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If it's not too late, I'd like to also join in the fun. I've noticed a lack of divine casters, so I'm thinking a straight Level 25 Samsaran Mehrir Servant Druid. Wild Shape at Will with a Greater Mask of the Giants and Celestial Wild Shape is going to be pretty fun to play.

Any advice on any sort of software/character sheet I can use to work on a character sheet for an epic level character?


I've been using dndsheets.net, but it's been a bit wonky as of late.


Cosmic Dream Lord wrote:

If it's not too late, I'd like to also join in the fun. I've noticed a lack of divine casters, so I'm thinking a straight Level 25 Samsaran Mehrir Servant Druid. Wild Shape at Will with a Greater Mask of the Giants and Celestial Wild Shape is going to be pretty fun to play.

Any advice on any sort of software/character sheet I can use to work on a character sheet for an epic level character?

The only one that comes close is Hero Lab. Unfortunately there are no rulesets that allow a class to go beyond 20th with it.

Another way to go is to use a Myth Weavers character sheet

You would need to sign up but that is easy. The sheet auto calculates bonuses and modifiers. It would be the easiest way short of a program to do it.


I'd like to throw in my hat for a go at this, probably as a wizard- Lucien Seren, Walker of Worlds, Cursed by Gods.

What's your ruling on magic item creation & starting items? And what about magical items with other magical effects bolted onto them?


Ok i updated Tru's crunch.. Solar Paladin 2(Oath of Veng/War of Holy Light), Archangel of Ragathiel..


Ok, here is my very rough draft for this character. I've never played an alchemist, so I'm not entirely sure what to do with him. He's got a crap ton of stealth, perception, and disable device. That's basically his thing. He's got bombs for combat and such, but he's not much of a combatant. Though if anyone knows of something particularly interesting I can add to increase his combat efficiency I'm all for it.

Bearing in mind I'm going to have multiple bodies gear gets a bit tricky. It'd be cool if I could attach some ability to gear that brings it to me. A bonded bag or something that teleports my Alchemical gear to me. Of course I could bind an outsider into service for just such a task. Speaking of which, I need to look up the highest limits of Simulacrum.

Instead of having a ton of Dopplaganger Simulacrum I'll just make regular alchemical Simulacrum and set up an information network. Plus maybe a bodyguard/mount etc. Anyone know where this is spelled out clearly or is it just one of those "broken" things?

I digress, Anyone have any advice on how I can make this character better, faster, stronger, etc? Or advice on gear, seeing as how I'm a bit limited in the multiple bodies thing.

Gnome Clonemaster Alchemist Name TBD:

Male Gnome Alchemist (Clone Master, Saboteur) 20 Druid 5
NG Small Humanoid (gnome)
Hero Points 1
Init +2; Senses low-light vision; Perception +67
--------------------
Defense
--------------------
AC 15, touch 13, flat-footed 13 (+2 Dex, +1 size, +2 natural)
hp 275 (25d8+75)
Fort +19, Ref +15, Will +11; +2 vs. illusions, +4 vs. death, energy drain, necromancy, +4 bonus vs. poison
Resist poison resistance +2
--------------------
Offense
--------------------
Speed 20 ft.
Melee Unarmed strike +19/+14/+9/+4 (1d2/x2)
Ranged Bomb +22/+17/+12/+7 (10d4+6 Fire/x2) and
Dispelling Bomb (CL20) +22/+17/+12/+7 (Dispel)
Special Attacks bomb 10d4+6 (26/day) (dc 26)
Spell-Like Abilities Dancing Lights (1/day), Ghost Sound (1/day), Prestidigitation (1/day), Speak with Animals (1/day)
Alchemist (Clone Master, Saboteur) Spells Prepared (CL 20):
6 (6/day) Clone, Heal, Heal, Wind Walk, True Seeing, Transformation
5 (6/day) Simulacrum, Polymorph, Spell Resistance, Overland Flight, Magic Jar (DC 21), Planar Adaptation
4 (6/day) Elemental Body I, Death Ward, Freedom of Movement, Air Walk, Communal, Darkvision, Greater, False Life, Greater
3 (6/day) Simulacrum, Lesser, Haste, Haste, Gaseous Form, Bloodhound, Vomit Twin
2 (7/day) Cure Moderate Wounds, Cure Moderate Wounds, Barkskin, Barkskin, See Invisibility, Levitate, Acute Senses (DC 18)
1 (7/day) Reduce Person (DC 17), Shield, Expeditious Retreat, Expeditious Retreat, True Strike, True Strike, Ant Haul (DC 17)
Druid Spells Prepared (CL 5):
3 (1/day) Call Lightning (DC 14), Deeper Darkness
2 (2/day) Stone Call, Eagle Eye, Glide
1 (4/day) Detect Animals or Plants, Ant Haul (x2) (DC 12), Deadeye's Lore, Detect Aberration
0 (at will) Detect Poison, Purify Food and Drink (DC 11), Create Water, Mending
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 16, Int 22, Wis 13, Cha 12
Base Atk +18; CMB +17; CMD 29
Feats Arcane Talent (Prestidigitation) (3/day), Brew Potion, Casual Illusionist, Extra Discovery, Extra Discovery, Extra Discovery, Extra Discovery, Hellcat Stealth, Skill Focus (Perception), Skill Focus (Stealth), Throw Anything
Skills Acrobatics +2 (-2 jump), Appraise +10, Bluff +6, Climb +4, Craft (alchemy) +12 (+32 to create alchemical items), Diplomacy +2, Disable Device +28, Disguise +6, Escape Artist +3, Fly +17, Handle Animal +6, Heal +19, Knowledge (arcana) +19, Knowledge (dungeoneering) +7, Knowledge (engineering) +29, Knowledge (geography) +19, Knowledge (history) +7, Knowledge (local) +7, Knowledge (nature) +12, Knowledge (nobility) +7, Knowledge (planes) +7, Knowledge (religion) +7, Linguistics +26, Perception +67, Profession (gardener) +14, Profession (herbalist) +14, Ride +15, Sense Motive +2, Sleight of Hand +29, Spellcraft +19, Stealth +45, Survival +11, Swim +13, Use Magic Device +24; Racial Modifiers +4 Bluff, +4 Disguise, +2 Perception, +4 Sleight of Hand, alchemy +20
Languages Abyssal, Aklo, Aquan, Auran, Boggard, Catfolk, Celestial, Chelaxian, Common, Daemonic, Dark Folk, Draconic, Drow Sign Language, Druidic, Dtang, Dwarven, Elven, Ettin, Flail Snail, Garuda, Ghol-Gan, Giant, Girtablilu, Gnoll, Gnome, Goblin, Grippli, Halfling, Ignan, Infernal, Lashunta, Nagaji, Necril, Orc, Osiriani, Osiriani, Ancient, Polyglot, Sahaugin, Sphinx, Sylvan, Tengu, Terran, Thassilonian, Treant, Undercommon, Vanaran, Varisian, Vegepygmy, Vishkanya, Wayang
SQ cavesight (4/day), discoveries (alchemical simulacrum, bore bomb, celestial poisons, chameleon, dispelling bomb [cl20], doppelganger simulacrum, eternal potion, extend potion [6/day], grand chameleon mutagen, greater alchemical simulacrum, greater chameleon mutagen, infusion, vestigial arm, vestigial arm, wings [20 minutes/day]), fast poisoning (immediate action), grand discoveries (poison touch), hero points, illusion resistance, instant alchemy, many lives, mysterious stranger +2, nature bond abilities (cave), poison use, rebirth, resist death's touch, spontaneous casting, trackless step, wild empathy
Other Gear 150500 PP
--------------------
TRACKED RESOURCES
--------------------
Arcane Talent (Prestidigitation) (3/day) - 0/3
Bomb 10d4+6 (26/day) (DC 26) (Su) - 0/26
Cavesight (4/day) (Sp) - 0/4
Dancing Lights (1/day) (Sp) - 0/1
Extend Potion (6/day) - 0/6
Ghost Sound (1/day) (Sp) - 0/1
Prestidigitation (1/day) (Sp) - 0/1
Speak with Animals (1/day) (Sp) - 0/1
Wings (20 minutes/day) - 0/20
--------------------
Special Abilities
--------------------
Alchemical Simulacrum The alchemist gains the ability to create a lesser simulacrum. This works like the lesser simulacrum* spell, except it costs 100 gp in alchemical materials per Hit Die of the simulacrum, requires 24 hours to grow, and decays into inert flesh r
Alchemy +20 (Su) +20 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Arcane Talent (Prestidigitation) (3/day) You gain a chosen spell as a spell-like ability, 3/day.
Bomb 10d4+6 (26/day) (DC 26) (Su) Thrown Splash Weapon deals 10d4+6 fire damage.
Bore Bomb Ignore half hardness of a structure and do half alchemist level in damage.
Cavesight (4/day) (Sp) Touch grants 60 ft darkvision to willing target for 1 min, 1 hr on self.
Celestial Poisons (Su) Poison you administer weapons bypasses inherant immunity of undead and evil outsiders.
Chameleon (Su) An alchemist with this discovery can shift the colors of his skin and equipment to blend in with the surrounding terrain. He gains a +4 enhancement bonus on Stealth checks. At 10th level, the bonus on Stealth checks increases to +8.
Dancing Lights (1/day) (Sp) With Charisma 11+, cast Dancing Lights once per day.
Dispelling Bomb (CL20) (Su) When the alchemist creates a bomb, he can choose to have it dispel magic effects instead of deal damage. Creatures that take a direct hit from a dispelling bomb are subject to a targeted dispel magic spell, using the alchemist's level as the caster l
Doppelganger Simulacrum The alchemist learns how to create a simulacrum, a soulless duplicate of his body, into which he can project his consciousness. As a full-round action, he may shift his consciousness from his current body to any one of his available doppelgang
Druid Domain (Cave) Granted Powers: The wonders and dark secrets of the deepest caves give you strength.

Domain Spells: 1st - detect aberration**, 2nd - stone call**, 3rd - deeper darkness, 4th - echolocation*, 5th - wall
Eternal Potion (Su) If an alchemist drinks a potion that he extends, the effects of that potion become permanent until he chooses to make another potion effect permanent. An alchemist must be at least 16th level and must possess the extend potion discovery before select
Extend Potion (6/day) A number of times per day equal to his Intelligence modifier, the alchemist can cause any potion he drinks that does not have an instantaneous duration to function at twice its normal duration. This does not apply to extracts.
Fast Poisoning (Immediate Action) (Ex) Apply poison to a weapon as an immediate action.
Ghost Sound (1/day) (Sp) With Charisma 11+, cast Ghost Sound once per day.
Greater Alchemical Simulacrum The alchemist gains the ability to create a simulacrum. This works like the simulacrum spell, except it costs 100 gp in alchemical materials per Hit Die of the simulacrum, requires 24 hours to grow, and decays into inert f lesh rather than ice
Greater Chameleon Mutagen You can hid in plain sight while under influence of your chameleon mutagen.
Hellcat Stealth You may make Stealth checks in normal or bright light even when observed, but at a -10 penalty.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Illusion Resistance +2 racial bonus to saves against illusions.
Infusion When created an extract can be used by anyone, but takes up a slot until used.
Instant Alchemy (Ex) Constructing alchemical items only requires a full-round action.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Many Lives (Ex) When killed cannot be raised/resurrected, but auto reincarnate in 1 day.
Mysterious Stranger +2 (Ex) Add to the DC of Diplomacy, Knowledge, and Sense Motive to learn about you.
Poison Resistance +2 (Ex) +4 to save vs. Poison.
Poison Touch The alchemist gains a poisonous touch, as if under the effects of a poison spell. He can suppress or activate this ability as a free action. The physical appearance of how the alchemist generates and delivers his poisonous touch varies from al
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Prestidigitation (1/day) (Sp) With Charisma 11+, cast Prestidigitation once per day.
Rebirth At 8th level, a clone master can prepare a clone of himself that awakens if he is slain. Creating the clone costs 5,000 gp, takes 1 week of work, and requires 3 additional weeks for the clone to grow to maturity. If he dies, the clone awakens as if t
Resist Death's Touch (Ex) +4 to saves vs death, energy drain, and necromancy effects.
Speak with Animals (1/day) (Sp) With Charisma 11+, cast Speak with Animals once per day.
Spontaneous Casting The Druid can convert stored spells into Summon Nature's Ally spells.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Trackless Step (Ex) You do not leave a trail as you move through natural surroundings.
Vestigial Arm The alchemist gains a new arm (left or right) on his torso. The arm is fully under his control and cannot be concealed except with magic or bulky clothing. The arm does not give the alchemist any extra attacks or actions per round, though the arm can
Vestigial Arm The alchemist gains a new arm (left or right) on his torso. The arm is fully under his control and cannot be concealed except with magic or bulky clothing. The arm does not give the alchemist any extra attacks or actions per round, though the arm can
Wild Empathy +6 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wings (20 minutes/day) The alchemist gains batlike, birdlike, or insectlike functional wings, allowing him to fly as the fly spell for a number of minutes per day equal to his caster level. These minutes do not need to be consecutive, but they must be spent in 1-min

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
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So far this is the crunch on what I have been making.

Ancient Silver Dragon.

Name is TBD. Background is forthcoming. I ended up taking the advanced template and class levels in sorcerer.


Alright in no particular order, here is my advice on the alchemist.
Why poison touch for the grand discovery? Why not true chameleon mutagen? You would have greater invisibility for 20 hours a day. Its fine, just wondering your reasoning.

What was your starting stats? remember that gnome drops your str by 2, same with your mutagen, so plan for that.

Discoveries: Look at confusion bombs, they confuse for 20 rounds, no save. That is a powerful debuff that is not reliant on the bombs being especially strong.
Dispelling bomb is actually quite weak, you cannot chose what it dispels, so you chuck it at a dragon? By-by detect magic :P
I do not see fast bombs on your list so you can only chuck 1 bomb a round without it.
Complex bomb. Because breath weapon bomb and force bombs. Fos Roh Dah! Joking ^-^. seriously tho, it can create some interesting combinations. Breath weapon bomb and disspelling bomb for instance, dispel multiple targets at once.
Bore Bomb. There is debate on whether a bore bomb only deals 1 damage per level or if it adds 1 damage per level. Just so you are aware of it. There was a discussion on it earlier, I will see if I can find it.
No elixir of life? :) Its only a one time 25000gp expendure as you can cast alchemical allocation with it. Its best use however is to pore an extract of alchemical allocation down a dead teammates throat and then pore this down (2 full round actions total). Vola! Free true resurrections for the whole party!!!
Enhance Potion. very useful as it can allow you to drink a potion of barkskin and have it grant +5 armor, works nicely with acute senses for insane 'SEE EVERYTHING!!!' mode, ect. combines nicely with extend potion and eternal potion.
Celestial poisons, toxic touch, vestigial arms, wings. What are you planing to do with these? You havent put any focus into poisons so celestial poisons really wont do you any good at all. Wings is a useless and redundant discovery, if you want to fly, just drink an extract of fly and gain the same duration or even permanency it. Better yet, drink a potion of overland flight and extend it, it now lasts 40 hours. Why the extra arms? Flavour? Just wondering :)
Precise bombs. Very very useful if you intend to chuck dispelling/confusion bombs near your teammates :)
Strafe bombs. Strafe bombs and explosive bombs with the targeted bomb admixture is a great way to reach out and touch someone without affecting anyone around them. basically anyone within 80 feet can be singled out and exploded on without collateral damage. Less useful for you since you dont intend to focus on bomb damage, but still useful with confusion bombs or dispelling bombs.
Sticky bombs are a great way to increase your bomb damage for cheap. Generally better than frost/fire/ect bombs.

How are you getting +67 perception? I am assuming by using a permanent potion of acute senses?

I assume you are a reincarnated druid?

You have 27 discoveries and the max you can have is 25.

Why hellcat stealth? your mutagen does the same thing.

Hero Points. I do not know if we are using hero points. It would probably be good to hold off on that one until we actually decide to use them :P

A few other random things.
Alchemical allocation is your friend :) 2nd level boro beads are your friends. This spell is so amazing that I would suggest stacking up on however many boro beads you can. It has so many uses and is a staple of the alchemist.
Stock up on potions, lots of them. They are cheap, weightless and when combined with enhance potion, a 50 gp potion counts as a 20th level one and combined with alchemical allocation, you only need 1 (unless you want spares).
When you prepare your mutagen in the morning, take it right away and then make a second immediately. That way you can take it at any time during the day and have its effects up 24/7 OR have a spare incase something happens to the one you are affected by (it gets dispelled, ect).
Giant form is an amazing healing tool. An extract of giant form (troll) and a couple alchemical allocations can completely heal up a party. Each member of the party heals 1000 hps for a single level 2 extract a person.
Touch injection is brokenly, brokenly good. This allows you to store an extract of gaseous form and touch someone with it, they get no save and become gaseous for 40 minutes, unable to attack, unable to cast spells, unable to defend (all their armour disappears) and completely at the partys mercy. Trivialize any boss fight with it :) Touch injection has soooo many uses, I really suggest checking it out.

The accelerated drinker trait is a great way to boost the speed of drinking alchemical allocated potions.

Because you intend to have multiple bodies, I suggest you look at some of the cheaper ways of equipping your character. Greater magic weapon and magic vestment combined with enhance potion is thousands of gp cheaper than +5 weapons and armor and almost as good. When getting stat boosting items like belts or headbands, dont take the perfect ones, you dont need +6 str, dex and con. You could probably do with only +6 dex and con or possibly only +6 dex or con, and it will save you thousands of gold. If you are using stat boosting tomes, make sure you take it before you make your clones, that way they all benefit from it.

With alchemical simulacrum, you need a specific creature, you cannot just make a generic creature of a type and build him up however you want. You could create a duplicate of any creature the gm throws at you however. (well half as powerful :P) For you, the upper reaches are any creature with 40 HD or less, cut in half to 20 hd.

The alchemist is one of my best known classes and I currently have one at 20th level so feel free to ask me anything about them and I would have a good chance of knowing about it.

sorry to everyone else for making you read this long post! ^-^


Alchemists are new to me, so I appreciate the feedback. I'm going to respond in chunks to help break it up.

Gobo Horde wrote:

Alright in no particular order, here is my advice on the alchemist.

Why poison touch for the grand discovery? Why not true chameleon mutagen? You would have greater invisibility for 20 hours a day. Its fine, just wondering your reasoning.

In general I'm not a fan of poisons. I think they're expensive and clunky. However with the Celestial poison discovery I can affect Undead and things normally immune to poison. I should think that would also affect the touch of poison discovery, but I could be wrong on that. If that's the case it gives me something useful to do in combat every round. Short of that I got a ring of telekinesis to throw stuff. Plus bombs.

Gobo Horde wrote:
What was your starting stats? remember that gnome drops your str by 2, same with your mutagen, so plan for that.

Starting STR is 10. I put two points in it. Str isn't terribly important, but I can move things around as needed. What do you think stats should be? I increased Int and Con and just a few points in other things.

Gobo Horde wrote:

Discoveries: Look at confusion bombs, they confuse for 20 rounds, no save. That is a powerful debuff that is not reliant on the bombs being especially strong.

Dispelling bomb is actually quite weak, you cannot chose what it dispels, so you chuck it at a dragon? By-by detect magic :P

Ohh, good point. My thought was that it's basically dispel magic 25X/d, but perhaps not.

Gobo Horde wrote:
I do not see fast bombs on your list so you can only chuck 1 bomb a round without it.

Good to know. I'll see what I can do with that.

Gobo Horde wrote:
Complex bomb. Because breath weapon bomb and force bombs. Fos Roh Dah! Joking ^-^. seriously tho, it can create some interesting combinations. Breath weapon bomb and disspelling bomb for instance, dispel multiple targets at once.

Hummm. I wasn't going to concentrate on bombs, but i have extra feats I could take a few more discoveries.

Gobo Horde wrote:
Bore Bomb. There is debate on whether a bore bomb only deals 1 damage per level or if it adds 1 damage per level. Just so you are aware of it. There was a discussion on it earlier, I will see if I can find it.

It ignores hardness and breaks stuff. Seems like a Useful thing for a Sabeteur.

Gobo Horde wrote:
No elixir of life? :) Its only a one time 25000gp expendure as you can cast alchemical allocation with it. Its best use however is to pore an extract of alchemical allocation down a dead teammates throat and then pore this down (2 full round actions total). Vola! Free true resurrections for the whole party!!!

Ohh! That's shiny!

Gobo Horde wrote:
Enhance Potion. very useful as it can allow you to drink a potion of barkskin and have it grant +5 armor, works nicely with acute senses for insane 'SEE EVERYTHING!!!' mode, ect. combines nicely with extend potion and eternal potion.

*Furiously writes notes*

Gobo Horde wrote:
Celestial poisons, toxic touch, vestigial arms, wings. What are you planing to do with these? You havent put any focus into poisons so celestial poisons really wont do you any good at all. Wings is a useless and redundant discovery, if you want to fly, just drink an extract of fly and...

Celestial poisons-As above:In general I'm not a fan of poisons. I think they're expensive and clunky. However with the Celestial poison discovery I can affect Undead and things normally immune to poison. I should think that would also affect the touch of poison discovery, but I could be wrong on that. If that's the case it gives me something useful to do in combat every round. Short of that I got a ring of telekinesis to throw stuff. Plus bombs.

toxic touch- I don't remember selecting that. May have been an accident. I'll look into it.

vestigial arms- Extra arms are always useful. I was thinking action economy and chucking bombs.

wings- In hindsight this is pretty redundant. It'd be useful for flying in antimagic areas, but otherwise with extracts I can fly pretty well anyhow.

Edit:Gah! you added more.

Gobo Horde wrote:
Precise bombs. Very very useful if you intend to chuck dispelling/confusion bombs near your teammates :)

Understood.

Gobo Horde wrote:
Strafe bombs. Strafe bombs and explosive bombs with the targeted bomb admixture is a great way to reach out and touch someone without affecting anyone around them. basically anyone within 80 feet can be singled out and exploded on without collateral damage. Less useful for you since you dont intend to focus on bomb damage, but still useful with confusion bombs or dispelling bombs.

Noted.

Gobo Horde wrote:
Sticky bombs are a great way to increase your bomb damage for cheap. Generally better than frost/fire/ect bombs.

Noted.

Gobo Horde wrote:
How are you getting +67 perception? I am assuming by using a permanent potion of acute senses?

I presently just have it "on" per herobuilder. I was playing with my skills. I'll probably use eternal potion for it.

Gobo Horde wrote:
I assume you are a reincarnated druid?

Yes. The sheet should say that. Though the more I think about it the more I think I may swap out those levels for something else. Perhaps a template or two. I was going for "very hard to kill." Between my clones and doppleganger simulacra I think I've got that angle covered. Plus I dont really want to switch races.

Gobo Horde wrote:
You have 27 discoveries and the max you can have is 25.

Extra discovery. Why a cap of 25?

Gobo Horde wrote:
Why hellcat stealth? your mutagen does the same thing.

This way I could do it without the mutagen, though it's one of those feats I'd swap out if something better comes along.

Gobo Horde wrote:
Hero Points. I do not know if we are using hero points. It would probably be good to hold off on that one until we actually decide to use them :P

Herobuilder defaulted those in. I won't be using them and will remove the line item.

Gobo Horde wrote:

A few other random things.

Alchemical allocation is your friend :) 2nd level boro beads are your friends. This spell is so amazing that I would suggest stacking up on however many boro beads you can. It has so many uses and is a staple of the alchemist.

noted.

Gobo Horde wrote:

Stock up on potions, lots of them. They are cheap, weightless and when combined with enhance potion, a 50 gp potion counts as a 20th level one and combined with alchemical allocation, you only need 1 (unless you want spares).

When you prepare your mutagen in the morning, take it right away and then make a second immediately. That way you can take it at any time during the day and have its effects up 24/7 OR have a spare incase something happens to the one you are affected by (it gets dispelled, ect).

cool

Gobo Horde wrote:
Giant form is an amazing healing tool. An extract of giant form (troll) and a couple alchemical allocations can completely heal up a party. Each member of the party heals 1000 hps for a single level 2 extract a person.

wow. Definitely noted.

Gobo Horde wrote:
Touch injection is brokenly, brokenly good. This allows you to store an extract of gaseous form and touch someone with it, they get no save and become gaseous for 40 minutes, unable to attack, unable to cast spells, unable to defend (all their armour disappears) and completely at the partys mercy. Trivialize any boss fight with it :) Touch injection has soooo many uses, I really suggest checking it out.

noted.

Gobo Horde wrote:
The accelerated drinker trait is a great way to boost the speed of drinking alchemical allocated potions.

Good to know.

Gobo Horde wrote:
Because you intend to have multiple bodies, I suggest you look at some of the cheaper ways of equipping your character. Greater magic weapon and magic vestment combined with enhance potion is thousands of gp cheaper than +5 weapons and armor and almost as good. When getting stat boosting items like belts or headbands, dont take the perfect ones, you dont need +6 str, dex and con. You could probably do with only +6 dex and con or possibly only +6 dex or con, and it will save you thousands of gold. If you are using stat boosting tomes, make sure you take it before you make your clones, that way they all benefit from it.

That was the plan.

Gobo Horde wrote:
With alchemical simulacrum, you need a specific creature, you cannot just make a generic creature of a type and build him up however you want. You could create a duplicate of any creature the gm throws at you however. (well half as powerful :P) For you, the upper reaches are any creature with 40 HD or less, cut in half to 20 hd.

Is that official somewhere? I'm good with it as a house rule, but who knows what I've come across in my 20+ levels. ;-)

Gobo Horde wrote:
The alchemist is one of my best known classes and I currently have one at 20th level so feel free to ask me anything about them and I would have a good chance of knowing about it.

Oh, I will.

Gobo Horde wrote:
sorry to everyone else for making you read this long post! ^-^

They'll read it and they'll like it!!

Kidding. Sorry for the wall of text, but it is very helpful to me.


Moff Vixen Sorcerer is considered a key class for dragons, so each level will add +1cr.. Advanced will add +1cr.. Base Cr is 19+7 would put you at a cr 26.. I believe you would only get 5 levels of sorc.. But those stack with your innate levels so still gtg..

Adding 1.5 million gp in gear should spice you up quite abit though :)..


I'm not quite done yet, still have a few items to buy. But for the moment, I think I decided upon my spells. And as an epic level human sorcerer, I've got quite a few here. Can you guys tell me what you think?

http://www.dndsheets.net/view.php?id=53712


Spoilering my crunch on here..

Tru:

Tru Faith
Male Angel, Solar Paladin (Oath of Vengeance, War of the Holy Light) 2
LG Large Outsider (angel, extraplanar, good)
Init +12; Senses darkvision 60 ft., low-light vision; Perception +38
Aura protective aura +4 (20 feet)
--------------------
Defense
--------------------
AC 55, touch 18, flat-footed 52 (+14 armor, +3 Dex, -1 size, +24 natural, +5 deflection)
hp 624 (24d10+384); regeneration 15
Fort +50, Ref +34, Will +47; +4 bonus vs. poison
Defensive Abilities fortification 75%; DR 15/epic, 15/evil; Immune acid, cold, petrification; Resist electricity 10, fire 10, poison resistance +4; SR 36
--------------------
Offense
--------------------
Speed 35 ft., flight (150 feet, good)
Melee +5 Keen, Phase Locking Adamantine Falchion +44/+39/+34/+29 (2d6+29/15-20/x2) and
Slam (Angel, Solar) +34 (2d8+7/x2)
Ranged +5 Adaptive Elysian Bronze Composite longbow +36/+31/+26/+21 (2d6+21/x3)
Space 10 ft.; Reach 10 ft.
Special Attacks smite evil (2/day), Slaying Arrow (DC 20)
Spell-Like Abilities: Concentration +31 (DC 14+Level)
Aid (At will), Animate Objects (At will), Charm Monster, Mass (3/day), Commune (At will), Continual Flame (At will), Detect Evil (At will), Detect Evil (Constant), Detect Snares and Pits (Constant), Dimensional Anchor (At will), Discern Lies (Constant), Dispel Magic, Greater (At will), Earthquake (3/day), Holy Smite (At will), Imprisonment (At will), Invisibility (self only) (At will), Permanency (3/day), Power Word Blind (1/day), Power Word Kill (1/day), Power Word Stun (1/day), Prismatic Spray (1/day), Quicken Spell-Like Ability (Heal) (3/day), Quicken Spell-Like Ability (Blade Barrier) (3/day), Remove Curse (At will), Remove Disease (At will), Remove Fear (At will), Resist Energy (At will), Restoration, Greater (1/day), Restoration, Lesser (At will), Resurrection (3/day), Speak with Dead (At will), Summon Monster VII (At will), True Seeing (Constant), Waves of Exhaustion (3/day), Waves of Fatigue (At will), Wish (1/day)
Cleric Spells Prepared (CL 20): Concentration +31
9 (6/day) Heal, Mass (x2), Miracle (x2) (DC 30), Righteous Might, Quick, Spell Immunity, Greater Communal
8 (6/day) Fire Storm (DC 29), Cure Critical Wounds, Mass (x2), Divine Power, Quick, Antimagic Field, Nine Lives
7 (6/day) Cure Serious Wounds, Mass, Regenerate, Resist Energy, Communal, Quick, Dispel Magic, Quick (x2), Jolting Portent
6 (6/day) Banishment (DC 27), Heal, Heroes' Feast, Undeath to Death (DC 27), Antilife Shell, Silence, Quick (DC 23)
5 (7/day) Break Enchantment (DC 26), Righteous Might, Breath of Life (x2) (DC 26), Plane Shift (DC 26), Divine Favor, Quick, Fickle Winds
4 (7/day) Blessing of Fervor (DC 25) (x2), Spell Immunity, Cure Critical Wounds, Death Ward, Divine Power, Freedom of Movement
3 (7/day) Cure Serious Wounds (x2), Invisibility Purge, Dispel Magic, Daylight, Delay Poison, Communal, Resist Energy, Communal
2 (7/day) Consecrate, Cure Moderate Wounds, Zone of Truth (DC 23), Augury, Blinding Ray (DC 23), Grace (x2)
1 (8/day) Divine Favor, Liberating Command (x2), Bless, Deathwatch, Cure Light Wounds (x2), Clarion Call
0 (at will) Stabilize, Detect Poison, Detect Magic, Guidance
--------------------
Statistics
--------------------
Str 42, Dex 26, Con 42, Int 27, Wis 37, Cha 38
Base Atk +24; CMB +41 (+45 Sundering); CMD 60 (64 vs. Sunder)
Feats: Critical Focus, Deadly Aim -7/+14, Divine Interference, Greater Sunder, Improved Initiative, Improved Sunder, Power Attack -7/+14, Quicken Spell, Quicken Spell-Like Ability (Heal) (3/day), Quicken Spell-Like Ability (Blade Barrier), Quick Draw, Stunning Critical (DC 34)
Skills: Acrobatics +5, Climb +12, Craft (Weapons) +32, Diplomacy +37, Escape Artist +5, Fly +34, Handle Animal +17, Heal +15, Knowledge (arcana) +31, Knowledge (dungeoneering) +31, Knowledge (history) +31, Knowledge (local) +31, Knowledge (nature) +31, Knowledge (nobility) +16, Knowledge (planes) +31, Knowledge (religion) +31, Perception +38, Profession (soldier) +18, Ride +5, Sense Motive +35, Spellcraft +31, Stealth +28, Survival +37, Swim +12
Languages: Abyssal, Celestial, Common, Daemonic, Draconic, Dwarven, Elven, Halfling, Infernal, Necril; truespeech
SQ: aura of good, change shape (alter self), determination (1/day), fortification (heavy), lay on hands (1d6) (15/day), phase locking, slaying arrow
Combat Gear Dazing metamagic rod (3/day), Boots of teleportation, Extend metamagic rod (3/day), Extend metamagic rod (lesser) (3/day), Extend metamagic rod (lesser) (3/day), Quicken metamagic rod (greater) (3/day); Other Gear +5 Determination, Fortification (heavy) Mithral Fullplate, +5 Adaptive Elysian Bronze Composite longbow, +5 Keen, Phase Locking Adamantine Falchion, Amulet of natural armor +5, Belt of physical perfection +6, Cloak of resistance +5, Glove of storing, Headband of mental superiority +6, Manual Con +4, Manual Str +4, Ring of protection +5, Ring of spell turning (3/day), Silver smite bracelet, Third eye, Tome of Cha +5
--------------------
Special Abilities
--------------------
Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Change Shape (alter self) (Su) You can change your form.
Critical Focus +4 bonus to confirm criticals
Damage Reduction (15/epic) You have Damage Reduction against all except Epic attacks (weapons with a +6 bonus).
Damage Reduction (15/evil) You have Damage Reduction against all except Evil attacks.
Damage Resistance, Electricity (10) You have the specified Damage Resistance against Electricity attacks.
Damage Resistance, Fire (10) You have the specified Damage Resistance against Fire attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Dazing metamagic rod (3/day) The wielder can cast up to three spells per day that daze affected creatures as though using the Dazing Spell feat.
Deadly Aim -7/+14 Trade a penalty to ranged attacks for a bonus to ranged damage.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Determination (1/day) Breath of life spell when you reach 0 of fewer HP.
Extend metamagic rod (3/day)
Extend metamagic rod (lesser) (3/day)
Flight (150 feet, Good) You can fly!
Fortification (heavy) 75% chance to ignore critical hit/sneak attack.
Immunity to Acid You are immune to acid damage.
Immunity to Cold You are immune to cold damage.
Immunity to Petrification You are immune to Petrification.
Improved Sunder You don't provoke attacks of opportunity when sundering.
Lay on Hands (1d6) (14/day) (Su) You can heal 1d6 damage, 14/day
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Phase Locking On hit, dimensional anchor on foe for 1 rd.
Poison Resistance +4 (Ex) You have the listed resistance to poison.
Power Attack -7/+14 You can subtract from your attack roll to add to your damage.
Protective Aura +4 (20 feet) (Su) Defense against evil creatures and lesser globe of invulnerability.
Quicken metamagic rod (greater) (3/day)\
Quicken Spell Cast a spell as a swift action. +4 Levels.
Quicken Spell-Like Ability (Heal) (3/day) Spell-like ability is cast as a swift action up to 3/day.
Quicken Spell-Like Ability (Blade Barrier) (3/day) Spell-like ability is cast as a swift action up to 3/day.
Regeneration 15 Heal HP quickly and cannot die.
Ring of spell turning (3/day) Reflects next nine levels of spells cast on wearer.
Silver smite bracelet The wearer of this bracelet treats her paladin level as 4 higher than normal for the purpose of her smite evil class feature.
Slaying Arrow (Su) A solar's bow needs no ammunition, and automatically creates a slaying arrow of the solar's choice when drawn.
Smite Evil (3/day) (Su) +13 to hit, +7 to damage, +13 deflection bonus to AC when used.
Spell Resistance (36) You have Spell Resistance.
Truespeech (Su) Speak with any creature that has a language.

He's pretty much finished unless i made a mistake, which is possible, although i used Herolab so.. One question though, I realize that paladin is a key class for angels, but with only 2 levels herolab put him at a cr 24.. With 3 hes a CR 25.. What would the GMs like me to do? Given the other level i would likely just advance him..


Let's be careful with how we advance a monster template. Since we are not all using mosnters, we should consider that advancement should be as a pc, which doesn't have key and off-key class advancement.

I had posted earlier about CR and HD. And I think this is where I see a change coming in. I had assumed that CR would generally be higher than HD.

For instance, the Solar is CR 23, HD 22. So it may add 2 levels of a class to bring it to 25. Since it's HD will only be 24, it won't get a level of feat, saves, and skills.

The ancient silver dragon is CR 19 but HD 25. Adding on six levels of classes gives it a final HD of 31.

This is 4 additional feats, six levels of skills and saves, and an additional attribute boost.

Add in the sorcerer stacking for a final caster level of 21 and in a nutshell, the dragon abilities are a very minor +3 CR.

Do we need to consider balancing the party by adjusting the CR/HD limit for monster creatures? Greater of the two? Do we need to consider having an all dragon party? (which I could do)


Alrighty, few things to respond to/clear up :)
in regards to poison touch, it gives you a 3rd level druid spell at will yet has some... issues. It wont stack with itself, just refreshes the duration. It requires a touch attack so you are procing a AOO every time you use it, unless you use improved unarmed strike or natural weapon (you have none ATM) and it cant affect undead, even with celestial poisons, as undead have no con score. It does have a DC 26 fort save but only 1 save cures it. I agree that poisons tend to be clunky and would generally avoid them. You shouldn't have to worry to much about having nothing to do in combat, throw a bomb, drink a detonate, drink a touch injection with detonate and have someone else blow up, hand out buffs, throw caging bomb admixtures. Alchemists are wildly diverse and versatile that you should always have something you can do.

I was just wondering about the starting stats, it really wasnt much, just an offhand question and slight warning :)

As for complex bombs, it was mostly for the Skyrim reference and how saboteurs can create the dragon shout :) Ignore that one, it dont affect you much.

Elixir of life is very shiny! 8D

Toxic touch was supposed to be poison touch, your grand discovery. See first paragraph for my thoughts on it. Vestigial arms sadly will not give you any extra action economy, you are still limited to a standard, move and swift and the arms do nothing to help with that. You cant even use them to gain extra ring slots. They give you no extra attacks on their own and do not qualify for multi-weapon fighting so they wont let you chuck more bombs either. What they are useful for is a place to add an extra set of claws, holding a potion or other item all the time so you dont have to retrieve that 1 specific item, two-handed weapon and shield shenanigans and making it so that you can wield weapons in grapples and still have 2 hands grappling. None of these really help you much but they look cool, just dont expect them to contribute much to your effectiveness in combat.

As for strafe and sticky bombs, not really your thing, just letting you know about their uses (they are generally very useful discoveries, just not so much for your character).

As for the discovery cap, you get 9 discoveries over 18 levels, 1 grand discovery and 2 regular discoveries at 20 and extra discovery taken 4 times. Total 15 and 1 grand, you have 16 and 1 grand selected. Where I got 25 and 27 from I have no idea SX Ignore that XD

Lastly Alchemical Simulacrum says you make a copy of any creature, and I always understood that to mean a copy of A creature, not just make one up as you go along. Official? I guess not. But you are right, who knows what you have come across in your travels :)
I do figure that is going to have to be one of those things that needs to be monitored by the GM/group tho.

Good luck creating him! I am about to start creating my Meepo right away!


Validk Ghujod wrote:

Let's be careful with how we advance a monster template. Since we are not all using mosnters, we should consider that advancement should be as a pc, which doesn't have key and off-key class advancement.

--- examples ---

Do we need to consider balancing the party by adjusting the CR/HD limit for monster creatures? Greater of the two? Do we need to consider having an all dragon party? (which I could do)

I'm curious about how that will play out as well. I was hoping to build a character who was (at least mostly) human, and who didn't have levels of spell-caster, but who could compete and be awesomely useful. (for reference i was thinking monk 19 > Fighter 3 > Pally 2 with an advanced template).

Am I just asking to be a non-player in a group with a Solar and a Sorcerer Ancient Dragon?


Alright ill leave him at 2 levels of paladin.. The extra level isnt that big of an increase.. A couple of immunities, hps, feat, skills etc.. Although i will battle between advancing him over taking another level of pally at 26th..

As far as an all dragon party, im pretty sure Tru could keep up with any dragon, so i would prefer just just keep him..


@Tru

CR is supposed to be a guide tool for how a party of four players of an average player level will fair against a single creature.

So four lst level players would be matched against a single CR 1 monster (which could be a human with two class levels)

However, when we start adding in races that do not have player character options, then the CR can get murky.

If a human with 25 levels is CR 24, does that mean he gets a 26th class level? No, because we have decided on 25th level for the game. Does that mean that players using monster templates should have a CR of 25 (which may mean more than 25 HD)?

We start coming into a serious balance issue here. Take a look at the various offerings and line them up. Do you see any balance issues between the party members? (Let's not get into the fighter vs wizard argument).

If the party was fighting something with a CR of 25, would some of the players be mopping the floor while others were struggling to hit the AC and SR?

This is one place where players either for themselves, or collectively need to self-regulate to make sure that everyone playing has fun, and the GM doesn't bail as soon as they realize the complexities involved in having disparate characters.


One specific thing about the dragon is that it gains bonus hd above and beyond what it would "normally" get. That plays a big factor in that. I say that if we are unsure about whether something is a little to much or not (like the paladin level) to err on the side of caution and be ready to not take it.
As for the HD/CR mumbo jumbo that goes right over my head :) sadly that is above me ^_-


Second question... one of gear purchases. Can we combine like items (like goggles of night and eyes of the eagle) by purchasing the more expensive of the two and adding 1.5x the price of the other one onto it?


I will drop the classes and template.

Something to consider is that the dragon will be lawful good. I do not plan on playing a lawful stupid or jerk character. I am going for an old and wise mentality. Not a steal the spotlight over the top type.

Also can be used for dramatic effect too.


Do you guys have any idea how I might get a slow effect on my attacks? I am less worried about the DOT as I am about getting that slow when I start attacking something (ingame it scales up to 80%). I had the thought about scorpion style, but that works for unarmed strikes only. a spell-storing weapon might be a poor mans way of doing it, and I was wondering about making it a part of an intelligent item, but I dont know. Your guys thoughts?


Eben TheQuiet wrote:
Second question... one of gear purchases. Can we combine like items (like goggles of night and eyes of the eagle) by purchasing the more expensive of the two and adding 1.5x the price of the other one onto it?

That's what I did for crafting a belt. Might also do it with my robes and cloak, even though they don't take up the same space. Just for fun, really.

Gobo Horde wrote:
Do you guys have any idea how I might get a slow effect on my attacks? I am less worried about the DOT as I am about getting that slow when I start attacking something (ingame it scales up to 80%). I had the thought about scorpion style, but that works for unarmed strikes only. a spell-storing weapon might be a poor mans way of doing it, and I was wondering about making it a part of an intelligent item, but I dont know. Your guys thoughts?

If you do go spell-storing, I happen to know Slow. Just saying. :P


This toon is an advanced half-celestial doppelganger. That's CR +1, +3, and then a Cr3/4HD race. SO if I'm counting that as greater of the two and counting the race package as CR 8, then I have 17 levels of wizard tacked on.

Not the most optimized, but it's something I think I will have fun playing with, note that my caster level is only 17, just getting into 9th lvl spells.


As for items, I've always gone with the +50% to have a ring of protection and sustenance, etc.

Pretty much have to at this level. Otherwise we would all be walking arsenals.


If dragons cast spells as sorcerers, where are the divine spells coming from? What am I missing?


im quickly beginning to reconsider my stance on allowing monsters and templates as players...thinking about just making it core races so that everyone is on the same playing field.


@ Validk: Sorry for the delay, I'm playing cath-up from last night. For the Drow noble, I'm guessing that you're pulling the CR 3 from the advanced race guide? If so, I wasn't aware of it, as I don't have a copy personally. I pulled the info from the SRD site, which mentioned that nobles don't pull CR, they get levels like every other elf. If I'm wrong I apologize.

That being the case, I'll probably keep the drow noble and just shoot for a straight L20 oracle. Nobody's claimed the healer role yet, and besides; with all these Colossal and Gargantuan creatures running around, who's going to be able to walk through that Medium sized door. By the time the rest of you have cast spells to shrink yourself down, I'll be through the door, popped the lock, and grabbed the loot.

Random Giant PC: Did you find anything in there?

Me (tucking the Orb of Dragonkind into a safe bag): Nope, there's nothing in here but a pile of rocks. *Knocks over former pedistal.

:P


It would be an easy shift for me... lose the Advanced for another level of monk, fighter, or paladin.


@Gobo,

Is it too cheesy to combine my Robes of the Summit with a +5 Cloak of Resistance and name it "Hoodie of Defiance"?


Lord Manticore wrote:

...with all these Colossal and Gargantuan creatures running around, who's going to be able to walk through that Medium sized door. By the time the rest of you have cast spells to shrink yourself down, I'll be through the door, popped the lock, and grabbed the loot.

Random Giant PC: Did you find anything in there?

Me (tucking the Orb of Dragonkind into a safe bag): Nope, there's nothing in here but a pile of rocks. *Knocks over former pedistal.

:P

Hey, your scouting team (made up of a human monk and some kind of gnomish alchemist) will be right there with ya. :D

... that or htey'll be back hiding in the shadows in case things go south for you. ;P


Validk Ghujod wrote:
If dragons cast spells as sorcerers, where are the divine spells coming from? What am

Silver dragons cast cleric spells as arcane spells. It is listed on the silver dragon ability by age table.

Silver Dragon

RIZZENMAGNUS wrote:

im quickly beginning to reconsider my stance on allowing monsters and templates as players...thinking about just making it core races so that everyone is on the same playing field.

That was my whole point of wanting to play in a game such as this. I want the chance to play as a true dragon.


RIZZENMAGNUS wrote:

im quickly beginning to reconsider my stance on allowing monsters and templates as players...thinking about just making it core races so that everyone is on the same playing field.

I'm happy with anything, but this is quickly becoming monster game.

Core races with a template is one thing. Monster + 3 templates is something else entirely.

Edit: perhaps one or two player monsters would be fine. You'd have to determine a fair and equitable way to determine who gets to be a monster and a who's core race.

Perhaps a dice rolling or something. 1d100 and highest number gets first option.


Eben TheQuiet wrote:
Lord Manticore wrote:

...with all these Colossal and Gargantuan creatures running around, who's going to be able to walk through that Medium sized door. By the time the rest of you have cast spells to shrink yourself down, I'll be through the door, popped the lock, and grabbed the loot.

Random Giant PC: Did you find anything in there?

Me (tucking the Orb of Dragonkind into a safe bag): Nope, there's nothing in here but a pile of rocks. *Knocks over former pedistal.

:P

Hey, your scouting team (made up of a human monk and some kind of gnomish alchemist) will be right there with ya. :D

... that or htey'll be back hiding in the shadows in case things go south for you. ;P

Well that could happen. They will eventually figure it out, especially once I make GM Vixen sing 'I'm a little teapot...' a few times :P


On another note we should start talking about the tie that binds. In other words why are we working together? Same organization? Related? Previously adventured together? Powerful people have powerful friends?


aceDiamond wrote:

@Gobo,

Is it too cheesy to combine my Robes of the Summit with a +5 Cloak of Resistance and name it "Hoodie of Defiance"?

Lol, well I had "Glowing Gloves of Storing" and the "Double Decoy Ring" and the "Ring of Fiery Resist and Retribution" on my other lvl 20 alchemist. The double decoy ring is super fun :D Every time I fall asleep or sum such 8 goblins explode from my spot and start getting into all sorts of hijinks before disappearing again XD


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Gobo Horde wrote:
aceDiamond wrote:

@Gobo,

Is it too cheesy to combine my Robes of the Summit with a +5 Cloak of Resistance and name it "Hoodie of Defiance"?

Lol, well I had "Glowing Gloves of Storing" and the "Double Decoy Ring" and the "Ring of Fiery Resist and Retribution" on my other lvl 20 alchemist. The double decoy ring is super fun :D Every time I fall asleep or sum such 8 goblins explode from my spot and start getting into all sorts of hijinks before disappearing again XD

...Remind me not to sleep near you...


GMV and I are working on tying our characters together, however I am currently at a Yankees game and then I'm going out later tonight.

Also, it would be really good for our characters for her to be a true dragon.

For the record I have no intention of playing anything super crazy race wise. Might just stick with a human.


I think I'm going to have to create an intelligent magic item that will transfer my gear between doppelgänger simulacra. Like a robe/catsuit that can plane shift&greater teleport at will along with anything attached to it. Like a super charged called armor effect.

Edit: with dm's permission maybe something "soul bound" that automatically shifts to the active body.


Coffee, weren't you looking at Magus? Isn't there an archetype that gives you an intelligent weapon?


aceDiamond wrote:
Coffee, weren't you looking at Magus? Isn't there an archetype that gives you an intelligent weapon?

I wasn't looking at magus. Also you're thinking of the black blade.


I can drop my class if you wish, i thought the game plan was to build a CR 25 guy, or have 25 class levels.. Im positive i can build a 25th level barbarian that can outdamage any of the monsters listed so far.. He would also have as high of saves and more hp probably.. Ive never played a monster pc before is why i selected the Solar.. The only thing hes really getting from 2 levels of pally is cha to saves, which is nice but not game breaking imo.. Whats giving him the most boost to power level is 1.5 mill in gear and max hp..


Someone was looking at Magus, I thought. It's getting hard to keep track.


@GM - Is it ok for me to play a ghost?


Billybrainpan wrote:
@GM - Is it ok for me to play a ghost?

I played one of those once in an undead game. It was interesting. Look at Vesta Shadowbane in my alias' if you're curious.


Well I liked the idea of an incorporeal summoner, because he can still summon his eidolon for physical things like crushing and or eating people but he doesn't run the risk of being crushed or eaten himself.


Question: If we buy a Tome, can we still put aside some money for Wishes?


Seems like you could always have money set aside, whether or not you would get the ingame option to spend it as you wanted...

Note that wishes only save you a couple thousand over using tomes.

How would you play a ghost that was good alignment?


Validk Ghujod wrote:
How would you play a ghost that was good alignment?

Lemme just leave this right here.


The ghost template doesn't change your alignment.


Quick question: I don't have a copy of the ARG, but if I went Aasimar instead of Drow noble, that would free up the 3CR thing, right?

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