter no deleting! :O


Female Derro (Summoner/Barbarian/Alchemist)
Stats Xanya:
Ablative(30)| Init:+10 | HP:124/124 | AC:33 T:23 FF:28 | DR 2/- | F:+16 R:+14 W:+16 (+2 vs posion/spells/SLA) | Perc:+9 | SR:12 | Rage:17/17 | Channel: 7/7
Stats Cryxial:
| Init:(-)+1 | HP:70/70 | AC:30 T:20 FF:27 | F:+10 R:+9 W:+5 (Evasion, +2 vs sleep, stun & paralysis) | Perc:+8

I remembered the text wrong, or it used to say something else... I thought it simply said you were immune to time stop. And yeah, I totally forgot about the prerequisites. It's probably still worth 4 feats though... That's mythic powerlevel right there (you can even cast spells with it).


Added this to the Flexible Power Pool list of options.

5. Trait Duplication (Cost 1+). Normally you can only have one trait from any specific trait category, for each point spent you can have 2 traits from each category. For each FPP point spent, you can have another trait from each category. Traits must still be purchased with the Extra Traits feat. This ability merely allows you to have more than one trait from from each category.


Neat!


Female Derro (Summoner/Barbarian/Alchemist)
Stats Xanya:
Ablative(30)| Init:+10 | HP:124/124 | AC:33 T:23 FF:28 | DR 2/- | F:+16 R:+14 W:+16 (+2 vs posion/spells/SLA) | Perc:+9 | SR:12 | Rage:17/17 | Channel: 7/7
Stats Cryxial:
| Init:(-)+1 | HP:70/70 | AC:30 T:20 FF:27 | F:+10 R:+9 W:+5 (Evasion, +2 vs sleep, stun & paralysis) | Perc:+8

More options is always good :). Do note that FPP usages vary wildly in powerlevel though. Extra usage of a once per day domain/bloodline/mystery/school power is probably worth a feat, as is an extra evolution point. Though the same might be said for picking two traits from the same category that really fits your character... I've been annoyed in the past over having to chose between magical knack and magical lineage.


Female Kitsune HP 60/60 CP 7/7 PP 16/16 LP 8/8
Stats:
AC/Touch/Flat/CMD 18/17/11/25 | Fort/Ref/Will +14/+17/+14 | Init +09
Brd/Smn/Pal 4//War 1
Trained Skills:
+22: Diplomacy, Handle Animal, Wind +20: Dance +15: Linguistics, Paint, Alchemy +13: Disguise +11: K(Pla, Rel), Spellcraft, +9: Stealth +8: K(Arc, Dun, Eng, Nat), Perception, SM, Swim

Not ideal, but works in that case: Magical Knack and Wayang Spellhunter (Minata Region). :)


Xanya Zellor wrote:
More options is always good :). Do note that FPP usages vary wildly in powerlevel though.

Yes their desirability can fluctuate a lot depending on your build, but like you said its a flexible way to allow someone who has no other options. If anything becomes overly exploitable, I will reign it in.


Shaeyl's Character Sheet Perc 12, HP 19/23, AC 19/12/19, CMD 20, Save +4/+11/+6 Darkvision 120’

Might I suggest simply house-ruling that traits purchased with the feat Extra Traits may ignore the stacking rule?

Two traits is considered equivalent to a feat. The FPP also looks like it is equivalent to a feat.

Requiring two feats to have some flexibility in selection of a half/feat is a pretty heavy tax.

Extra Feats already allows for multiple purchases, by removing the stacking penalty, players might actually take it more than once.

Remember that almost all trait bonuses are typed and won't stack with each other anyway.


@Shaeyl: That is definitely something to consider, I will have to ponder, but my magic 8 ball shows signs pointing to yes. I'll give it a few hours of thought and if I like it, I will make an amendment in the campaign rules.


Female Kitsune HP 60/60 CP 7/7 PP 16/16 LP 8/8
Stats:
AC/Touch/Flat/CMD 18/17/11/25 | Fort/Ref/Will +14/+17/+14 | Init +09
Brd/Smn/Pal 4//War 1
Trained Skills:
+22: Diplomacy, Handle Animal, Wind +20: Dance +15: Linguistics, Paint, Alchemy +13: Disguise +11: K(Pla, Rel), Spellcraft, +9: Stealth +8: K(Arc, Dun, Eng, Nat), Perception, SM, Swim

Alternately, have FPP allow you to take a single trait from any list for a point. Since you feel each side feels like a trait... Two halves make a whole?

So one feat for a single trait from any category, or one fpp for the same?


Female Derro (Summoner/Barbarian/Alchemist)
Stats Xanya:
Ablative(30)| Init:+10 | HP:124/124 | AC:33 T:23 FF:28 | DR 2/- | F:+16 R:+14 W:+16 (+2 vs posion/spells/SLA) | Perc:+9 | SR:12 | Rage:17/17 | Channel: 7/7
Stats Cryxial:
| Init:(-)+1 | HP:70/70 | AC:30 T:20 FF:27 | F:+10 R:+9 W:+5 (Evasion, +2 vs sleep, stun & paralysis) | Perc:+8

What I really would like to see is a way to bestow more stuff on my eidolon... Though I guess I'm only 3 feats (or 6 FPP) away from Martial training III... So uh, nevermind. For FPP at least those of us with companions have plenty of options. Going to be rough to keep up with 3 classes + mythic, but FPP is a start...


Female Kitsune HP 60/60 CP 7/7 PP 16/16 LP 8/8
Stats:
AC/Touch/Flat/CMD 18/17/11/25 | Fort/Ref/Will +14/+17/+14 | Init +09
Brd/Smn/Pal 4//War 1
Trained Skills:
+22: Diplomacy, Handle Animal, Wind +20: Dance +15: Linguistics, Paint, Alchemy +13: Disguise +11: K(Pla, Rel), Spellcraft, +9: Stealth +8: K(Arc, Dun, Eng, Nat), Perception, SM, Swim

Xanya... I officially like you a lot. I hadn't even thought about getting maneuvers on Miyu via the feats. I'd specifically been just... Sort of sad he was basically an ordinary eidolon (with admittedly more evolutions than strictly necessary). I'm not at all sure what discipline I'll have him move down, though. Silver Crane seems fitting, but there are definitely other options. :)

Thanks for pointing that out!

Now I want to make a ratfolk with a turtle eidolon.


Female Derro (Summoner/Barbarian/Alchemist)
Stats Xanya:
Ablative(30)| Init:+10 | HP:124/124 | AC:33 T:23 FF:28 | DR 2/- | F:+16 R:+14 W:+16 (+2 vs posion/spells/SLA) | Perc:+9 | SR:12 | Rage:17/17 | Channel: 7/7
Stats Cryxial:
| Init:(-)+1 | HP:70/70 | AC:30 T:20 FF:27 | F:+10 R:+9 W:+5 (Evasion, +2 vs sleep, stun & paralysis) | Perc:+8

Does charge maneuvers work with pounce? If so I should probably pick up some for Cryxial... I'll probably end up going for Golden Lion, just so Xanya can get a different stance. It's a shame it doesn't have a free movement for yourself as a swift action though. If I get pack flanking on both Xanya and Cryxial, would they get the benefit even though he's an eidolon? Can I pay FPP to make him count as an animal companion?

No idea what higher level stance I want for Xanya yet though, it probably won't be relevant until very high level anyway.

Silver Crane is wis based, that might be rough...


Female Kitsune HP 60/60 CP 7/7 PP 16/16 LP 8/8
Stats:
AC/Touch/Flat/CMD 18/17/11/25 | Fort/Ref/Will +14/+17/+14 | Init +09
Brd/Smn/Pal 4//War 1
Trained Skills:
+22: Diplomacy, Handle Animal, Wind +20: Dance +15: Linguistics, Paint, Alchemy +13: Disguise +11: K(Pla, Rel), Spellcraft, +9: Stealth +8: K(Arc, Dun, Eng, Nat), Perception, SM, Swim

I'm not sure it would. I'd need to look, but I believe pounce allows a full attack at the end of a charge, while martial charge allows a maneuver at the end of a charge instead of an attack. I could go either way... But I'd lean towards saying no to full attacks with maneuvers.

Yeah, I'd thought of that. Fitting, but 'heavy'. Could take him down golden lion as well (cha based!). I'd really have to look into it to get a better idea. :)


Female Derro (Summoner/Barbarian/Alchemist)
Stats Xanya:
Ablative(30)| Init:+10 | HP:124/124 | AC:33 T:23 FF:28 | DR 2/- | F:+16 R:+14 W:+16 (+2 vs posion/spells/SLA) | Perc:+9 | SR:12 | Rage:17/17 | Channel: 7/7
Stats Cryxial:
| Init:(-)+1 | HP:70/70 | AC:30 T:20 FF:27 | F:+10 R:+9 W:+5 (Evasion, +2 vs sleep, stun & paralysis) | Perc:+8

I wasn't talking about martial charge. That was clarified to only work with standard action maneuvers anyway. I was talking about the full round actions that let you charge then add a couple extra d6's to damage. I believe they work, though only add extra damage to the first attack. CT is the final arbiter though.


I think there are some maneuvers that essentially give you a full attack, so the end result is similar if you use martial charge + full attack maneuver.

For pack flanking it specifically spells out companions. I don't know that I will allow FPP to count as companions. Eidolons have a decent advantage over regular companions normally anyhow.


Female Kitsune HP 60/60 CP 7/7 PP 16/16 LP 8/8
Stats:
AC/Touch/Flat/CMD 18/17/11/25 | Fort/Ref/Will +14/+17/+14 | Init +09
Brd/Smn/Pal 4//War 1
Trained Skills:
+22: Diplomacy, Handle Animal, Wind +20: Dance +15: Linguistics, Paint, Alchemy +13: Disguise +11: K(Pla, Rel), Spellcraft, +9: Stealth +8: K(Arc, Dun, Eng, Nat), Perception, SM, Swim

Oooooh. Derp. I get what you meant. Maneuvers that bake in a charge, not the feat that lets you add a maneuver to the end of a charge.


Female Derro (Summoner/Barbarian/Alchemist)
Stats Xanya:
Ablative(30)| Init:+10 | HP:124/124 | AC:33 T:23 FF:28 | DR 2/- | F:+16 R:+14 W:+16 (+2 vs posion/spells/SLA) | Perc:+9 | SR:12 | Rage:17/17 | Channel: 7/7
Stats Cryxial:
| Init:(-)+1 | HP:70/70 | AC:30 T:20 FF:27 | F:+10 R:+9 W:+5 (Evasion, +2 vs sleep, stun & paralysis) | Perc:+8
CaveToad wrote:
I think there are some maneuvers that essentially give you a full attack, so the end result is similar if you use martial charge + full attack maneuver.

That doesn't actually work due to the clarification mentioned above. Though that's not what I'm asking. Cryial already got pounce.

CaveToad wrote:
For pack flanking it specifically spells out companions. I don't know that I will allow FPP to count as companions. Eidolons have a decent advantage over regular companions normally anyhow.

Xanya looks over with pleading puppy eyes. "Please, pretty please?"


@Xanya: I see what you are asking. Pounce says that when the creature makes a charge it can do a full attack. Whether that charge comes from a maneuver shouldn't matter. Granted the pounce rules were written before and without POW shenanigans in mind, but by RAW it should work. I guess the only caveat would be you can only get one full attack maybe. For example some maneuvers let you charge and do a full attack at the end by virtual of the full round maneuver. Getting a second set of full attacks is probably not going to pass for me.


Female Derro (Summoner/Barbarian/Alchemist)
Stats Xanya:
Ablative(30)| Init:+10 | HP:124/124 | AC:33 T:23 FF:28 | DR 2/- | F:+16 R:+14 W:+16 (+2 vs posion/spells/SLA) | Perc:+9 | SR:12 | Rage:17/17 | Channel: 7/7
Stats Cryxial:
| Init:(-)+1 | HP:70/70 | AC:30 T:20 FF:27 | F:+10 R:+9 W:+5 (Evasion, +2 vs sleep, stun & paralysis) | Perc:+8

You would think that without modern technology interaction between groups worlds apart would be minimal. Thankfully we have magic to make headaches for our poor GM :(. I'm so sorry... At least I didn't start it.


M Wayang Bard 4 / Bloodrager 4 / Oracle 4
Stats:
HP 51/51+, AC 18/16, T 17/14, FF 12/10, Init +5, Fort +5/+7, Ref +10, Will +8, Perception +11, Stealth +16, Intimidate +19/21/+23, Rage 11/11, Perform 16/16
Party Buffs:
Misfortune: immediate re-roll of one d20

Ooh! Trait Duplication means Additional Feats > Chawful > Sohei Monk becomes a good option for Teniel at 8 once again. This is good.

Wayang Spellhunter requires you to train with wayangs. :D

And... maneuvers on an Eidolon are interesting? I’m personally using FPP to dump psionic feats onto my mount. (And maybe later Bonded Mind so we can telepathy). I support the idea of these being special powers that come from magic rather than the creature, though.


Female Kitsune HP 60/60 CP 7/7 PP 16/16 LP 8/8
Stats:
AC/Touch/Flat/CMD 18/17/11/25 | Fort/Ref/Will +14/+17/+14 | Init +09
Brd/Smn/Pal 4//War 1
Trained Skills:
+22: Diplomacy, Handle Animal, Wind +20: Dance +15: Linguistics, Paint, Alchemy +13: Disguise +11: K(Pla, Rel), Spellcraft, +9: Stealth +8: K(Arc, Dun, Eng, Nat), Perception, SM, Swim

For the Magic Creation Pool: Is the increase in cost for 'wrong slot' and 'additional enchantment' Multiplicative or Additive?

Example: Makoto enchants her Totem Spear with the ability from Glowing Glove. This costs 3000 MCP. She then decides she wants to add Feather Step Slipper's effect. Does this cost 4000 MCP (2000x(1+.5+.5)) or 4500 MCP (2000x1.5x1.5)?

Does making my Totem Spear a +1 incur the 'additional enchantment cost', since it is already an oversized calligraphy pen?


Option 2: 4500 MCP (2000x1.5x1.5)?


Female Kitsune HP 60/60 CP 7/7 PP 16/16 LP 8/8
Stats:
AC/Touch/Flat/CMD 18/17/11/25 | Fort/Ref/Will +14/+17/+14 | Init +09
Brd/Smn/Pal 4//War 1
Trained Skills:
+22: Diplomacy, Handle Animal, Wind +20: Dance +15: Linguistics, Paint, Alchemy +13: Disguise +11: K(Pla, Rel), Spellcraft, +9: Stealth +8: K(Arc, Dun, Eng, Nat), Perception, SM, Swim

Alrighty, thanks!


M Wayang Bard 4 / Bloodrager 4 / Oracle 4
Stats:
HP 51/51+, AC 18/16, T 17/14, FF 12/10, Init +5, Fort +5/+7, Ref +10, Will +8, Perception +11, Stealth +16, Intimidate +19/21/+23, Rage 11/11, Perform 16/16
Party Buffs:
Misfortune: immediate re-roll of one d20

Right, minor change to my item then. Shawl of Life-Keeping ability gets replaced with cracked dusty rose prism ioun stone ability so I can keep it affordable.


Human Bachelor of Science 4 / Grad Student 5

Okay, moving here from recruitment.

Makoto: I believe the most recent version of Returning just states "This special ability can only be placed on a weapon that can be thrown." (It's not in the table of melee weapon abilities because it wouldn't make sense on most of them if randomly-generated)

3.5 had some—and more specifically, some *different*—goodies related to throwing, that made it clear thrown melee weapons weren't intended to be treated as ranged weapons, and vice-versa. PF continues that—some abilities can be used only with thrown melee weapons (a lot of melee boosters), some with thrown ranged weapons (a lot of the bow-related feats), and some with both (things like startoss style).

A normal magus can *Spell Combat* with a thrown weapon but not *Spellstrike*. (The former requires a melee weapon, the second a melee attack—adding to the confusion, some ranged weapons, like javelins or bows with the right feats, can be used to melee attack, and would be valid for Spellstrike but not Spell Combat). Spell Hurling changes that, allowing you to spellstrike at a distance, which is also quite powerful.

* * *

Quassine: No, it's not. Read the rules on weapons; RAW, a ranged weapon is only a weapon in the "Ranged" table.


Female Derro (Summoner/Barbarian/Alchemist)
Stats Xanya:
Ablative(30)| Init:+10 | HP:124/124 | AC:33 T:23 FF:28 | DR 2/- | F:+16 R:+14 W:+16 (+2 vs posion/spells/SLA) | Perc:+9 | SR:12 | Rage:17/17 | Channel: 7/7
Stats Cryxial:
| Init:(-)+1 | HP:70/70 | AC:30 T:20 FF:27 | F:+10 R:+9 W:+5 (Evasion, +2 vs sleep, stun & paralysis) | Perc:+8

I don't feel like this is a discussion at all. CaveToad just have to make up his mind on how he want to interpret the rules, then we use that. RAW doesn't matter, text and words are often ambiguous or even plain mistakes, RAI and the GM interpretation is what's important for how the game is played. I belive it's not relevant to any current character, but rather one I plan to make for recruitment. Still, if he wants to keep recruitment stuff for current players here I'm fine with posting here instead.

If he rules the same way as you it seems like a normal magus with potentially the spell hurling enchantment is the way to go.


Xanya Zellor wrote:


If he rules the same way as you it seems like a normal magus with potentially the spell hurling enchantment is the way to go.

Yep, this is what you want to do - starknives are actually incredibly bad because they don't count as ranged weapons and thus a whole section of things don't apply to them, but just punching people with them and throwing them occasionally is completely legitimate and if you go magus you get to do the shocking grasp thing. If you aren't married to starknives like I am with my concept for lily, take a look at the chain spear - it's a double weapon that counts as thrown and you can do some truly ludicrous things with it.


**INACTIVE - SPECIAL** Mind Flayer "Male" Adult
STATS:
Tristalt, L6 | HP:78/78 | AC:32(34)/T:32(34)/FF:32(34)/HLP:18(20) | Init:+12 | Prcptn:+13/15/16(+DS/TF) | F:+8/R:+11/W:+9, SR:17 | CMB:+12/14, CMD:+26/28 | Spd:50' | AR:6/9, Ki:8/8
MORE STATS:
Hero Pts:3/3 | SP1:6/6 | SP2:5/5 | SP3:3/3 | +4/8 AC - Spells | +2 SV Traps/Death Magic/Enchantments | Auto-stable

A Chakram should have been a light weapon at 1 pound ... lol ... come on. More Dev foolishness in their attempt to either find game balance or their own prejudices.


Human Bachelor of Science 4 / Grad Student 5
Chakram wrote:
You can wield the chakram as a melee weapon, but it is not designed for such use; you take a –1 penalty on your attack roll with the weapon and must make a DC 15 Reflex save or cut yourself on the blade (half damage, no Strength modifier).


Female Kitsune HP 60/60 CP 7/7 PP 16/16 LP 8/8
Stats:
AC/Touch/Flat/CMD 18/17/11/25 | Fort/Ref/Will +14/+17/+14 | Init +09
Brd/Smn/Pal 4//War 1
Trained Skills:
+22: Diplomacy, Handle Animal, Wind +20: Dance +15: Linguistics, Paint, Alchemy +13: Disguise +11: K(Pla, Rel), Spellcraft, +9: Stealth +8: K(Arc, Dun, Eng, Nat), Perception, SM, Swim

That doesn't affect the 'Light Weapon' part. The fact that it does a d8 damage is ridiculous for a 1 lb weapon, with a good range, though.

-1 to hit is sort of paltry for that... and in a game like this you almost can't fail the reflex save. Bonus points that you could incorporate the self-injury into your 'fluff'.


Human Bachelor of Science 4 / Grad Student 5

Er... a chakram *isn't* a light weapon when you wield it in melee, though. And they tend to be lighter than javelins in real life? I dunno. It is surprisingly good for a non-exotic.


Might not be able to get any posts in until later tonight. Will try.


Hi CaveToad (or others, if this has already been spelled out somewhere), I have a couple questions:

If I take levels in both Stalker & Monk, will I end up with two ki pools? (I'm assuming so based on this FAQ) And if so, can ki from each pool only be spent on that class' abilities?

Second question, is this game allowing the same attribute bonus to be added to something twice? (e.g. Monk's AC bonus and a Mystic (Aurora Soul)'s Defensive Aura, which both (under certain conditions) add WIS to AC as an untyped bonus). RAW, this has been ruled a No...but this campaign is wacky enough that I thought I'd ask.

EDIT: one more, I believe Archetypes on uMonk is left to DM discretion. Any ruling here on applying them? I'm thinking in particular of drunken master and master of many styles.

Thanks,

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