Ancient Solar Dragon

Ancient Dragon Master's page

Organized Play Member. 1,413 posts (1,724 including aliases). No reviews. No lists. No wishlists. 3 Organized Play characters. 46 aliases.


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Could the following players please report here

Billybrainpan — Either one of his characters
inirlan — Ahriman Thunderfist
Fury of the Tempest — Dazenth, the Earths Fury.
trawets71 — Nathan Bonfire
Yas392— Fagila
DeviousDevious — Gash Sapphire

Thank you to all who participated.


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HedwickTheWorldly wrote:
A question - what are your thoughts on templates? Are they allowed at all? If so, how do they modify level?

Any template you want must be specifically approved individually.

Fury of the Tempest wrote:

Sounds reasonable to me, one week from now should be long enough for everyone to finish their characters.

How many people are you going to accept?

6 people.


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Friday the 8th of december.


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I am really sorry guys. My campaigns page wasn't showing new posts on the thread and I completely forgot that I had set a due date on submissions.


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Here4daFreeSwag wrote:

Heh, it is tempting to request using the Vampire Hunter class from the Paizo/Stranger Comics World of Vampire Hunter D supplement for this tristalt recruitment (although I might go with the Lycanthrope Hunter Ranger archetype instead; just to change things up)...

Other 3pp and fanmade requests: Rogue Genius Games Time Thief and ertw's Beguiler conversion. ;)

No to the time thief, considering the beguiler.


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Here4daFreeSwag wrote:

Heh, it is tempting to request using the Vampire Hunter class from the Paizo/Stranger Comics World of Vampire Hunter D supplement for this tristalt recruitment (although I might go with the Lycanthrope Hunter Ranger archetype instead; just to change things up)...

Other 3pp and fanmade requests: Rogue Genius Games Time Thief and ertw's Beguiler conversion. ;)

No to the time thief, considering the beguiler


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Sissyl wrote:
You might think so. This is conceptually a high-powered, cutting-edge venue for favouriting your own posts. You know you want to. Everywhere else, it's tres gauche. Here, you can be who you truly are, and show it. By favouriting your own posts. God, I love doing this.

Right. *Backs away slowly, hands raised.


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Can anybody find how to get higher than a +16 enhancement bonus to strength?
Or a +10 morale bonus?
From Maximised, Empowered Siphon Might and Blood Rage, respectively.


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Isn’t the ask tacticslion to favourite your posts here thread almost excactly like this one?


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Create a different character sheet with the template applied. (+5 NA, Increase it's size by one with no ability score changes (just the other benefits and penalties), +3 HD (and the changes and abilities that come with that), +10 ft. base speed, Increase the damage dice of it's natural attacks by one step (This is because of the size increase; it does not stack), 2+int (Min 1) skills per HD (This is because of the HD increae; It does not stack)

Just look at the normal power increases for large creatures (Minus the ability scores) and increased HD


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Is this still active?


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You have come to the apex of your career as successful and powerful adventurers. The strongest vampire lord in eons is within your grasp.

I am recruiting six PC’s for a one shot boss fight versus a powerful creature another created on the boards. It will be a hard challenge and I expect some (if not all) to die.

Level: 15
Starting wealth: WBL
Point Buy: 30
Feat Taxes: As base with the change that every character recieves weapon finesse and agile maneuvers as bonus feats instead of removing them. You may also take point blank shot; it just isn’t a prerequisite for feats.
Traits: 2

You have tristalt (triple gestalt) as well.


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taks wrote:
Not that I know of. Why?

Here is where you commented


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taks wrote:
Now I'm going to have to put this build together in HL to see what he can actually do.

After 126 strength herolab glitches (last I read) in fact, you commented on why yourself.


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taks wrote:
Zero feats dedicated towards anything else. The monk evades...

Taking catch off guard shouldn't be too much of a problem.


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The calculator says that with 2929 strength you can carry
3 957 286 423 569 672 544 968 040 336 314 355 040 562 101 585 619 389 438 625 008 897 486 355 601 704 509 874 725 062 416 979 888 719 833 562 742 816 258 229 429 621 840 548 908 019 359 480 738 481 630 290 686 665 708 354 379 186 176 lbs.


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taks wrote:
Yeah, yeah, but you're penalty to hit is so high you'll never land a hit. :)

Why the massive penalty?


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taks wrote:
So, you can carry everything that isn't tacked down, as well as much of the stuff that is tacked down, but what else? Can you kill anything? ;)

Well, throwing a 6 billion pound block of rock should kill most things.

The highest strength is a 40th level whale with a ridiculous stack of buffs cast on it. I’ll have the build up when i can get around to searching the archives for anything that might affect my strength


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Vidmaster7 wrote:

Anything?

uh looked up the thread and turns out I undershot the number it was 2929 str score. which was 1.27E+147 Solar Masses so the number has 147 0's 127,000... in solar masses.

I gotta check this.

Maths (bad):

2900=290 or
4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4 x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x 4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4 x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x 4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4 x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x 4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4 x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x 4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4 x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x 4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4 x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x 4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4 x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x 4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4 x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x 4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4 x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x 4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4 x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x 4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4 x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x 4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4 x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x 4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4 x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x 4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4 x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x 4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4 x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x 4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4 x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x 4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4 x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x 4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4 x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x 4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4 x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x 4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4 x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x 4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4 x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x 4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4 x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x 4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4 x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x 4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4 x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x 4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4 x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x 4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4 x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x 4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4
x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x 4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4 x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x 4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4 x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x 4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4 x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x 4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4 x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x 4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4 x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x 4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4 x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x 4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4 x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x 4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4 x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x 4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4 x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x
4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x4x


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J4RH34D wrote:

I have noticed recently people rarely use perception properly.

We are currently involved in a dungeon crawl in one of our games.

We opened a door onto a battle.
We should have heard that through the door.
DC to hear is -10 (sound of battle) +2 (closed door) +5 (Distance) +5 (Maybe we are distracted) for a total DC of 2.

Literally the next door we opened we opened onto a group of enemies that smelled so bad we had to make fort saves or be neasueated.
Dc for smelling garbage is again -10. So again a total dc of +2.

The gm ignored this in both instances

Through a door is +5, not +2. If the door was 1 ft. Thick+ It is a +10.

Still unfair, but it helps to even it up a bit.

Unused Rule: Seeing by candlelight gives all DC’s involving sight +5 (terrible conditions)

Hugo Rune wrote:
Vidmaster7 wrote:
Hey where does the raw say it can't?

Very true, in fact by RAW, you can stand against a 1 foot thick wall and perceive what's on the other side by taking a DC10 check.

Brave Sir Robin walks up to the wall and rests his head against it. "The barracks are beyond this wall he whispers"
"How can you tell?" asks Marvello the Magnificient
"There are bunk beds pressed against the wall"

I didn’t think about it this way. Now my +39 perception character can see through 3 ft. of wall

Matthew Downie wrote:
J4RH34D wrote:
Not being visible and being invisible are very different.

...is a rule I never see used even though it is RAW.

The game is a lot easier if you merge invisibility, blindness, darkness, impenetrable smoke/fog and total cover into a single concept.

But do they combine?

William Werminster wrote:

The 24h 'cooldown' retry for Diplomacy.

That and the fact that it takes one minute of constant use.

ryric wrote:
Chess Pwn wrote:
ryric wrote:
Back to OT. One rule I don't use is the rule about multiple sneak attacks with spells. If someone manages to have sneak attack, greater invisibility, and scorching ray, they can have sneak attack on all three rays.

Are you saying that you ignore the FAQ that says that someone can't get multiple sneak attacks off if they fire mulitple rays?

Or are you unaware of it and were saying that people don't make use of the illegal option?
I ignore the FAQ. Obviously home game, not PFS.

So, you homerule that an FAQ doesn’t exist so that you can houserule that they can’t do it?

PossibleCabbage wrote:

Speaking of the age categories, does anybody actually use the randomized height and weight by gender and race?

I find that sometimes people just want to play someone who is especially tall, thin, thick, or whatever and so I've always been at tables where you just right down whatever.

So I've totally played a 6'11" 110 lb male Aasimar or a 4'6" 280 lb female dwarf.

Yes. Our group always sticks by the guidelines on the table. If you want to randomly write it down though just remember to keep characters from slipping size categories.

Bill Dunn wrote:

Check out the darkness, light, and vision rules that include this tidbit:

Quote:
Characters with low-light vision (elves, gnomes, and half-elves) can see objects twice as far away as the given radius. Double the effective radius of bright light, normal light, and dim light for such characters.
linkified

Interesting. I will have to remember this.


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Should I go into epic levels? I can certainly get a higher bonus but i’m not sure that counts as possible


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eggellis wrote:
Ancient Dragon Master wrote:

I’m having trouble finding a calling that would fit learning the skills that I have written. Advice would be appreciated.

** spoiler omitted **

Which god is your parent? I think that'll help narrow it down.

Odin


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F2F I always play males. Most are some kind of evil the others are CN. All of my characters must have a good role in combat or i can’t play them. Theorycraft, sure but never play.

Online it is different. I have more time to think about my actions and decide i’m not going to kill the civilian for lieing to me, murder the tiefling for existing, general murderhobo, etc, etc

Wich us why i love online play.


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BigNorseWolf wrote:

Efficient quiver

It holds 60 arrows. Do you know what else holds 60 arrows? 3 quivers. That come free with the arrows.

The item weighs 2 pounds.

20 Arrows weigh 3 pounds

So you save 4 lbs by spending 1800 gp. thats it.

as others have pointed out the best ability is to be able to throw whatever of roughly javelin shape in. This means i can throw whatever junk don’t have the Carrying capacity to carry in. (The other use is fo be able to quickly switch between arrow types. Like any GM ever cared)


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Paradozen wrote:
Greater Gauntlet of rust. Costs so much you won't get it until after a level where rust monsters are no longer a concern, or where non-magical ferrous items are much of a problem, or where doing 3d6+7 to an iron creature while standing next to it will help.

4 intelligent rust lords ambushing you could be terrifying. Give them all lookout

Let’s say the fighter has +5 metal armour and a +5 metal shield. The fighter has a AC of 36, touch of 15. Two rust lords move up, flank for a +14 touch attack. Now the armor must roll a nat 15 or disintegrate, the same with the shield. The other two move and flank anybody else wearing metal armor. :P

Put them as the BBEG’s minions.

But, yes. For anybody who doesn’t have a DM that likes enhancing monsters and giving them teamwork feats this definitely belongs


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Working on the new build. They focus around getting magic jar for more than 24 hours so they can travel back with time to spare.


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MrCharisma wrote:


(unless you already included this but miss-typed your original post)

This.

David knott 242 wrote:

On the synthesist idea -- I should have suggested quadruped rather than biped. The encumbrance multiplier for a Huge quadruped is x6. I haven't been able to work out how the gains for that eidolon vs. the intrinsic gains from the various sources you cited work out.

If you want to get really ridiculous, try casting an hours per level version of Enlarge Person on yourself via the Shapechanger sorcerer bloodline. The main problem I would see with this approach is that you would have to combine VMC Sorcerer with the Eldritch Heritage feat chain to grab abilities from two bloodlines, and doing that would eat up most of your feats.

My basic comparison is +70 vs. x3 higher multiplier and a possible +20 strength. The +70 is far better.

Heather 540 wrote:
I found a carrying calculator online. With Muleback Cords, Ant Haul, Mastwork Backpack, a Colossal Quadruped with a Strength of 50 can carry 2147328 pounds as a light load.

This one?

https://rimzy.net/tools/javascript_pathfinder_carrying_capacity_calculator. htm


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Bob Bob Bob wrote:
Ancient Dragon Master wrote:
Bob Bob Bob wrote:
Is there a reason you're not Magic Jar/Mind Switching with Moby Dick with a permanent Anthropomorphic Animal on it? You'd lose your own base, racial, and level up bonuses, but the rest might stay? Either way you change your base to 50 and get a x16 from Colossal.
Because it is not a permanent bonus. I could but it would last 1 hour/CL (in the case of magic jar). I’ll add a section on non-permanent bonuses and the stuff you can get while using them, but only after i do more research.

Hours/level at level 20 is effectively all day (it's only 5th level, you can Extend it pretty easy) but I guess that would require rebuilding to actually cast 5th level spells. So instead use Spirit Jars to make the single casting permanent.

Of course, now that I look at it you get the whale's land speed of nothing, meaning you can only ever move 5 feet a round. So I guess it depends on whether you ever wanted to go anywhere carrying all that stuff.

Could you explain how spirit jars make the spell permanent? (Mind switch is the better spell, IMO)


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Bob Bob Bob wrote:
Is there a reason you're not Magic Jar/Mind Switching with Moby Dick with a permanent Anthropomorphic Animal on it? You'd lose your own base, racial, and level up bonuses, but the rest might stay? Either way you change your base to 50 and get a x16 from Colossal.

Because it is not a permanent bonus. I could but it would last 1 hour/CL (in the case of magic jar). I’ll add a section on non-permanent bonuses and the stuff you can get while using them, but only after i do more research.


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I edited that last part in about a minute ago. I was trying to condense all my responses into one post so as not to clog the thread with replies to posts.


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Tacticslion wrote:
Ancient Dragon Master wrote:

3rd party

.
Nothing I listed was 3rd party, and mule's strength explicitly notes it can be taken multiple times and that its effects stack. Please clarify?

Sorry. I clearly missed what your post was saying. I’ll edit my post.


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The Sideromancer wrote:
No masterwork backpack?

*Whacks self in face* How could i forget? Adding it in.

Potato disciple wrote:
Enhanced ability (mythic) could make you STR score at least 2 points higher!

Thank you, but mules strength adds 5 in comparison to enhanced ability’s two.


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This is what i’ve got so far. Looking for anything that might increase my carrying capacity

Build:

Sorcerer 1/Dragon Disciple 4/Fighter (Pack Mule) 14/Kineticist 1
Champion 10

Base Strength
18 – Point Buy (Untyped)
4 – Centaur Bonus (Racial)
5 – Levelling (Untyped)
6 – Strength of the Beast (Inherent)
6 – Belt of Physical Prowess (Enhancement)
4 – Dragon Disciple (Untyped)
10 – Mythic (Untyped)
Total: 53

Bonuses to Carrying Capacity (Strength)
20 – Display of Strength (Circumstance)
50 – Mules Strength (Untyped)
8 – Powerhouse Pelt (Untyped)
2 – Muscle of the Society (Untyped)
2 – Efficient Packer (Untyped)
3 – Deific Obedience (Kurgess)
8 – Muleback Cords
7 – Efficient Packer (Untyped)
1 – Masterwork Backpack (Untyped)
Total: 101

Multipliers to Carrying Capacity
x3 – Heavyload Belt
x3 – Large Biped
x1.5 – Burdenless
x1.5 – Basic Chaokinesis

Total of 316 636 397 568 light load, 633 272 795 136 medium load, 951 268 147 200 Heavy load.

Thanks to sideromancer for reminding me of the M.Backpack. It added something like 90 million light load.


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Remember: one question per post.


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Thank you!!!


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Could somebody (anybody) show me where thus thread was locked?


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Mithral is –10% but with no limitation
To enter you must be Urogue 3/Wizard 3
D20pfsrd is outdated + Fey-Sighted is awesome

Race:

Long-Limbed: Elves with this racial trait have a base move speed of 35 feet. This racial trait replaces weapon familiarity.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses: Elves receive a +2 racial bonus on Perception checks.
Fey-Sighted: To some elves with fey heritage, magic is a visible presence they have known all their lives. These elves have detect magic as a constant spell-like ability, with a caster level equal to their character level. This racial trait replaces elven magic.

Double-Plated adds +1 Armor at the cost of increasing the Armor category and decreasing the max Dex bonus by 2


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CHARISMA BONUSES (Total: +13)
Point buy: 17 (?)
Aasimaar: +2 (Racial)
Headband of Mental Prowess (Wisdom, Charisma): +6 (Enhancement) (36,000)
Tome of leadership and Influence: +5 (Inherent) (137,500)
Middle Age: +1 to all mental
Level up: +5 (?)
+2 profane from succubi
PERFORM (SING) BONUSES
Feats
Prodigy: +4
Skill focus: +6 (?)
Diabolical Negotiator: Can increase more than 2 steps. Only decreases on a Nat 1
Leadership: Score: 20+13
Additional traits: +2 traits
Basic Harmony: You'll see
Eldritch heritage (Arcane): Familiar!!!
Equipment
Masterwork Tool: +2 (Circumstance) (50)
Stone of good luck: +1 (Luck) (20,000)
Rod of encouraging spell: +1 morale bonus to a spell (
Moon dew (2): +1 CL to divination spells (?)
Ring of Terrible cost: +5 (Profane)
Blade of three fancies: +4 (Sacred)
Songbird throat lozenges: +2 (Alchemical)
Ring of the ?: Double followers
Suzerain Scepter: Double + Double= Triple followers
Traits
Savant: +2 (Trait)
Fates Favoured: +1 to current luck bonuses
Class (Bard (Argent voice) 18, Summoner (Synthesist) 1, Oracle (Nature) 1)
Class skill: +3 (?)
20 ranks Diplomacy: +20 (?)
Wizard (Enchantment school) (Familiar): +3 (?)
Summoner (Synthesist) (Skilled Evolution): +8 (Racial)
Bard (Argent Voice) (?): 9*4=36
Oracle (Nature Mystery) (Natural Divination): +10 (Competence)
Versatile performance: Can use perform for diplomacy
Race
Immortal Spark: Lesser age resistance 1/day
Spellls
Heroism, Greater: +4 (Morale)
Moment of greatness: *2 one morale bonus
Moment of prescience: +20 (Insight)
Glimpse of the Akashic: +20 (Circumstance)
--Harrowing: +1 or +2 (Luck) N/A
Leadership
Evangelist cleric halflings similar build and glory domain. +18 (?)
L.1-405, L.2-39, L.3-21, L.4-12, L.5-6, L.6-6
^In the process of converting to a perform (Sing) user


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Can you explain what basic harmony with the Evangelist means?
Also wishes can only go up to +5. Calculator says (including the helm) +188

You, but revised (Slightly):

Here's what I got.

Bard. Argent voice.

20 ranks perform sing.

20 ranks all other kinds of perform (9 others)
9 x4 36
Maths!!: 20 + 36 + 14 + 6 + 8 + 2 + 2 + 6 + 3 + 2 + 3 + 2 + 20 + 4 + 2 + 18 + 20 + 20 = 188

20 start + 6 headband + wish 5 +5 stat 3 venerable = 39 (+14)

Skill focus sing + 6

Greater heroism +4 x2 moment of greatness 8

Songbird throat lozenges 2 alchemical

Masterwork tool 2 circ

Shadow bard spell inspire competence 6

Class skill 3

Trait Savant (sing) 2 trait

Trait Fates Favoured + harrowing = +3 luck

Race aasimar muse touched 2 racial

Scroll of moment of prescience CL20 +20 insight

Blade of 3 fancies +4 sacred

Cyclops head gear nat 20

Encouraging spell rod +2 more morale

Leadership evangelist cleric halflings similar build and glory domain. +18

Basic harmony with evangelist +20 (rough estimate based on the bonus character would get.) (Included halfling aid another)


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CHARISMA BONUSES (Total: +13)
Point buy: 17 (?)
Aasimaar: +2 (Racial)
Headband of Mental Prowess (Wisdom, Charisma): +6 (Enhancement) (36,000)
Tome of leadership and Influence: +5 (Inherent) (137,500)
Middle Age: +1 to all mental
Level up: +5 (?)
+2 profane from succubi
DIPLOMACY BONUSES
Feats
Persuasive: +4 (?)
Skill focus: +6 (?)
Voice of the Sybil: +3 (?)
Racial heritage (Kobold): Allows for others
Diabolical Negotiator: Can increase more than 2 steps. Only decreases on a Nat 1
Leadership: See below
Additional traits: +2 traits
Equipment
Masterwork Tool: +2 (Circumstance) (50)
Stone of good luck: +1 (Luck) (20,000)
Rod of encouraging spell: +1 morale bonus to a spell (
Moon dew: +1 CL to divination spells
Ring of Terrible cost: +5 (Profane)
Traits
Ambassador of Sarenrae: +2 (Trait)
Golden Scaled: +2 vs. non reptilian humanoids (?)
Fates Favoured: +1 to current luck bonuses
Class (Bard (Dragon herald) 15, Inquisitor (Infiltrator) 1, Summoner (Synthesist) 1, Wizard (Enchantment Specialist) 1, Oracle (Nature) 1, Vigilante (?) 1)
Class skill: +3 (?)
20 ranks Diplomacy: +20 (?)
Bard (Dragon herald) (Dragon voice): +8 (?)
Inquisitor (Infiltrator) (Guileful Lore): +wis (?)
Wizard (Enchantment school) (Enchanting smile): +2 (Enhancement)
Wizard (Enchantment school) (Familiar): +3 (?)
Summoner (Synthesist) (Skilled Evolution): +8 (Racial)
Bard (Dragon herald) (Master of persuasion): can use diplomacy 2/day As a full round action
Oracle (Nature Mystery) (Natural Divination): +10 (Competence)
Vigilante (?) (Social graces): +4 (Circumstance)
Race
Scion of humanity: Allows for Racial heritage
Immortal Spark: Lesser age resistance 1/day
Spellls
Heroism, Greater: +4 (Morale)
Moment of greatness: *2 one morale bonus
Moment of prescience: +20 (Insight)
--Harrowing: +1 or +2 (Luck) N/A
Leadership
Evangelist cleric halflings similar build and glory domain. +18 (?)
Aid Another: +4 (Halfling) (?)
Wisom (Total: +9)
Point buy: 16
Aasimaar: +2 (Racial)
Headband of Mental Prowess (Wisdom, Charisma): +6 (Enhancement) (Already paid)
Tome of ? and ?: +5 (Inherent) (137,500)
Middle Age: +1 to all mental
Notes
Infiltrator Archetype and the conversion inquisition don’t stack
Inspire competence gives a Competence bonus
Maths!!: 13 + 4 + 6 + 3 + 2 + 1 + 2 + 1 + 5 + 2 + 2 + 1 + 3 + 20 + 8 + 9 + 2 + 3 + 8 + 10 + 4 + 4 + 4 + 20 + 18 + 4 = 159


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Sorry, missed shadow hard.


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+163. Your inspire competence does not affect yourself + Cyclops helm


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CHARISMA BONUSES
Point buy: 18 (?)
Aasimaar: +2 (Racial)
Headband of Mental Prowess (Wisdom, Charisma): +6 (Enhancement) (36,000)
Tome of leadership and Influence: +5 (Inherent) (137,500)
Middle Age: +1 to all mental
Level up: +5 (?)
+2 profane from succubi
DIPLOMACY BONUSES
Feats
Persuasive: +4 (?)
Skill focus: +6 (?)
Voice of the Sybil: +3 (?)
Racial heritage (Kobold): Allows for others
Diabolical Negotiator: Can increase more than 2 steps. Only decreases on a Nat 1
Leadership: ?
Equipment
Masterwork Tool: +2 (Circumstance) (50)
Mulberry Pentacle: +5 (Competence) (10,000)
Circlet of Persuasion: +3 (Competence) (4,500)
Stone of good luck: +1 (Luck) (20,000)
Traits
Ambassador of Sarenrae: +2 (Trait)
Golden Scaled: +2 vs. non reptilian humanoids (?)
Class (Bard (Dragon herald) 17, Inquisitor (Infiltrator) 1, Summoner (Synthesist) 1)
Class skill: +3 (?)
20 ranks Diplomacy: +20 (?)
Bard (Dragon herald) (Dragon voice): +8 (?)
Inquisitor (Infiltrator) (Guileful Lore): +wis (?)
Wizard (Enchantment school) (Enchanting smile): +2 (Enhancement)
Wizard (Enchantment school) (Familiar): +3 (?)
Summoner (Synthesist) (Skilled Evolution): +8 (Racial)
Bard (Dragon herald) (Master of persuasion): can use diplomacy 3/day As a full round action
Race
Scion of humanity: Allows for Racial heritage
Immortal Spark: Lesser age resistance 1/day
Spellls
Heroism, Greater: +4 (Morale)
Moment of greatness: *2 one morale bonus
+20 insight moment of prescience
Notes
Infiltrator Archetype and the conversion inquisition don’t stack


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voideternal wrote:

I don't know if this was mentioned already, but I recommend the Street Performer Bard for Diplomancer builds.

Gladhanding lets you Diplomance as a Standard action instead of 1 minute. Is there another way to reduce the time besides Street Performer?

Street performer wrote:


As a standard action, he may use a Bluff check in place of a Diplomacy check to improve a creature’s attitude for 1 minute, after which its attitude becomes one step worse than originally.

We kind of want the change to last more than a minute.


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Slugs of terror


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Thank you, Atlas2112. 4 Successes (3 Critical), 1 failure
After ADM leaves the android he stops to get a gun on his way to thirstys. As he walks through the (Still) open door he stops dead when he sees reztak. Frantically he searches through his bag pulling out a little book labeled 'Grimoire'. He finds a page and begins chanting "মর রাজটেক ভালো ও ন্যায়বিচারের সাতটি দেবতাদের পবিত্র শক্তি দ্বারা মরে। স্বর্গের শক্তি দ্বারা শুদ্ধ করা আপনার শত্রুদের ইচ্ছা দ্বারা মরা, পুরানো এবং নতুন মর, কারণ দুনিয়া তোমাকে মরবে প্রকৃতির বিরুদ্ধে আপনার বিকৃতির জন্য মরা"
shooting: 1d6 ⇒ 5
shooting Ace: 1d6 ⇒ 6

Pronounciation:

Mara rājaṭēka bhālō ō n'yāẏabicārēra sātaṭi dēbatādēra pabitra śakti dbārā marē. Sbargēra śakti dbārā śud'dha karā āpanāra śatrudēra icchā dbārā marā, purānō ēbaṁ natuna mara, kāraṇa duniẏā tōmākē marabē Prakr̥tira birud'dhē āpanāra bikr̥tira jan'ya marā


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Halek wrote:
I know a build that can do it at like level six. Anyone want me to post it?

Do not post Pun-Pun


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Is this okay?


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I speak the good counts true name summoning him to my side, well, well, well. Aren't you supposed to be at an auction?. I then throw the bloodnado into space thus killing it.

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