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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Hseir-shae Sendorus wrote:

Aww, 8 days is a super long wait for this.

Okay, for my campaign-related questions:

Will all applicants, before the deadline, be accepted?
You mentioned multiple tables, how many tables, and how many players to a table?
Will you allow us to have some input/impact on who we end up with?
(I'd love to team up with the other two lizardfolk, but if you think that kinda thing doesn't work, I'm fine.)
You said this would be a sort of tracking the Big Man down, will not having any planar travel for a while be an issue?

It will go quickly, and things will start up a little before then.

My original plan was 7 or so per table, which seems large, but there are always a few stragglers, which was one of the things I hoped to figure out in the trial period, grouping the less frequent posters together to keep a comfortable pace for all. Even though I requested a multi-post frequency per day, we all have things that come up. Assuming everyone who has applied currently is still in, we would have 3-4 tables, which to me is no big deal.

You can have input and impact on who you are grouped with, but it might be overruled if there are compelling reasons otherwise. Right now I see no reason not to. I had considered also grouping some tables by alignments, which in some ways makes sense, as those would naturally gravitate towards others who felt and acted the same. Since we are gestalt, there isn't as much 'Oh gosh we don't have a dps person, or a healer etc.'

Planar travel won't be an issue initially. Currently you are in the middle of the wilderness, somewhere. You will probably be more focused on surviving, as well as getting gear and figuring out where you are, and then tackling the task of getting information in a strange new world where you know no one.


There have been some strong preferences for reduced table size, which is also fine. I can roll with 5.

I also don't mind doing a merge of individual vs group init. Probably surprise and round 1 I will keep individual initiatives so that people with high init can get the jump, and positions they want. After that its basically everyone just goes in order from there on out. Some special battles or opponents might work differently, but I'm fine with something that works.


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Thanks for listening to us on size and initiative, I bel it's a good solution.

If it matters I prefer sorting into tables based on activity. That way people won't end up feeling that things go too fast or feel frustrated because they have to wait on much slower players. I believe this will have a larger impact on enjoyment for everyone than other factors. As a secondary criteria detail of posts could be used, if someone writes three pages and others write two lines it'll feel awkward for both of them. Of course some adjustments could be made based on preferences and getting balanced parties as well, for example if one table end up without anyone capable of healing after doing this sorting, some people should probably be moved around. I think this isn't very far from what you originally planned to do, but I still think it's important to say so your decision isn't swayed overly much by the people who want to change this.


Group init is not bad, in most cases those with high init would go first.


One Last FO Tangent ... BOOM!

Fallout 4 Official Trailer


I'm super excited for this, guys. I have a second build in the oven that I may post just to show off. Always more character ideas than space in the campaign...


My vote would be to keep overlap to a minimum. Keeping people who share 2 or more classes at different tables.

For example we have.
2 Oracle/Bard
2 Oracle/ Fighter
2 Barbarian/Sorcerer
2 Ninja/ Sorcerer
2 Monk/ Rogue
2 Fighter/ Rogue
2 Alchemist/ Barbarian

Also, Woot! Fallout Hype.


I must be truly unique to not be in any of the paired classes list. ;)

I still need to write up backstory and the like, and trick out my Eidolon, but otherwise, Maks seems mostly done. The only branch I plan to multiclass is Paladin (and even then, going for Sentinel of Shelyn).

What this means is: Maks is a good all-rounder. I focused on making her go the efficient and supportive route. Between channel energy, lay on hands, bard song, two Buffy-Healy spell lists, it's a natural fit. She's still capable of smiting the baddies, and has a foxy friend to help her and her allies survive in combat. :) She will likely also invest in crafting feats.

I would like to specifically request a table with Lucina as she's my best friend. :)


I'm a newbie, so I have no clue who to play with.


I present
Kiki Bitterdew the Spiderling

crunch:

Class: (Triple Gestalt)
rogue(unchained)(vexing dodger)
swashbuckler(mouser)
Druid(snake)
Specify Favored Class: rogue
Alignment: CN (freespirit, prankster)(touches of orange and green marality from being fey)
Race: fey
Purchased Race Powers: Advanced Charisma (4rp), improved darkvision(1rp), shadow magic (2rp)
Specify your Theme (as if size matters)
Size: tiny Reach: 0ft
Initiative Mod and sources dex +6
Senses: Dark vision 120 ft, lowlight vision, Perception
Stats with bonuses and penalties
rolled + 10bonus + racial
str14+0-4 =10
dex15+3+4=22
con15+1-2=14
int12+4-2=14
wis13+0+2=15
cha18+0-2=16
Base+Dex+size+armor+dodge+other
Defense: 19= 10+6 +2+0+1
Armor class with Touch 19 and Flat footed 12 values, and all modifiers spelled out
CMD with modifiers 14 +4(trip/bullrush)
Hit points with mods for level and favored class bonus and bonuses (example toughness)
Hp=hd + con + toughness
15=10 +2 + 3
Saves with all mods and any special situational mods
stat + class
fort: 4=2+2 ref: 8=6+2 will: 4=2+2
vulerability fire and cold
Offense: mstwrk rapier +9 (1d3+0)
BAB +1
Move Speeds 20ft base + 20ft climb
All Attack routines with variants for common scenarios (like power attack or certain spells)
mstwrk rapier +9 (1d3+0)
All routines should have all modifiers spells out
Feats: List the source of every feat, whether it’s from a class for free or from your special item or from a level increase.
Level:
Multiweapon fighting
dodge
mobility
weapon focus(rapier)
sow terror
class:
weapon finess(roughe/swashbuckler)

Skills: 8 +2 +1(favored class) +1(bonus) List all trained skills in one area, and list untrained skills in a separate block. Break down all bonuses and penalties, don’t forget ACP mods. Note any skills you can use untrained that you cannot normally.
rank+class+racial+atribute+other
Stealth: 22= 1+3+4+6+8(size)
Acrobatics: 10 =1+3+0+6 (allways running start)
Climb: 26 = 1+3+16+6 (racial(climbspeed + expert climber))
Bluff: 7 =1+3+0+3
Diplomacy 7=1+3+0+3
Craft(alchemy) 6=1+3+0+2
Escape atrist 10=1+3+0+6
Knowledge(nature) 6=1+3+0+2
Perception: 6=1+3+0+2
Sense motive 6=1+3+0+2
Slight of hand 10=1+3+0+6
Survival 6=1+3+0+2

untrained:
swim 6
intimidate 2
craft 2
Appraise 2
disgise 2
heal 2

Special Abilities:
racial:
Low light vision (Ex): Spiderlings can see twice as far as a race with normal vision in conditions of dim light.
Darkvision 120’ (Ex)

Stability (Ex): Spiderlings have four legs and receive a +4 racial bonus to their CMD when resisting bull rush or trip attempts while standing on the ground.

Silent hunter (Ex): Spiderlings reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this trait).

Sneaky: Spiderlings gain a +4 racial bonus on Stealth checks

Stalker: Perception and Stealth are always class skills for Spiderlings.

Climb (Ex): Spiderlings have a climb speed of 20 feet, and gain the +8 racial bonus on Climb checks that a climb speed normally grants.

Jumper (Ex): Spiderlings are always considered to have a running start when making Acrobatics checks to jump.

Expert climber(Ex): Spiderlings can cling to cave walls and even ceilings as long as the surface has hand- and footholds. In effect, members of this race are treated as being constantly under the effects of a non-magical spider climb spell, save that members of this race cannot cling to smooth surfaces. This trait doubles the normal +8 racial bonus on Climb checks normally granted to creatures with a climb speed (to a total +16 bonus).

Poison use (Ex): Spiderlings are skilled with poison and never risk accidentally poisoning themselves when applying it to weapons.

Toxic Saliva (Ex): A number of times per day equal to its Constitution modifier (minimum 1/day), a Spiderling can envenom a weapon that it wields with its toxic saliva. Applying venom in this way is a swift action. Weakening Venom: Injury; save Fort DC 10 + 1/2 the user's Hit Dice + the user's
Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Str; cure 1 save.

Light sensitivity (Ex): Spiderlings are dazzled as long as they remain in an area of bright light.

Multi-armed (Ex): Spiderlings can wield multiple weapons, but only one hand is its primary hand, and all others are off hands. It can also use its hands for other purposes that require free hands. Spiderlings have four arms. (and thus qualify for Multi-Weapon Fighting feat)
Quadruped: Spiderlings are considered quadruped for carrying capacity and for armor cost/weight/fit.

Elemental vulnerability (Ex): Spiderlings are frail and are particularly susceptible to fire and cold. They have vulnerability to both elemental damage types.

Spiderlings do not have feet per se like a humanoid and cannot wear boots or footwear. Magic items can be enchanted to fill the foot slot, but would be more akin to a band or bracelet. Despite having 4 arms and 4 legs, spiderlings cannot benefit from multiples sets of magic items on these slots.

Shadow Magic (2 RP)
Prerequisites: None.
Benefit: Add +1 to the DC of any saving throws against spells of the shadow subschool that they cast. Members of this race with a Charisma score of 11 or higher also gain the following spell-like abilities (the caster level is equal to the user's character level): 1/day—ghost sound, pass without trace, ventriloquism

rogue:

Finesse training,
sneak attack +1d6
Limb-Climber (Ex)
When adjacent to or in the space of a corporeal creature at least one size category larger than herself, a vexing dodger can climb that creature's body with a successful Climb check against a DC equal to the target creature's CMD. Although the vexing dodger is holding on to the creature, this action isn't a grapple; it doesn't provoke attacks of opportunity from the creature, and neither the vexing dodger nor the creature she climbs gains the grappled condition. While the vexing dodger is on the climbed creature, the creature takes a penalty on attack rolls against the vexing dodger equal to the number of sneak attack dice the dodger possesses.

Swashbuckler:
Deeds, panache(3), swashbuckler finesse

Underfoot Assault (Ex): At 1st level, if a foe whose size is larger than the mouser's is adjacent to her and misses her with a melee attack, the mouser can as an immediate action spend 1 panache point to move 5 feet into an area of the attacker's space. This movement does not count against the mouser's movement the next round, and it doesn't provoke attacks of opportunity. While the mouser is within a foe's space, she is considered to occupy her square within that foe's space.
While the mouser is within her foe's space, the foe takes a –4 penalty on all attack rolls and combat maneuver checks not made against the mouser, and all of the mouser's allies that are adjacent to both the foe and the mouser are considered to be flanking the foe. The mouser is considered to be flanking the foe whose space she is within if she is adjacent to an ally who is also adjacent to the foe. The mouser can move within her foe's space and leave the foe's space unhindered and without provoking attacks of opportunity, but if the foe attempts to move to a position where the mouser is no longer in its space, the movement provokes an attack of opportunity from the mouser. This deed replaces opportune parry and riposte.

Druid:
Nature bond(Charm(Love)), nature sense, orisons, wild empathy

Nature Bond
A serpent shaman who chooses an animal companion must select a snake. If choosing a domain, the serpent shaman must choose from the Animal, Charm, Trickery, and Water domains.
Wild Empathy (Ex)
A serpent shaman can use wild empathy with reptiles as a full-round action with a +4 bonus.

Domain:
Adoration (Su): As an immediate action, you can attempt to thwart a melee or ranged attack that targets you. This ability functions as sanctuary, but only against one individual attack. You must use the ability after the attack is declared but before the roll is made. The creature attacking you receives a Will save to negate this effect. If a creature has more than one attack, this ability only affects one of the attacks. You can use the ability a number of times per day equal to 3 + your Wisdom modifier. This is a mind-affecting effect.

Domain spell: charm person

Traits: List the traits you have, if you want to get fancy. Note the type of trait it is (combat, magic, social etc ) and what it does for you.
Reactionary: +2 inintative (combat)
Domineering: Charm Person DC +1 (magic)

Charming : Benefit: You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.

Languages: common spiderling aklo Sylvan Druidic Dragonic
Equipment: List equipment carried (nothing really at start aside from special item). Note the weight for each item. Please keep accurate encumbrance particularly if you are weak or near a threshold, where a few pounds might push you from light to medium for example.

Needle (mstrwrk rapier) weight:1/2 lbs.

List your light, medium and heavy loads.
0-27 28-54 55-...
Spells – Keep a list of spells known. Keep a separate section with a typical daily set up with number allowed to cast etc.
Druid:
lvl0:enhance diplomacy, guidance, stabilize
lvl1: Mudball,cloak of shade
Domain: charm person x1

Shadow Magic: 1/day—ghost sound, pass without trace, ventriloquism

fluff will follow soon


Eleanor Sibyl wrote:

My vote would be to keep overlap to a minimum. Keeping people who share 2 or more classes at different tables.

For example we have.
2 Oracle/Bard
2 Oracle/ Fighter
2 Barbarian/Sorcerer
2 Ninja/ Sorcerer
2 Monk/ Rogue
2 Fighter/ Rogue
2 Alchemist/ Barbarian

Also, Woot! Fallout Hype.

One things that will help is if people note on their sheets, their rough progression. If everyone who is playing a sorcerer prestiges into dragon disciple for example, that changes things, or say only half the people do, etc. As mentioned before too, this helps me plan for stuff that plays into chararcters' goals. I know some of you have mentioned future plans and some progression but many have not. Clearly it can be difficult given all the possible stuff with Twin Mind, but your first 5-6 levels would help.


I'm still working, I think i'm going with a minotaur transmuter, shapeshifter, beastmorph.


Future plans are listed in my sheet.

FC UC-Barbarian(Savage) 1-20
Ninja(Scout) 6 to ShadowDancer 10
Sorcerer(Draconic) 5 into Dragon Disciple 10
Cheese 1: Swashbuckler
Cheese 2: Fighter?
Twin Mind: Raging Wilder.


I'm not really sure where to go for my cheese classes. I've been considering Bloodrager, Shaman, and Cleric, but I'm so satisfied with the build I've already got that picking something is hard.

I totally intend to go full levels with all three main classes, and I'm not sure which Mythic path to take. I'll probably want to go dual path, with Archmage on one side and either Champion or Guardian on the other. That is, assuming that Mythic isn't also Gestalted, in which case I'll probably take full Archmage and Dual Path Champion/Guardian.


How does Raging Wilder work with UC Barbarian? I will probably end up picking it anyway, but would be sweet if you get both types of rage...

Do Skald Raging Song stack with UC barbarian rage? I see no reason why it shouldn't.

My character will go great with support characters and caster focused characters, but might get crowded if there are too many other melee focused characters. She will mostly use her spells and extracts to buff herself with some utility.

Bah, why did you remind me of dragon disciple, now I kinda want that too. +4 str for 4 lvls is not bad. Maybe I'll pick it off twin mind at some point. Can you have Sorc 1/Dragon Disciple on a fresh branch assuming you already have 5 skill ranks or do you need 5 class levels on a branch before you can go into Dragon Disciple?

I'll get my plans in on the sheet shortly.


Xanya Zellor wrote:
Can you have Sorc 1/Dragon Disciple on a fresh branch assuming you already have 5 skill ranks

Yes


As for Hseir, I do plan on taking druid, cleric, and bloodrager all the way up.

His cheese dips will probably be Master of Many Styles (4th), and Feral Hunter (8th).
As for mythic, it's easy. Hierophant, whole way.
Twin Mind is less easy, as I have no knowledge of those rules.

Guess that's what the PRD's for, right?


Hseir-shae Sendorus wrote:

Twin Mind is less easy, as I have no knowledge of those rules.

Guess that's what the PRD's for, right?

d20pfsrd, prd does not have it.

Also, the d20pfsrd is not complete and has incorrect rules.


That's what I meant.

Even if it's not complete, it's more than I've read so far.

Also,

Cavetoad wrote:
While feats and skills taken can help qualify for any of the three columns’ prestige class advancement, Base attack bonus or class ability requirements must be met within the column that you wish to take the prestige class with (as illogical as this may seem).


However, it will work for Dragon Disciple since there are no class ability requirements other than cast 1st level spells and there are no BaB Requirements.


Yeah, I was saying you were right.

You still have to be 5th leve before you can take it, though, as the skill ranks still need to be fulfilled.

It seems like a lot of people are going for Dragon Disciple.
Don't think it, or any other prestige class, fits my build.

Caster levels are important, yo.


Xanya Zellor wrote:
How does Raging Wilder work with UC Barbarian? I will probably end up picking it anyway, but would be sweet if you get both types of rage...
Wilder wrote:
If you have levels of barbarian, you do not stack your total rounds of rage together; instead you may add your Charisma bonus and your wilder level to the total number of rounds of rage available to you through barbarian.

I just get extra rage rounds, and eventual bonus rage powers.


Hseir-shae Sendorus wrote:

You still have to be 5th leve before you can take it, though, as the skill ranks still need to be fulfilled.

It seems like a lot of people are going for Dragon Disciple.
Don't think it, or any other prestige class, fits my build.

True ... True ...

As for fitting your build, it would fit the Bloodrager silo the best but it would screw up your spell casting.

Too bad we couldn't use one template for the second cheese dip. True enough that we are already powerful but the cheese dipping for (1) template would work perfectly.


Xanya Zellor wrote:

How does Raging Wilder work with UC Barbarian? I will probably end up picking it anyway, but would be sweet if you get both types of rage...

Do Skald Raging Song stack with UC barbarian rage? I see no reason why it shouldn't.

From the Paizo FAQ:

Anger management: If I am in a rage, or an Unchained rage, or a bloodrage, or some similar form of rage, can I stack up as many benefits as possible?

No. When you either activate or are affected by a new form of rage (such as a barbarian’s rage, a skald’s raging song, a bloodrager’s bloodrage, and the rage spell), you can choose whether to keep your current rage or to accept the new rage instead, much like a creature affected by multiple polymorph effects. If you are in the throes of a rage that you could not automatically end on your own, such as a wild rager’s wild rage, you may not choose to replace it with a new rage effect. The exception to this rule is the skald’s master skald ability, which explicitly allows the skald’s raging song to stack with other rage effects.


My progression...? Oh man... Well, I don't intend to prestige at all.

Two questions,

1) If I cheese dip into Bloodrager, can I use the Unchained version of rage? Since a Str boost does nothing for my build.

2)What about the Noble Scion feat? I guess that would be dependent opn when Goodwin found Greebins. Never mind, not worth it.


I think it's useful if people define their characters in terms of the three combat roles Anvil, Hammer and Hand. Anvils work to aggressively control the enemy and drop the overall difficulty of a fight in order to make the hammer and arm’s job easier. That could be debuffs/crowd control or to make the enemies unable to attack or harm the targets they want by either them up themselves, repositioning the enemies so they can't or stopping the enemies midaction. The hammer’s job is perhaps the most intuitive and easy for most players to pull off. Their job is to essentially finish the encounter, deal damage or hand out save or lose effects. The arm works to bring the anvil and the hammer together. It helps make both characters more efficient in whatever way possible. This could be buffs, healing or manipulating positioning so it's easier to charge, flank etc. For more info see here. Of course people could have several roles, but they could at least define how they are spread between the three. For example my character is mainly a hammer through his massive damage, with a minor arm role (mostly self buffs). If people are spread between roles it will be more fun for everyone.

Build Plans:
Class 1: Summoner 1 -> 20
Class 2: UC Barbarian 1 -> 20
Class 3: Alchemist 1 -> 20
Cheese Dip 1: Warlord
Cheese dip 2: Bard? Skald?
Twin Mind: Raging? Wilder
Twin Mind2?: Paladin or Oracle
Twin Mind3?: Sorcerer->Dragon Disciple?
Mythic: No idea, probably something melee oriented

Roles: Primarly melee damage, mounted. Some buffs and utility, but will hopefully mostly use that out of combat. Decent social skills, disable device and knowledges.

Feat and ability plans: Will mostly pick things boosting damage and manoverability.

Looking for gear and boosts: Strength and damage(using a lance in both hands and riding a natural attack using eidolon) boosts, maneuverability and action economy options, defenses against physical attacks

Complemented by: Other characters handing out buffs (bards and skalds?), characters that can disable/limit, debuff enemies' physical defenses and characters that can help keep others alive by boosting defenses, taking attacks or providing healing.

Hand, hammer or anvil: Hammer


I see Hseir as full Hammer. I mean, Huge, eventually Gargantuan (Mythic Powerful Shape) dinosaurs? Nothing but Hammer-Time!

And possible Anvil, what with the Cleric and Druid spell lists, plus the reach and special attacks of the forms I can take.


Grobly will most likely also be a Hammer as he comes into his own. This however will be tied with his Anvilish grappling.

EDIT: probably mostly anvil come to think, as all of his damage will be from grapple


There seem to be quite a bit of hammers, as well.

Are there any arm/anvils out there?


With the versatility between rage powers and ninja tricks/rogue talents I could go Hammer or Anvil.

I know I'm taking the spirit totem powers, probably the intimidating glare power.

I really enjoy the Impelling Disarm power. Disarm one enemy and throw their weapon into another.


Tentative Build Plans:

Primary Tri-Gestalt;

UCMonk-20
UCRogue(Underground Chemist)-20
Arcanist(Whitemage)-20

Twin-Mind Tri-Gestalt;

When the Mind Flayer becomes a Mind Flayer!

Psion(Dual Disciplined Telepathy/Seer)-20
Soulknife (Armored Blade/Deadly Fist)-20
Aegis (Aberrant)-20

Bladeskills:

Improved Armor: Light armor becomes no armor = No ACP, no chance of Spell Failure.

Psionic Feats:

1. Psionic Body (2 HP/True Psionic Feat, +3 HP/True Psionic Feat at 5th level Aegis)
2. Psionic Meditation
3. Expanded Knowledge - Kinetic Legerdemain
4. Etc

Cheese Dips?
Fighter?
Gunslinger?
Not sure?

Mythic: Dual Path (if permitted) - Champion/Overmind, or Archmage/Overmind, or Champion/Archmage

Legendary Item Creation

Then Insanity ... lol


Greebins has a lot of movement related abilities. Ignore difficult terrain, haste, extra speed, move AND full-attack. He would probably be more effective against multiple smaller targets, so crowd control is a major factor in his design (especially with bard spells thrown in the mix). Going to use illusion and speed to harass enemies, and fire when more brute tactics are needed.


Is the Twin Mind side Tristalt as well? I was under the impression that side was just single class, but that you could switch between which class to advance with every level basically starting xp advancement from scratch? I see Anderlon has listed three classes there as well.


Xanya Zellor wrote:
Is the Twin Mind side Tristalt as well? I was under the impression that side was just single class, but that you could switch between which class to advance with every level basically starting xp advancement from scratch? I see Anderlon has listed three classes there as well.

3. You can advance as many classes as you like with this twin pool, creating another mega gestalt (potentially even more ridiculous) set of classes as long as you can pay for the levels of the classes. There are restrictions however.


CaveToad wrote:
One things that will help is if people note on their sheets, their rough progression. If everyone who is playing a sorcerer prestiges into dragon disciple for example, that changes things, or say only half the people do, etc. As mentioned before too, this helps me plan for stuff that plays into chararcters' goals. I know some of you have mentioned future plans and some progression but many have not. Clearly it can be difficult given all the possible stuff with Twin Mind, but your first 5-6 levels would help.

Ah, yeah, this. I'm personally planning on going into Veiled Illusionist and Ulfen Guard, with a dip into Cavalier or Hunter, which I'm pretty sure nobody else is doing.


Xanya Zellor wrote:
Do Skald Raging Song stack with UC barbarian rage? I see no reason why it shouldn't.

Even if you could... (and it specifically says in the Skald class that you can't), rages provide morale bonuses, which don't stack. Entering a rage is possibly not even a valid action to take when you're in a different rage, depending on whether you think raging "requires concentration."

Eleanor Sibyl wrote:
I just get extra rage rounds, and eventual bonus rage powers.

...I'm fairly certain that UCBarbarian rage powers are for UCBarbarian only, and can't be used during other class's rages.


I won't have another classes rage. That's the point.


@CaveToad - Question for you! If I choose a weapon as my Special Item, and I have levels in a divine class, and I worship an ideal, can I use my Special Item weapon as my favored weapon?


Tanner Nielsen wrote:
@CaveToad - Question for you! If I choose a weapon as my Special Item, and I have levels in a divine class, and I worship an ideal, can I use my Special Item weapon as my favored weapon?

Without a specific deity, you don't have a favored weapon per se. Thus, initially then answer is no. So for example things like spiritual weapon still use the stock ones listed based on alignment. However, it is an interesting concept, and perhaps one of the potential powers you can advance for your item. There would be a cost with it though, and wouldn't happen until you were able to 'unlock' those powers.


Hmm.

I should probably deal with that.

How are you handling clerics of ideals and their holy symbols?


Cavetoad, can I make a separate entry to my previous one? I like Hundak but I have a really cool Idea for a mindflayer that I want to try. I will withdraw my previous submission if necessary.


For Tavros, I expect him to progress in the classes he's taken (monk/rogue/magus). I'm honestly not sure where I want him to go with the cheese dips.

For roles, he is a hammer with some anvil via 10ft reach (possibly bigger later on) and combat reflexes. plus probably rogue debuff type stuff. Depending on what party he ends up in, he might eventually take the bodyguard feat.


CaveToad wrote:
Tanner Nielsen wrote:
@CaveToad - Question for you! If I choose a weapon as my Special Item, and I have levels in a divine class, and I worship an ideal, can I use my Special Item weapon as my favored weapon?
Without a specific deity, you don't have a favored weapon per se. Thus, initially then answer is no. So for example things like spiritual weapon still use the stock ones listed based on alignment. However, it is an interesting concept, and perhaps one of the potential powers you can advance for your item. There would be a cost with it though, and wouldn't happen until you were able to 'unlock' those powers.

Thanks for the reply. In that case, what if I used a weapon that was very similar to a deity's favored weapon? Similar enough that it would be basically equivalent? Like if a deity had quarterstaff as their favored weapon and you wanted to use a bo staff. Or if their favored weapon was a spear and you wanted to use a boar spear. Would that work?


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Hseir-shae Sendorus wrote:

Hmm.

I should probably deal with that.

How are you handling clerics of ideals and their holy symbols?

What needs to be handled? Are you asking how it is decided what the symbol is? If so, it should be something thematically appropriate. Some ideal clerics may venerate an entire pantheon, or perhaps several deities, and maybe their symbol is a blend or mix of several, or possibly something meaningful to themselves. Their divine focus is just that, a material vessel to channel divine power through which symbolizes their faith and devotion.


Bane88 wrote:
Cavetoad, can I make a separate entry to my previous one? I like Hundak but I have a really cool Idea for a mindflayer that I want to try. I will withdraw my previous submission if necessary.

Sure no problem. You can only have one character participate, but if you like to do a swap out go ahead.


Ok I am making a Mental powerhouse of a Mindflayer Named Prar.

His build will be
Admixture Wizard 20 - Focusing on blasting
Witch 20 - Focusing on shutting down enemies, possibly insanity patron.
Cleric 20 - focusing on buffing and healing.

Twinmind build will be
Psion 20
Dread 20
Vitalist 20

Probably take the Archmage path.

Will attempt to accumulate rods, scrolls, wands for maximum spell efficiency.

5d6 ⇒ (1, 5, 1, 1, 3) = 11 9
5d6 ⇒ (5, 5, 4, 6, 4) = 24 16
5d6 ⇒ (4, 6, 4, 2, 6) = 22 16
5d6 ⇒ (4, 2, 1, 4, 5) = 16 13
5d6 ⇒ (5, 1, 2, 4, 2) = 14 11
5d6 ⇒ (4, 2, 1, 3, 1) = 11 9
5d6 ⇒ (4, 6, 5, 6, 4) = 25 17

17 16 16 13 11 9


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CaveToad wrote:
Hseir-shae Sendorus wrote:

Hmm.

I should probably deal with that.

How are you handling clerics of ideals and their holy symbols?

What needs to be handled? Are you asking how it is decided what the symbol is? If so, it should be something thematically appropriate. Some ideal clerics may venerate an entire pantheon, or perhaps several deities, and maybe their symbol is a blend or mix of several, or possibly something meaningful to themselves. Their divine focus is just that, a material vessel to channel divine power through which symbolizes their faith and devotion.

Hmm, I am not a fan of this technically. I mean sure the names are similar, and some techniques may be similar, but a quarterstaff and a bo staff are actually different. For spears well again somewhat similar ( stick it with the pointy end ) for basics, but the reason there are different kinds implies different uses. This separation implies a reason a deity's favored weapon is the way it is. Perhaps it is symbolically important, or the deity him/herself uses that weapon. Most clerics who are fervently trying to emulate their deity, are probably not going to go 'eh close enough'. I feel like I shouldn't be such a stickler really, since the impact on game play will likely be minor, but its definitely a thematic issue, which I feel is important. Also, if you blur the lines between favored weapons, one could argue the next logical step, such as well a club is basically the same as a hammer right? You just bash them.

I probably didn't need such a long explanation, but I feel I owe it to you guys if I make a ruling to at least show what I am thinking.


Yokaiboy wrote:

I present

Kiki Bitterdew the Spiderling
** spoiler omitted **...

Cool, fun tiny build. Kiki is added to the list.


Ok gang, the Discussion thread is open. Please pop in there with your characters and post/dot in, so your character is added to the Characters tab. Please try to post with your character alias there to help keep everyone straight and familiarize yourselves that way.

Use the discussion thread as posted therein, to post additional non-recruitment/non-build questions and to help organize tables in an out of gameplay fashion.

I will open up the gameplay tab soon as well, but I want to organize a thing or three before I do that.

Ready set go!


Bane88 wrote:

Ok I am making a Mental powerhouse of a Mindflayer Named Prar.

5d6 9
5d6 16
5d6 16
5d6 13
5d6 11
5d6 9
5d6 17

17 16 16 13 11 9

I'm not calling you out on this or anything, since this is the first time anyone has done this. But to prevent people rolling up a bunch of secondary characters with separate stats and then choosing a better set of stats, I think I would advise using the original set for this one as well. Not a huge deal, as that wasn't your intent I'm sure, and everyone on the thread has been cool. I just feel like I should establish a control over that potential loophole.

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