Heroes of Iblydos: A Tale of Gods and Men

Game Master Isora of Solaria


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I was actually looking into the Spheres of Might a bit ago, and there's a lot of neat things in there (primarily in the snipe and barrage spheres). But I'm unsure if its worth dropping one of the classes I'm using right now, seeing as I've got a pretty good synergy going on right now, and can almost do the same thing.

*shrugs* I guess if I need to change something, I'll have options.


I've been lurking through the recruitment so far, enjoying reading the various submissions, and considering different options...but I feel like a group of Epic Hero-Gods In Training really need a Bard to write ballads about their glorious deeds.

I thought about someone from Iblydos, but I like the idea of someone trained in Golarion, who's journeyed to Fabled Iblydos to learn the tales of the Hero Gods, and write new ones. He'll be a devotee of Shelyn, the Eternal Rose, and a lover of beauty and glory.

Still torn on second class, but I think I'll either go Incanter (with Performance based casting) to make my Bard even Bardier...or add an archery focused martial class (perhaps Paladin (Parzivalian Knight archetype) of the Eternal Rose? Perhaps a Conscript, focused more on utility and support?) Whatever I choose, I want him to feel first-and-foremost like an iconic Bard.

DM (when you get a breath of fresh air), I know there was a conversation upthread about using pre-errata versions of certain feats. What's your ruling on Divine Protection? (The original version was probably too powerful for vanilla PF...but I suspect it fits well with the power level of this game, and all the various 3p material that's included.)


Depending on what you're looking for from bard and what you're looking for from archery, an Arrowsong Minstrel Bard/Hooded Champion Ranger would have some decent synergy. It would end up being more archer than bard though, more than likely.


Sounds like I need to take the time to learn the spheres system and see what I can do with it.

Don't know that I'l have the time in the short-term, though.


I can relate - I've never played with DSP or Spheres before, so there's a lot of new crunch and flavor to investigate. I've been thinking about trading out the Bloodrager side of Makonta wholesale for Armorist from spheres of power, for example. I'm just not sure what I can do with limited caster level within the spheres system. On the other hand, the Aegis looks cool too.... So many options!


@hustonj: I think that Spheres is easy to learn. Basically, you pick spells like you pick feats. Some can be improved (like feat chains), and they're either free or you have to pay from your daily resource pool. That's about all there is to the basics of the system. XD If you picked up Vancian casters at all, you'll probably pick up Spherecasters much faster.

@River: Characters with low caster levels do best with powers that don't rely on caster level to function well. You can also look into enchanting something as a Sphere Staff, which can raise your Caster Level with a particular sphere.


All Paizo races are allowed? Even monstrous (over 20 RP) ones?


Okay, I think I'm just going to have to assume that all of the requests for my character was allowed and go ahead and make them... with only 3 days left in recruitment, I don't think I can wait around and hope the DM answers affirmative and still have time to make a strong character!


Here's Tavius. He's a spherecaster, but in play he's more like a monk. Fast, lots of melee attacks, good defenses (with everything up), good senses.

Fluff:

The man you see before you is covered with scars in geometric precision all over his body. Fine silver wire has been melted into the lines of scar tissue. Silver within red within pale skin. His eyes observe you with a cold detachment. His body is wrapped with more wires, bound tightly into the skin. They don't seem to affect his movement, but merely looking at them makes the weak wince.

Tavius has dedicated his life to finding sources of power. One of the most effective was based on some of the teachings of Kytons, the lords of pain. He separated the power from their control and their philosophy of cruelty. He has gained his power through self-mortification, but feels no need to harm other. If they wish, he will show them his way to power, but so far, nobody has had the willpower.

crunch:

Tavius
Male elf elementalist 8/symbiat (hekatonkheires) 8/gestalt 8
LN Medium humanoid (elf)
Hero Points 1
Init +4; Senses low-light vision; Perception +18
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Defense
--------------------
AC 26, touch 26, flat-footed 20 (+4 Dex, +2 dodge, +10 untyped bonus); Precognicient Protection
hp 112 (8d8+48); Robustness
Fort +12, Ref +13, Will +10; +2 vs. enchantments
Defensive Abilities evasion, improved uncanny dodge, trap sense +2; Immune sleep; Resist acid 7, cold 7, electricity 7, fire 7
Weaknesses hidden magic, limited divination, limited protection, magical signs, painful magic, protected soul, slow recovery, somatic casting, somatic casting, unnatural remedy
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Offense
--------------------
Speed 75 ft., pushed movement 20 ft.
Melee destructive blast +10 touch (4d6+8) or
. . 4 tentacles +15 (1d6+9)
Space 5 ft.; Reach 5 ft. (10 ft. with tentacles)
--------------------
Statistics
--------------------
Str 8, Dex 18, Con 16, Int 26, Wis 12, Cha 8
Base Atk +6; CMB +10; CMD 31
Feats Agile Maneuvers, Combat Expertise, Deadly Aim, Extend Spell, Lurker In Darkness, Mind Limb, Piranha Strike, Power Attack, Practised Seer, Precise Shot, Precognicient Protection, Precognicient Smite, Robustness, Telekinetic Exoskeleton, Toughness
Traits conscious cultist, unscathed
Skills Acrobatics +15 (+31 to jump), Artistry (philosophy) +19, Bluff +3, Diplomacy +3, Escape Artist +15, Fly +15, Heal +9, Intimidate +3, Knowledge (arcana) +16, Knowledge (dungeoneering) +16, Knowledge (engineering) +12, Knowledge (geography) +12, Knowledge (history) +12, Knowledge (local) +16, Knowledge (nature) +16, Knowledge (nobility) +12, Knowledge (planes) +16, Knowledge (religion) +16, Linguistics +15, Perception +18, Sense Motive +16, Spellcraft +17 (+19 to identify magic item properties), Stealth +15; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties, esp
Languages Aklo, Ancient Osiriani, Azlanti, Celestial, Common, Draconic, Elven, Gnome, Goblin, Infernal, Orc, Sylvan, Tien
SQ armored magic, battlefield relay, casting, crafted blast, cure, deathless, deflection, destructive blast, easy focus, elven magic, extended range, favored element (favored element [basic blast]), finesse weapon attack attribute, focused blast, gather energy, greater healing, greater speed, hero points, invigorate, parry, penetrating divination, quick catch, restore, return, revitalize (Fast Healing 2), rules changes, self-renewal, sense magic, telekinesis, thousand unseen hands, touchsight, two minds, weave energy, widen sight
Other Gear amulet of mighty fists +1, belt of physical might +2 (Dex, Con), cloak of resistance +3, handy haversack, headband of vast intelligence +2, ring of sustenance, 1,500 gp
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Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
Battlefield Relay +3 (DC 22) (Su) Read an enemy's mind to grant combat bonuses to allies within 60'
Casting (CL 6, MSB +16, MSD 27, Concentration +24, DC 21) You can cast sphere effects.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Destruction: Crafted Blast Your base Destructive Blast deals any physical damage type and rounds up to 3 on damage rolls
Destruction: Destructive Blast 4d6+8 Ranged or melee touch attack deals 4d6+8 damage
Destruction: Extended Range Increase the range of your destructive blast
Destruction: Focused Blast Your destructive blasts deal +1 dmg/die when unaltered by a blast shape talent
Destruction: Gather Energy Increase destructive blast damage to 1d6/CL by increasing casting time by 1 step
Divination: Penetrating Divination Divination abilities can penetrate 5' stone, 6" metal, 1/2" lead, 15' wood
Divination: Sense Magic Divine magic as a constant ability
Divination: Touchsight Sense allows you to "feel" your surroundings within 30', ignoring invisibility, darkness, and concealment
Divination: Widen Sight You may increase the range of any sense abilities from a static number such as 30 ft to a range of close (25 ft + 5 ft per 2 CL).
Easy Focus Maintaining a sphere effect takes a move action instead of a standard action
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Energy Resistance, Acid (7) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (7) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (7) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (7) You have the specified Energy Resistance against Fire attacks.
ESP +4 (Ex) Gain 1/2 class level as a bonus to Sense Motive and Perception
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Extend Spell Spell duration lasts twice as normal. +1 Level.
Finesse Weapon Attack Attribute The “light weapons” category has been renamed to “finesse weapons.” Characters can choose to use either their dexterity bonus or their strength bonus to hit with these weapons, no feat required. “Finesse” is also now a weapon attribute li
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Hidden Magic You cannot detect magic or decipher magical text
Improved Uncanny Dodge (Lv >= 12) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 12+.
Life: Cure 1d8+12 (DC 21) Heal a target
Life: Greater Healing Your cure heals 1 additional HP per caster level
Life: Invigorate (Up to 6 temp HP) Grant up to 6 temporary HP to an injured target
Life: Restore Heal a target's ability damage and remove negative conditions
Life: Revitalize (Fast Healing 2) (2) Cure can grant the target Fast Healing instead of healing normally
Life: Self-Renewal You can cure or restore yourself as a swift action
Limited Divination (Divine banned) You lose access to either sense or divine
Limited Protection (Ward banned) You lose access to either ward or aegis
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Magical Signs Your use of magic is obvious to all observers
Mind Limb Gain an additional arm made of telekinetic force
Painful Magic (DC 13) When using magic, you must make a Fort save or be sickened/nauseated
Piranha Strike -2/+4 You can subtract from your attack roll to add to your damage with light weapons.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Practised Seer Use MSB for duration of sense abilities, if higher than CL
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Precognicient Protection (max +2) +1 insight to AC per active sense, dismiss active sense as immediate action to negate a crit
Precognicient Smite (max +2/10%) +1 insight to att/dam per active sense, spend 1 SP dismiss active sense as immediate action to ignore some miss chance
Protected Soul You cannot target other creatures with your aegis, only yourself.
Protection: Armored Magic (+4 armor or +2 shield) You can put an aegis on a target that grants them an armor or shield bonus to AC
Protection: Deathless You may create an aegis that grants a bonus vs death effects
Protection: Deflection +2 You can put an aegis on a creature to grant it a deflection bonus to AC
Pushed movement (20 feet) (Su) Gain a bonus to your speed
Robustness +8 Add your HD count to HP you recover through sphere or (Su) abilities
Slow Recovery You cannot cure normally, only by granting Fast Healing
Somatic Casting You must have at least 1 hand free to use magic, and may be susceptible to ASF
Somatic Casting You must have at least 1 hand free to use magic, and may be susceptible to ASF
Telekinesis: Greater Speed Move lifted objects more quickly
Telekinesis: Parry Catch can be used to block melee attacks
Telekinesis: Quick Catch You can catch thrown objects as an immediate action
Telekinesis: Return Ranged attacks stopped by Catch can be turned back on the attacker
Telekinesis: Telekinesis (Medium, Speed 55 ft, DC 22) You can move objects and creatures with your mind, with several applications
Telekinetic Exoskeleton (Dampening Field) Gain the benefit of one of three telekinetic enhancements
Thousand Unseen Hands (Su) Gain Mind Limb as a bonus feat, and it becomes more powerful over time
Trap Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
Two Minds (Ex) Roll twice on Will saves and take the better result
Unnatural Remedy Your Life magic must beat a Will save, even on willing targets
Weave Energy Gain Destruction as a bonus sphere, and use your class level as caster level with Destruction


Decided to stick with what I was more familiar with for now. Updated on the assumption that Bloodrider with a Large Wolf (planning towards Noxious Bite) and a Medium rider, and something like the Combat Medic martial tradition are all a go. Also corrected a couple errors I found.

Makonta:

Half Orc Gestalt Bloodrager 8 (Crossblooded: Arcane, Abyssal; Bloodrider, Urban ) / Inquisitor 7 (Sanctified Slayer: Revelry Chaos Subdomain) & Shaman 1 (Unsworn)
CG Medium humanoid (human, orc)
Init +5; Senses Perception +13, Darkvision 60'
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Defense
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AC 19, touch 12, (+7 armor, +1 deflection, +1 Dex)
hp 96 (8d10+16)
Fort +7, Ref +4, Will +7 (+1 trait vs Charm/Compulsion, +3 vs fear); Shake It Off TW feat will frequently provide +4 to all.
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Offense
--------------------
Speed 30 ft.
Melee Rhoka, Liquid Glass +14/+9 (1d8 + 7)
. . Rhoka, Liquid Glass, two handed +14/+9 (1d8 + 9)
Special Attacks
Bloodrage 20 rounds/day (free action; +3 STR / +3 Dex / +3 CON, ; free action cast of Haste (+1 attacks, +1 dodge AC / Reflex) and Blur (20% Concealment))
Studied Target: Move or swift action for +2 attack, damage, Bluff, Knowledge, Perception, Sense Motive, Survival on two visible targets.
Bane: Swift action, +2 enhancement (stacks with weapon) to attacks, +2 enhancement + 2d6 to damage; 7 rounds per day
Cunning Killer: On successful knowledge check, +2 insight to attacks and damage vs creature with INT 6 or less, for 3 rounds. Knowledge check is DC 10 + CR
2d6 Sneak Attack
Auto Flank for +2 attack vs any medium or large opponent (Blades above and Below)
Challenge: swift action 1/day, adds Character level -2 damage to each attack vs one target. Lowers AC by 2 points vs all other foes. +1 + (CL-2) / 4 morale to attack vs encountered species in previous 24 hours.

Bloodrager Spells Known: CL 8, Concentration +8
. . 2nd (1/day)—Ablative Barrier, Ironskin, Mirror Image
. . 1st (2/day)—Blade Lash, Feather Fall, Hide Weapon, Longarm, Bonus:(Shield) Bonus: Urban (Blade Tutors Spirit)

Inquisitor Spells Known: CL 8, Concentration +8
. . 3rd (1/day)—Heroism, Blood Scent
. . 2nd (4/day)—See Invisibility, Darkness, Savage Maw, Shared Training
. . 1st (5/day)—Bless, Divine Favor, Handy Grapnel, Shield Companion, False Face
. . Orison (6 Known) — Create Water, Detect Magic, Stabilize, Oath of Anonymity, Guidance, Acid Splash

Shaman Spells Prepared: CL 1, Concentration +3
. . 1st (2 prepared per day from)—Comprehend Languages, Dancing Darkness, Hidden Spring, Monkey Fish, Obscuring Mist, Tears to Wine
. . Orison (3 prepared per day from)—Mending, Guidance, Purify Food and Drink, Create Water, Dancing Lights, Light, Know Direction, Detect Poison, Resistance, read magic
--------------------
Statistics
--------------------
STR: 20, DEX: 13, CON: 14, INT: 16, WIS: 14, CHA: 12
Base Atk +8; CMB +13; CMD 25
Feats Auspicious Birth, Raging Vitality, Eschew Materials, Shake it Off, Blades Above and Below, Boon Companion, Curmudgeon Smash, Intimidating Prowess, Extreme Mood Swings, Cunning Killer,
Traits: Fate's Favored, Fools For Friends, Community Minded; Drawback: Meticulous
Skills: Acrobatics +5, Climb + 9, Craft: Alchemy + 14, Bluff +4, Disable Device + 2, Disguise + 5, Handle Animal + 13, Heal +13, Intimidate +29 ,Linguistics +14, K: Arcana +7, K. Nature +7, K. Religion +7, K. Local +7, K. Planes +14, Perception +13, Ride +6, Sense Motive +17, Sleight of Hand +2, Spellcraft + 18, Stealth +12, Survival +4 (+7 to track), Swim + 9, UMD + 5
Languages: Read Lips, Sign Language, Draconic*, Abbyssal*, Giant*, Dwarven, Elven, Orc*, Sphinxian, Sylvan, Aklo, Common* (*Racial)
Other Gear: +1 Steel Lamellar Armor (1300), +1 cruel Liquid Glass Rhoka (9,105), +1 Ring of Deflection (2000), Ring of Tactical Precision (11,000), Mark of the Grinning Skull (2000), Cloak of the Hedge Wizard (Transmutation) (2500), Training Harness (Wolf) (10), MW Tool for Intimidation (50), Spirit Bane Spike (300), Portable Artificer's Lab (300), Sunderblock (35), Divine Focus: Tattoo (100), Magenta Prism Ioun Stone, Cracked (800, usually keyed to Spellcraft), 6 doses of Desna's Star Tea (30 gp), Beast Whistle (5), Spring Loaded Wrist Sheathes x2 (10), Scroll of Comprehend Languages (25), 80 GP.
3,350 held back for crafting: Sleeves of Many Garments (200), Amulet of Mighty Fists +1 (4,000), Armillary Amulet (2,500). Will take about 6 days to craft while adventuring.

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Special Abilities
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Unsworn Shaman: Minor Spirit. Variable hex selected each morning: any one witch or shaman hex. Typically either Coven (can provide an at-will +3 bonus to Caster level to others) or Fetish (CWI)
Tenacious (Half Orc Alternate Racial Trait): 1/day can reroll a failed Fort, Will, or Con save and take the second result
Favored Class Bonus: +1/2 to Intimidate and to Knowledge checks to identify creatures (Half Orc, Inquisitor, taken 7 times); +3 total
VMC: Cavalier (Order of Vengeance): Edicts, Challenge, +1/2 level to Intimidate, and demoralized enemies penalty is increased by 1
Monster Lore: +Wis to knowledge checks to identify creatures
Revelry Subdomain: all spells granting a morale effect are automatically Extended for free. 3+WIS / day can force a round of roll 2d20 and take worst as a touch attack
Stern Gaze: +1/2 Inquisitor Level as morale bonus to Sense Motive and Intimidate
Track: +1/2 Inquisitor level to Survival checks to track
Restrained Magic: Can give allies a +2 bonus vs an AoE spell you cast.
Cunning Initiative: +WIS to Initiative
Detect Alignment: At will detect chaos / law / good / evil
Solo Tactics: Count all allies as having the TW feats selected. Bonus TW feat at 3rd and every three levels thereafter, 6 total; can change most recently selected as a Standard action WIS Modifier times per day
Discern Lies: 7 rounds per day of Discern Lies as immediate action
Auspicious Birth: Increase TW feats numerical effects by 1
Raging Vitality: +2 CON when raging, and falling unconscious does not end rage
Eschew Materials (Bloodrager Bonus Feat): Can ignore any material component of 1 gp or less
Boon Companion: Druid level for Animal Companion is increased by 4, capped at character level
Cornugon Smash: Free action intimidate on a power attack hit
Extreme Mood Swings: Morale bonuses increase by 1
Intimidating Prowess (Bloodrager Bonus Feat): Add STR mod to Intimidate checks
Blades Above and Below (Inquisitor Bonus TW Feat): flanks with companion if attacking medium or large sized opponent
Shake It Off (Inquisitor Bonus TW Feat): +1 bonus to saves per adjacent ally. Increased to +2 via Auspicious Birth and +3 via Ring of Tactical Precision
Cunning Killer: +1 + BAB/6 insight to attacks and damage on successful Knowledge checks vs creatures with INT of 2+BAB/4 * 2, for INT mod rounds
Combat Expertise: -3 attacks and +3 dodge to AC
Power Attack: -3 attacks, and +6 / 9 to damage
Can cast arcane bloodrager spells in medium armor but still has ASF for shields.
Combat Medic Martial Tradition: Custom (rhoka, longsword, longbow, dagger) + Armor Training, Alchemy (Salve), and Gladiator (Humble Combatant)
+3 morale to saves vs fear; +5 morale to DC to be intimidated
Strike Fear: Expend martial focus as a full round action to intimidate 30' radius
30 minutes to prep 3 doses of Salve, to a max of 5 or 6 at once; heals 4d8 + 5 + WIS damage. Max of 7 times per character. DC 25.

Zeija the Odd (Animal Companion):

Wolf Animal Companion, Draconic
N Large Animal
Init +4; Senses Perception +5, LLV, Scent 30', Darkvision 60'
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Defense
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AC 20, touch 12, (+8 natural armor, +3 Dex, -1 size)
hp 112 (7d8+56)
Fort +13, Ref +8, Will +3;
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Offense
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Speed 60 ft.
Bite +14 (1d8 + 12 + Trip)
Bite: PA is +12 (1d8 + 18 + Trip)
--------------------
Statistics
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STR: 27, DEX: 17, CON: 27, INT: 3, WIS: 12, CHA: 6
Base Atk +5; CMB +14; CMD 28
Feats: Combat Reflexes, Narrow Frame, Bodyguard, Weapon Focus: Bite ****Narrow frame may be better as the belt of the weasel, to save a feat - no -retraining.
Skills: Intimidate +5, Perception +5, Stealth +7
Languages Common (understands, 1 rank in Linguistics)
Other Gear
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Special Abilities
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Link: +4 circumstance to Handle Animal Checks
Not Quite Animal: +5 to DC for Handle Animal Checks
Resist Acid: 10
Immune to Magical Paralysis and Sleep Effects
Feral: When Bloodrager rages, gains +2 morale to STR: Effectively +1 attack and +1 damage
Power Attack: -2 attack for +6 damage
Narrow Frame: Can move normally in a space half it's size
Bodyguard: Can expend an AoO to add +2 (+3 with Ring of Tactical Precision, +4 with Fools for Friends trait) to adjacent ally's AC vs triggering attack.
Tricks: Attack x 2, Intimidate, Work, Flank, Break Out, Come, Detect, Down, Demolish, Guard, Heel

Eikiat (Arcane Pseudodragon Familiar):

Eikiat (Ike)
NG Tiny Psuedodragon
Init +3 , Perception + 9
Blindsense 60', DV 60', LLV
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Defense
--------------------
AC 21, touch 15, (+6 natural armor, +3 Dex, +2 size)
hp 48 (Half Masters, effectively 8 HD)
Fort +7, Ref +5, Will +7;
Immune: Paralysis, Sleep; SR 12
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Offense
--------------------
Speed 15 ft. , Fly 60' (good)
Sting: +11 (1d3-2 + Poison) and Bite: +11 (1d2-2)
2.5' space, Reach 0' (5' with tail)
--------------------
Statistics
--------------------
Str 7, Dex 17, Con 13, Int 10, Wis 12, Cha 10
Base Atk +8; CMB +9; CMD 10 (14 vs. trip)
Feats: Weapon Finesse (Feat tax rules drop this, so needs a replacement; worst case, Extra Item Slot)
Skills: Acrobatics +8, Craft: Alchemy + 8, Diplomacy +5, Handle Animal + 9, Heal +9, Intimidate +8, Fly + 16, Linguistics +8, K: Arcana +1, K. Nature +1, K. Religion +1, K. Local +1, K. Planes +1, Perception +9, Sense Motive +9, Spellcraft + 8, Stealth +20 (24 in forests), Survival +6
Languages: Draconic, Telepathy 60'
--------------------
Special Abilities
--------------------
Empathic Link: can sense emotions out to 1 mile.
Sting: Poison, injury, Save DC 14 Fort. 1/minute for 10 minutes, sleep 1 minute on failed save. Includes +2 racial bonus.
Valet: Open / Close and Prestidigitation at will
Valet: Shares TW, item creation feats. Counts as having Cooperative Crafting (+2 circumstance bonus to Craft or Spellcraft checks to make something and 2x the crafting progress in GP)
Valet: Can move before and after delivering a touch spell or aiding another. Can Full round action to aid another on three adjacent creatures.

Tactics: use standard action to Aid Another (5' reach with tail) for a +2 bonus to Attacks for Zeija, and use move action to fly and keep up.

Tactics Update:

Tactics: Shares out TW feats to the party via Shared Training. Covers some buffing and debuting, and some healing for effectively 7 potions of Cure Serious Wounds per party member via Alchemy Sphere. Will generally be mounted on Zeija while traveling. +29 to Intimidate before some conditional or temporary bonuses. Pulls out Challenge for the boss, or, well, challenges. UPDATE: I misinterpreted a combination of class features and feats, and Makonta can only Aid Another for +3 caster level for witches or others with the Coven Hex. Corrected now.

First round: Study as move, release pre-cast Savage Maw as a swift, Divine Favor as a standard. Zeija moves and attacks (which hopefully causes a trip, forcing the opponent prone for -4 AC, though if we have a lot of ranged PCs she can forego the trip). At the start of the second round, free action rage and swift action bane if needed, then full attack. Gives a +6-8 to attack, +1-3 +2d6 damage, +3 AC with 20% miss chance and an extra attack for (currently): +22/22/17 (1d8 +4d6 +12) 18-20/x2. Most creatures within 30' will have been demoralized for -3 to attacks, saves, and skill checks for multiple rounds; -5 vs Makonta.


Getting excited for the 9th! Breath has a super-tough job ahead of him/her!


TheWaskally wrote:
Getting excited for the 9th! Breath has a super-tough job ahead of him/her!

Indeed! I love the concepts and it will be lots of fun to see what sort of party ends up getting put together. After the latest round of tweaking (I just discovered Muscular Reflexes to replace Combat reflexes, hurrah!) I think that Gosor is probably finished up, but the deadline will help make that actually true. Mind you, if he gets in, I'm sure that the future progression that I've been mapping out will be changed many many times.


Can you give me some feedback on my Poseidon/Aquaman based Trident Fighter with a water theme?

Ydromos Crunch:

Ydromos
Male Elf Arcanist 8 / Warder 8, Archetypes Blood Arcanist / Dervish Defender
CG Medium humanoid (elf)

Init +8
Senses Low-light vision, Perception +9

=================================================
DEFENSE
=================================================
AC 31, touch 23, flat-footed 24 (+4 Mage Armor, +6 Dex, +6 Int, +1 Deflection, +4 Shield)
hp 112 (8x d12 + 1 CON + 1 FCB)
Fort +8, Ref +9, Will +10 immune sleep

=================================================
OFFENSE
=================================================
Speed 30 ft., Swim 30ft.
Melee Trident/Trident/Trident/Shield/Shield +12/+12/+7/+11/+6 (1d8+1d6+19)/(1d4+1d6+18)
Ranged Trident +15/+10 (1d8)

Warder Maneuvers
4th-Eldritch Consumption (readied), Energy Hammer (DC 22) (readied)
3rd-Silver Knight’s Blade (readied), Silver Crane’s Blessing (readied)
2nd-Degrade Resistance (readied), Sun Dips Low (readied)
1st-Variable Flux, Flurry Strike, Crane Step

Warder Stances
3rd-Battle Dragon’s Stance (active), Stance of the Silver Crane
1st-Silver Crane Waltz, Outer Sphere Stance

=================================================
STATISTICS
=================================================
Str 8, Dex 22, Con 12, Int 22, Wis 12, Cha 14
Base Atk +8; CMB +7; CMD 23
Feats Combat Reflexes, TWF, Buckler Bash, Improved Shield Bash, Weapon Finesse, Deadly Agility, Shield Slam, Imp TWF, Piranha Strike, Iron Will, Discipline Focus (Elemental Flux), Lightning Recovery
Skills Acrobatics +17, Fly +17, Knowledge (Arcana) +17, Knowledge (Local) +19, Knowledge (Planes) +10, Knowledge (Religion) +17, Perception +9, Spellcraft +19, Stealth +14, Swim +14, Use Magic Device +13
Background Skills Knowledge (History) +19, Lore (Aquatic Creatures) +17
Traits Unorthodox Method (Elemental Flux), Warrior of Old
Languages Elven, Cyclops, Common, Aquan, Aklo, Abyssal

=================================================
SPELL BOOK
=================================================
Arcanist Spells per day
4th-3/3
3rd-5/5
2nd-6/6
1st-6/6

Arcanist Spells prepared (CL 8th; concentration +14)
4th-Summon Monster IV
3rd-Aqueous Orb, Heroism
2nd-Darkvision, Cloud of Seasickness, Mirror Image
1st-Mage Armor, Obscuring Mist, Wave Shield, Grease, Enlarge Person
0th-Detect Magic, Drench, Ray of Frost, Mage Hand, Read Magic, Detect Poison, Light, Prestidigitation

Spell Book
4th-Black Tentacles, Dimensional Anchor, Summon Monster IV
3rd-Protection from Energy, Aqueous Orb, Summon Monster III, Fly, Haste, Water Breathing, Heroism
2nd-Slipstream, Mirror Image, Darkvision, Cloud of Seasickness, See Invisibility, Share Language
1st-Wave Shield, Endure Elements, Air Bubble, Grease, Obscuring Mist, Mage Armor, Comprehend Languages, Hydraulic Push, Ant Haul, Enlarge Person, Touch of the Sea, Marid's Mastery
0th-all

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SPECIAL ABILITIES
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Spoiler:

Racial
Aquatic Mastery Some aquatic elves are able to wield the power of the sea with great prowess. Elves with this racial trait increase the DC of any spell with the water descriptor they cast by 1. This replaces weapon familiarity.
Loremasters Some elves are steeped in lore older than most civilizations. They gain a +2 racial bonus on Knowledge (history), Knowledge (local), and Spellcraft checks. This racial trait replaces elven magic and keen senses
Tongue of the Sea Elves with this racial trait begin play speaking an ancient language and Elven. Elves with high Intelligence scores can choose from the following languages: Aboleth, Abyssal, Aklo, Aquan, Common, and Undercommon. This racial trait replaces an elf’s normal languages.

Warder (Dervish Defender)
Defensive Focus At 1st level, the defensive prowess of the warder is second to none, allowing her to focus her actions purely on defending himself and her allies in ways that cannot be replicated. The warder gains the Combat Reflexes feat as a bonus feat, using her warder initiation modifier in place of her Dexterity modifier to determine the number of additional attacks of opportunity she may make each round.
When recovering warder maneuvers as a full round action, the warder sets up a defensive perimeter around herself to defend her allies, increasing her threatened area by 5 feet + 5 feet for every five initiator levels she possesses. Until the beginning of her next turn, she may make attacks of opportunity against any opponent in this threatened area that provokes attacks of opportunity. She may move as part of these attacks of opportunity, provided her total movement before her next turn does not exceed her speed (his movement provokes attacks of opportunity as normal). Additionally, while using defensive focus, the warder adds her warder initiation modifier plus her class level to her CMD for the purposes of defending against enemies trying to use the Acrobatics skill to prevent her from getting attacks of opportunity against them.
At 10th level, her defensive focus improves further. While her reach is increased by this ability, opponents treat her threatened area as difficult terrain. If a foe tries to move through a space within her reach, the movement through those squares costs double (x2). Additionally, while using her defensive focus to make an attack of opportunity, her movement does not provoke attacks of opportunity.
Aegis At 1st level, the warder’s defensive prowess extends to those who choose to stay near to him. Allies who are within 10 ft. of the warder’s position gain a +1 morale bonus to Armor Class and to Will saves under the warder’s defensive aegis, her presence bolstering and shepherding the defenses of her allies. This bonus improves to +2 at 5th level (+3 at 9th level, +4 at 13th level, and +5 at 17th level). The warder does not receive this bonus, but may receive the benefits of this ability from another warder. If the ally cannot see or hear the warder, then the ally does not gain the benefits of this ability (such as if the warder is concealed or invisible).
At 6th level, her aegis’ range increases its effective area, growing to a 20 ft. radius. At 12th level, this increases again to 30 ft.
Armiger’s Mark At 2nd level, a warder is trained in how best to control her enemies and how they behave in battle, urging them to throw their all against the warder’s indomitable armor and unyielding shield. With a sharp blade, a clever taunt, or something that otherwise attracts her foe, the warder can direct the attention of enemies towards himself. Whenever the warder attacks a foe in combat and inflict at least 1 point of damage, as a free action she may mark them as her foe (he may even mark a foe during an attack of opportunity and may make the free action to do so, even though it is not her turn) and attempt to continue to force them to engage the warder only. The target is aware of being marked, and the mark remains for a number of rounds equal to her warder initiation modifier (minimum of 1). Marked targets suffer a -4 penalty to attack rolls against foes that are not the warder, and arcane spellcasters suffer an increase in arcane spell failure of 10% + 1% per two warder levels until the mark expires. The warder may only maintain a number of marks equal to 3 + her warder initiation modifier at a time, and she may make a number of marks per day equal to 1/2 warder level + warder initiation modifier. At 8th level, this penalty increases to -6, and it increases again to -8 at 16th level. This ability functions on creatures with an Intelligence score of 1 or more, allowing her to mark animals and other beasts as well as sentient beings, but not mindless creatures such as skeletons. Multiple armiger’s marks overlap (do not stack).
At 9th level, the warder may expend two uses of her armiger’s mark to make a grand challenge to all enemies within a 30 ft. radius and mark them with her words alone. Creatures affected must make a Will save (DC 10 + 1/2 warder level + warder initiation modifier) against the warder’s mark ability or suffer the penalties of being marked for a number of rounds equal to her warder initiation modifier. This does not count against her normal marking limit. This is a language-dependent ability and does not effect creatures of less than 1 Intelligence.
Dervish Defense A dervish defender is capable of an aggressive defense, attacking even as they defend. Starting at 4th level, whenever a dervish defender uses a counter to successfully negate an opponent’s attack and the opponent is threatened by her, she can make an attack of opportunity against that opponent.
Extended Defense Upon reaching 5th level, the warder becomes ever more skilled at adapting to the flow of combat. Once per day, the warder may activate Extended Defense as an immediate action. When she does, the character chooses a counter she has readied; she may initiate that counter as a free action (even on another’s turn) at will until the beginning of her next turn. At the beginning of her next turn, the chosen counter is expended. Every three levels beyond this (8th, 11th, 14th, and 17th levels), she may use this ability an additional time per day. This ability can only be used with counters that negate attacks or allow the warder to use another roll in place of a saving throw.
Two-Weapon Defense While not all dervish defenders fight in the same manner, most do and all are extensively trained in these fighting philosophies. While wearing light armor or no armor, wielding a weapon in each hand (or using a double weapon), and not using a shield heavier than a buckler, the warder may add her warder initiation bonus (if any) to her Armor Class. She retains this bonus even against touch attacks or when flat-footed, but loses this bonus should she be rendered helpless by any means.
Shield of Blades At 6th level, when fighting unarmed or with a weapon from the light blades, double weapon or close weapon weapon group in each hand, the dervish defender improves her shield bonus to AC by an amount equal to her aegis bonus. As an immediate action, the dervish defender may lose her shield bonus to armor class until the beginning of her next turn and grant an adjacent creature an equivalent shield bonus to armor class until the beginning of the dervish defender’s next turn.

Arcanist (Blood Arcanist)
Arcane Reservoir An arcanist has an innate pool of magical energy that she can draw upon to fuel her arcanist exploits and enhance her spells. The arcanist’s arcane reservoir can hold a maximum amount of magical energy equal to 3 + the arcanist’s level. Each day, when preparing spells, the arcanist’s arcane reservoir fills with raw magical energy, gaining a number of points equal to 3 + 1/2 her arcanist level. Any points she had from the previous day are lost. She can also regain these points through the consume spells class feature and some arcanist exploits. The arcane reservoir can never hold more points than the maximum amount noted above; points gained in excess of this total are lost.
Points from the arcanist reservoir are used to fuel many of the arcanist’s powers. In addition, the arcanist can expend 1 point from her arcane reservoir as a free action whenever she casts an arcanist spell. If she does, she can choose to increase the caster level by 1 or increase the spell’s DC by 1. She can expend no more than 1 point from her reservoir on a given spell in this way.
Consume Spells At 1st level, an arcanist can expend an available arcanist spell slot as a move action, making it unavailable for the rest of the day, just as if she had used it to cast a spell. She can use this ability a number of times per day equal to her Charisma modifier (minimum 1). Doing this adds a number of points to her arcane reservoir equal to the level of the spell slot consumed. She cannot consume cantrips (0 level spells) in this way. Points gained in excess of the reservoir’s maximum are lost.
Arcanist Expolits Arcane Weapon, Dimensional Slide
Arcane Weapon As a standard action, the arcanist can expend 1 point from her arcane reservoir to enhance her weapon. The weapon is treated as magic for the purposes of overcoming damage reduction. At 5th level, the weapon gains a +1 enhancement bonus, which increases by 1 for every 4 levels beyond 5th (to a maximum of +4 at 17th level). These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5. An arcanist can also use this exploit to add one of the following weapon special abilities: dancing, defending, distance, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, spell storing, and throwing. Adding these special abilities replaces an amount of enhancement bonus equal to the ability’s cost. Duplicate special abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added to it before any other weapon special abilities can be added. The benefits are decided upon when the exploit is used, and they cannot be changed unless the exploit is used again. These benefits only apply to weapons wielded by the arcanist; if another creature attempts to wield the weapon, it loses these benefits, though they resume if the arcanist regains possession of the weapon. The arcanist cannot have more than one use of this ability active at a time. This effect lasts for a number of minutes equal to the arcanist’s Charisma modifier (minimum 1).
Dimensional Slide The arcanist can expend 1 point from her arcane reservoir to create a dimensional crack that she can step through to reach another location. This ability is used as part of a move action or withdraw action, allowing her to move up to 10 feet per arcanist level to any location she can see. This counts as 5 feet of movement. She can only use this ability once per round. She does not provoke attacks of opportunity when moving in this way, but any other movement she attempts as part of her move action provokes as normal.
Bloodline: Aquatic A blood arcanist selects one bloodline from those available through the sorcerer bloodline class feature. The blood arcanist gains the bloodline arcana and bloodline powers of that bloodline, treating her arcanist level as her sorcerer level. The blood arcanist does not gain the class skill, bonus feats, or bonus spells from her bloodline.
If the blood arcanist takes levels in another class that grants a bloodline, the bloodlines must be the same type, even if that means that the bloodline of one of her classes must change. Subject to GM discretion, the blood arcanist can change her former bloodline to make them conform. This ability replaces the arcanist exploits gained at 1st, 3rd, 9th, and 15th levels, as well as magical supremacy. A blood arcanist cannot select the bloodline development arcanist exploit.
Bloodline Arcana Whenever you cast a spell of the water type, your effective caster level is increased by one, and summoned creatures with a swim speed or the aquatic or water type gain a +1 morale bonus on attack and damage rolls.
Dehydrating Touch Starting at 1st level, you can make a melee touch attack as a standard action that inflicts 1d6 points of nonlethal damage + 1 for every two sorcerer levels you possess and sickens the target for 1 round. Oozes, plants, and creatures with the aquatic or water subtypes suffer lethal damage instead. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Aquatic Adaptation At 3rd level, you gain a swim speed of 30 feet. At 9th level, you gain the amphibious special quality and develop a fat layer that grants a +1 natural armor bonus and resist cold 5. When immersed in water, you gain blindsense 30 feet. At 15th level, you gain a swim speed of 60 feet and blindsense of 60 feet in water.


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BACKGROUND
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Role Melee, In-Combat Healer, Knowledge
Story

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GEAR
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Blinkback Belt 5000
Effortless Lace 2500
+1 Distance Trident (Versatile Design) 8500
Headband of vast intelligence +2 4000
Belt of Dexterity 4000
Cloak of Resistance +1 1000
Wayfinder 500
cracked Amethyst Pyramid 150
+1 mithral buckler 2005
Ring of Protection +1 2000
3x lvl 3 scrolls 1125
1x lvl 1 scrolls 25
2x lvl 2 scrolls 300
1x lvl 4 scrolls 700
1195 gp


@shontar: With two days left to go, you probably want to focus on fluff... He did say we're allowed to adjust crunch after selection. That said, piranha strike doesn't do anything, we get power attack for free from eitr. Also I don't think the shield bonus from dervish defender stacks with a regular shield.


oyzar wrote:
@shontar: With two days left to go, you probably want to focus on fluff... He did say we're allowed to adjust crunch after selection. That said, piranha strike doesn't do anything, we get power attack for free from eitr. Also I don't think the shield bonus from dervish defender stacks with a regular shield.

good catch with power attack, I forgot that.

the dervish defender improves her shield bonus to AC by an amount equal to her aegis bonus.
doesn't this clearly state, my shield bonus, wherever it comes from, is improved?


At a quick Google, I got the pfsrd20 entry. It says the Dervish Defender's Two Weapon Defense requires light or no armor, no shield greater than a buckler, and either wielding a weapon in each hand or a dual weapon.

As a note, if you are wielding a weapon, you don't get the buckler's shield bonus, anyway.

So, yeah, it matters where any existing shield bonus comes from.

And the Aegis bonus not only isn't a shield bonus, but the Warder gets no direct benefit from it. His close allies do instead.

And the archetype says you get the initiation bonus to your shield bonus, not the Aegis bonus.

And another edit . . .. The Dervish Defender does NOT have Shield Proficiency, so you don't qualify to take those shield feats.

Then we can get into the question of whether the GM will allow you to count the buckler as a weapon. This is not a trivial assumption.


hustonj wrote:
At a quick Google, I got the pfsrd20 entry. It says the Dervish Defender's Two Weapon Defense requires light or no armor, no shield greater than a buckler, and either wielding a weapon in each hand or a dual weapon.

check

hustonj wrote:
As a note, if you are wielding a weapon, you don't get the buckler's shield bonus, anyway.

only if I wielded a weapon in the same hand as the buckler and attacked with it. Attacking with the shield is covered by Improved Shield Bash.

hustonj wrote:
And the Aegis bonus not only isn't a shield bonus, but the Warder gets no direct benefit from it. His close allies do instead.

correct for the aegis class feature, but Shield of Blades is a completely new class feature

hustonj wrote:
And the archetype says you get the initiation bonus to your shield bonus, not the Aegis bonus.

no, it says initiation bonus to Armor Class, not shield. It works mostly like the monk ac bonus.

hustonj wrote:
And another edit . . .. The Dervish Defender does NOT have Shield Proficiency, so you don't qualify to take those shield feats.

wow, good catch. what an oversight from me!

hustonj wrote:
Then we can get into the question of whether the GM will allow you to count the buckler as a weapon. This is not a trivial assumption.

covered by Buckler Bash

It seems, I need to take either shield proficiency as a feat, or drop the sword-and-board style I was hoping for. The overall theme works just as good with only a trident. Maybe Spear Dancing Style is an option...
I have the fluff and background finished and as was noted before, crunch is less urgent. But a lot of knowledgable people are lurking in this thread - that's a resource to be exploited.


RAW says that shields aren't weapons and can't be enchanted ss though they were.

You have assumed that the GM will agree that a feat which allows you to attack with something changes what it actually is.

Improvised weapons have stats, too, right?

I don't know if the GM will agree with you or not. But that's a pretty big assumption to build the character around like you have.


I probably should have focused on my fluff as well... but, as it is. Have some Crunch for my character, Arcantos the Storyteller.

General fluff is that they've always been more curious than the other Oread's in which he grew with and was often exploring the mountains. Eventually, he found Ace, who was isolated from his pack due to his intelligence and affinity with lighting and bonded with him. Further exploration of the mountains led to a cave, with a crystal bookmark residing within. Upon finding it, knowledge flooded him. Knowledge of a wider world out there, one that needed heroes and beings... and with the bookmark's gift, he could become one of those heroes.

So he, alongside Ace, left home in order to set out in the open world and become legends.


A nice Age of Mythology reference.

Should I be worried that we're three days away from the deadline and the GM seems a bit too afk?


He did say that he'd be gone for a few days, and it's now the weekend, so I think he's still around.


I’d kinda like to firm up Aleks’s background, but I don’t really know much about Iblydos. I thought about tying him into a Hero-God of my own creation, but it’s a little late to work that out with the GM. Hopefully I can do so on the other side of the selection if I get picked.


Iblydos doesn't have much info in general, aside from what's publicly available on the wiki. XD Basically, just think "Golarion's Greece" and go from there.


Mhhh, since the GM is away and the deadline closes and my alternative build (as tree of life) depends on some GM fiat ...
I guess I'll leave Quercus as-is (finishing him up as I type) and leave the option open.
GM may decide to throw me a bone a go down that route if I get selected and I can rebuild before starting the game.
Otherwise I'm still happy with Quercus as mentor-type (spreading teamwork feats in an aura and offering group-wide smite for a few rounds a day sounds like a mentor-type, yes?)


Breath of the Gods, on reading and re-reading Aenia's backstory and personality listing, I decided that, much like the Greek Heroes of old, the godling should have a hubris, or drawback. I choose Vainglory, due to his unique social stature. Hedonistic would make more sense, but I think the Paramortal II divine trait would make the drawback obsolete.


Jereru wrote:
A nice Age of Mythology reference.

Actually, that's Arkantos, and the reference isn't intentional.


There is no practical difference between c and k in this case. But anyway. Where did you took the name from? I've always thought it was custom made for AoM.


@all: I am struggling whether to swap to quadrupped base form for the eidolon or to keep biped.
Quad has access to stronger evolutions but starts with 2 strength less (but gets more dex). Especially rake is very strong due to its nice synergy with grapple specialisation I am going for. That one alone basically tripples my grapple damage compared to as-is.
Fluff-wise I am trying to get a picture of how he would appear.
I though something like still-biped-but-legs-split-up-into-two-legs-each.
So less groot, but more something like this but with roughly humanoid torso and head.
Thoughts?


I like the vision of the biped version much better, honestly.


Yeah me too.
It is just .... frustrating that it lacks any of the sweet evolutions the snake/quad can take.
I mean come on, why can't a biped with too many claws Rend something he has locked in a grapple like a quad can?
It is not like the biped would get any cool toys that would make it broken compared to the other two if allowed to take rake...


Go with your character vision. Perhaps it won't be the most utterly optimized build possible, but the flavor is more important.

Besides, a munchkin tends to have a shorter lifespan than an interesting character anyways, due to GM plot armor ;)


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Quercus Thousandborn wrote:


So less groot, but more something like this but with roughly humanoid torso and head.
Thoughts?

I. AM. GROOT!


I am Groot wrote:
Quercus Thousandborn wrote:


So less groot, but more something like this but with roughly humanoid torso and head.
Thoughts?
I. AM. GROOT!

Hahaha, looking at your post history, do you have a crawler searching the forums for matching mentions only to post a Groot one-liner at the appropriate places? ;-)

***
Convinced.
***
So, now that this is settled ...
What are your thoughts about alignment-based DR?
I have the option to get DR 5 / evil or DR 5 / chaotic.
Sadly I fear that we are very likely to encounter monsters who are either or even both on a rather regular basis...
Anyone having more experience how often one encounters aligned creatures that are naturally able to bypass such a DR?


At this level it's highly unlikely to run into creatures that easily bypass alignment based DR. The only exceptions are paladins/antipaladins, and certain casters (usually divine) who have come prepared for such a combat.

Alignment-based DR is the 3rd strongest form, behind DR/- and DR/Epic.

DR/chaotic is probably stronger due to the decreased chance of typical enemies being able to overcome it, but DR/evil is usually more thematically appropriate. Normally do-gooders go around screaming about evil and chopping the heads off evil creatures. That's not to say the zealous lawful types don't exist (ex: every hellknight ever), but being opposed to chaos is much stranger than evil, because that means you would also be opposed to CG creatures and actions.

My two copper pieces anyways. This is my opinion and by no means an accepted hegemonic view.


Fun fact about alignment-based DR: Celestials (and fiends in turn) are actually able to bypass DR/evil with any of their natural attacks. Why? Because they have DR/evil themselves, and any natural attacks from a creature with DR counts as able to overcome that DR. So just keep in mind that when the forces of the upper and lower planes meet in battle, neither of their inherent resistance actually does anything against their sworn enemies.


@Campin: the fluff point is (once again) a good one. Although I can actually see Quercus being quite fierce about order (there is the real chance to get eaten otherwise for Ghorans after all) but even stronger opposed to evil-doers.

@Daedalus: I don't think that this is entirely correct (the end-effect is, but not the way it works).
They can bypass it because they have the appropriate sub-type (good/evil/chaos/order) which lets them bypass the DR.
Having alignment DR does NOT let one auto-bypass (at least I would need a quote that it does - which would make me happy and I'd pick DR/evil any day if it allows me to bypass DR/good).
The end-effect always baffled me too, because the ONE time, they probably REALLY need their DR, it doesn't work. *lol* #youhadonejob


Dαedαlus wrote:
Fun fact about alignment-based DR: Celestials (and fiends in turn) are actually able to bypass DR/evil with any of their natural attacks. Why? Because they have DR/evil themselves, and any natural attacks from a creature with DR counts as able to overcome that DR. So just keep in mind that when the forces of the upper and lower planes meet in battle, neither of their inherent resistance actually does anything against their sworn enemies.

Although your conclusion is correct, your reasoning is a bit off. Creatures gain the ability to overcome alignment based DR from having alignment descriptors, not having DR themselves.

Creature Types & Subtypes wrote:

Link

Evil Subtype
This subtype is usually applied to Outsiders native to the evil-aligned Outer Planes. Evil Outsiders are also called fiends. Most creatures that have this subtype also have evil alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has an evil alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the evil subtype overcomes damage reduction as if its natural weapons and any weapons it wields are evil-aligned.

You are likely thinking of the rules for creatures with DR/magic.

More Rules wrote:
Some monsters are vulnerable to magic weapons. Any weapon with at least a +1 magical enhancement bonus on attack and damage rolls overcomes the damage reduction of these monsters. Such creatures' natural weapons (but not their attacks with weapons) are treated as magic weapons for the purpose of overcoming damage reduction.


Moderately often. It's most common when you're fighting fiendish outsiders (devils and demons in particular), and those aren't a terribly rare foe in this game.


Quercus Thousandborn wrote:
I am Groot wrote:
Quercus Thousandborn wrote:


So less groot, but more something like this but with roughly humanoid torso and head.
Thoughts?
I. AM. GROOT!

Hahaha, looking at your post history, do you have a crawler searching the forums for matching mentions only to post a Groot one-liner at the appropriate places? ;-)

***
Convinced.
***
So, now that this is settled ...
What are your thoughts about alignment-based DR?
I have the option to get DR 5 / evil or DR 5 / chaotic.
Sadly I fear that we are very likely to encounter monsters who are either or even both on a rather regular basis...
Anyone having more experience how often one encounters aligned creatures that are naturally able to bypass such a DR?

Hah, nope, it just comes up often enough. Occasionally I'd search threads for it but I haven't in quite a while.

As for DR optimization, in typical campaigns I'd probably go chaotic since purely chaotic outsiders are typically more rarely encountered than evil ones. Who knows in this one though.


Huh. So it is. Funny, I could have sworn I read that somewhere and thinking it made sense for creatures like werewolves and the like to be able to hurt each other without difficulty. I wonder where that was...


Probably an extrapolation from the way alignment subtypes work. XD Those are genuinely different for DR, though.


Actually ...
Consider that you are a living, thinking plant ...
... and you have lived a LONG live with lots of battles and war in them.
What would you probably develop over time...?
Wouldn't it be fire IMMUNITY?
Because every jack-ass thinking himself clever will throw fire at you, because *tree*.
***
I like that thought.
Probably settle on it for now and see what kind of enemies we encounter.
I can still change it during next level up after all ;-)


Quercus Thousandborn wrote:

Actually ...

Consider that you are a living, thinking plant ...
... and you have lived a LONG live with lots of battles and war in them.
What would you probably develop over time...?
Wouldn't it be fire IMMUNITY?
Because every jack-ass thinking himself clever will throw fire at you, because *tree*.
***
I like that thought.
Probably settle on it for now and see what kind of enemies we encounter.
I can still change it during next level up after all ;-)

That, or you get struck by lightning so many times you just start shrugging it off.

Fire's probably more common on average though.


I do like running intelligent creatures with weaknesses as having come prepared. Nothing like running a red dragon with protection from cold. You can burn through his spell in order to target his weakness...but is it worth it?


Well, looks like its crunch time. Was hoping that we could ask the GM some more questions about game details, but the deadline is tomorrow and I need to finish my character's background. Got his appearance down and a basic skeleton o his backstory, just need to flesh it out now.


Especially with some of the third party material pulled by multiple applicants, I'm starting to feel that my character is way underpowered for this campaign.

Wow.


Eh, you'll be fine. Shifters are always a bit of a struggle to have it keep up with other classes, but you've done pretty good so far as I can tell. Also, I'm pretty sure Improved Natural Attack would apply to all your natural weapons.

Besides, flavorful characters are almost always more fun to play than one that's purely optimized.


hustonj wrote:

Especially with some of the third party material pulled by multiple applicants, I'm starting to feel that my character is way underpowered for this campaign.

Wow.

I have the same sense after looking at some of the 3PP options - I've never delved into them too deeply. The Godling classes, for instance.

Like Daedalus says, I wouldn't worry too much at this point about keeping up. There are still plenty of levels left to go.

I figure if Makonta ends up accepted and underpowered, there is still room to work with tactics and smart decisions to make up some difference. Relative power level will depend on party make-up too; for example, a skald in the party will help Makonta a lot by allowing easier use of Amplified Rage; or another rage-using melee who I can share Amplified Rage and Outflank with via Shared Training. Etc. Basically, party synergy can substantially add to your effectiveness and there's no way to figure that out at this stage.


Dαedαlus wrote:
Also, I'm pretty sure Improved Natural Attack would apply to all your natural weapons.

You would think so, but there is an entry for it in the Feat Tax rules doc, and according to that write-up, it applies to one kind of natural attack only. <shrug>

At least every possible form has one attack type which receives all the benefits of the Shifter's Claws, including the minimum damage. No requirement for it to be a claw attack.

Dαedαlus wrote:
Shifters are always a bit of a struggle to have it keep up with other classes, but you've done pretty good so far as I can tell.

Heh. In a game of Rise that I'm playing right now (4 PCs only), I'm playing a Tiger combat based Shifter. We just reached 10th level. Neither the arcane blaster nor the seriously sneak-attacking rogue can approach my damage curve currently, and being grappled so seriously hurts so many opponents that our GM table-ruled I only get to use the grab roll for the final attack that hits. We've avoided (some) magic items that would increase the Shifter's combat abilities in order to buff everybody else. Doing so has been good for the player dynamic at the table. <shrug>

I figured the DR, additional combat bonuses, acid and fire resistances, potential acid damage, etc. would crank this guy to 11. <shrug>


Dαedαlus wrote:
Aramyros wrote:
Rednal wrote:
I was wondering how you'd only managed to hit, like, +7 by Level 8... XD It should be much more viable now.
Hm, my to-hit isn't much better with Rapid Shot, TWF and Deadly Aim... but hitting touch AC is easy enough - especially when smite is added to the equation.

*blink*

You have a +8 BAB. How do you only have +7 to hit on your bolts?

Mean touch AC until CR24 is approximately 12.

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