Wizard

Apapalypse's page

Organized Play Member. 22 posts. No reviews. 1 list. No wishlists. 2 Organized Play characters.


RSS

Grand Lodge

If i add a metamagic feat ( any will do say, legnth) increaseing a necklace of fireballs range say...100ft , would it be the feat or the range iteself that would affect cost?

and what other factors can adding a feat to item creation are there?

Grand Lodge

Syrendross Actelek wrote:
So my group's starting a kingdom building campaign focusing quite heavily on the kingdom, my idea is an inventor who makes all these crazy devices, vehicles, constructs, etc. I want to be able to use a bit of magic, even if it's just a high UMD, but I don't want him to be reliant on it. I don't really know where to go for builds, I just have the concept.

Impossible sorcerer bloodline

Grand Lodge

This seems to be a highway for crafting golems, but if I am reading it correctly, you can craft any kind of construct, similiar in effect to animate object following the construct traits?

And why would i want to use a skill check in place of my spellcraft check?

Grand Lodge

ProfPotts wrote:
If you're talking about the Death from Above Feat then (unless it's been errata'd) it requires both charging and being on higher ground/flying. You can't ready an action to charge. That'd be the only issue (as balance-wise Death from Above is a rather rubbish bonus anyway, so who cares?).

High Jump (Ex)

At 5th level, a monk adds his level to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps. In addition, he always counts as having a running start when making jump checks using Acrobatics. By spending 1 point from his ki pool as a swift action, a monk gains a +20 bonus on Acrobatics checks made to jump for 1 round.

Grand Lodge

Imbicatus....thank you for that, I had sidelined the charge issue.

Guess I can only use it to escape and re position...still good there and i can free up the feat slot i had planned for DFA ty :}

Grand Lodge

A tengu monk who has readied a jump action on being attacked by a melee creature should be able to

A) Jump when attacked,

B) use an acrobatics on a succsessful hit to be carried into the air,

c) use a fly check to redirect flight,

D) use death from above to attack target.

This of course relies on the attacking creature being one size larger, as well as having the Glide racial trait.

anyone see any issues?

Grand Lodge

Xexyz wrote:

So I'm creating a dungeon for my homebrew game, and where's what I know so far: It's an abandoned tower that was built by a wizard over a hundred years ago. The tower is located on an island in the middle of a large lake. The Wizard used his tower as a base of operations in a struggle with the neighboring country but was eventually defeated. Said country has up until the current time in the game forbidden anyone from claiming the island, but recently a magician's guild had garnered enough resources and influence in order to purchase the island & tower and convince the government to allow them to use it as their new guildhall. The magician's guild will hire the PCs to clear out the tower of any monsters or dangers.

So, what unfriendly inhabitants should I put in it? Here's some more pertinent information:

1. The PCs just reached 11th level.
2. I want this job to be a stand-alone dungeon crawl, so I'm not going to integrate it into the larger campaign storyline.
3. Verisimilitude is important to me, so any inhabitants would need to be the kind that could logically co-exist in a tower together.
4. The PCs have been fighting a lot of humanoids with class levels lately, so I'm for straight-up monsters.

Each brick of the guildhall is: a soul trapped earth golem...blocks which when taken apart and rebuilt from the defeated/released souls/elementals now form the entryway to the tomb of Maigus...

Grand Lodge

Defile wrote:
Unfortunately you can't combine natural weapon attacks with Unarmed Strikes as part of a flurry of blows. This is stated at the very end of the description of Flurry of Blows. There is, however, the Feral Combat Training feat (Ultimate Combat) that lets you use a natural weapon as part of a flurry of blows. Still, this just means that you can make the natural weapon one of the attacks you are entitled to as part of a flurry of blows NOT in addition to those attacks. Basically, it makes a natural attack a 'monk' weapon in that it can be used as part of a flurry

Am i correct to assume the meager 1d3 damages are free weapon choices as piercing, slashing damage which can be upgraded later using KI to imbue lawful silver to bypass DR?

Grand Lodge

If I create a Tengu Monk of the empty hand, exchanging swordtrained for claw attack (2d3) primary natural attacks, does this mean at level first his attack at full bab with flurry of blows is.........................

claw attack (1d3) (1d3) new racial primary attack replacing swordtrained

bite attack 1d3( original primary nat attack)

Attack empty handed-1 (1d6)

flurry of blows-1 1d6

looking at the alchemist prestige Master Chymist
Feral Mutagen: Benefit: Whenever the alchemist imbibes a mutagen, he gains two claw attacks and a bite attack. These are primary attacks and are made using the alchemist’s full base attack bonus. The claw attacks deal 1d6 points of damage (1d4 if the alchemist is Small) and the bite attack deals 1d8 points of damage (1d6 if the alchemist is Small). While the mutagen is in effect, the alchemist gains a +2 competence bonus on Intimidate skill checks.

Grand Lodge

If a Monk of the Empty Hand does not use a weapon but an item, tool ect. to disarm an oppenant, say a grappling hook, ( the hooks catch the longsword about the hilt...) would it be a combat manuever check under improved unarmed strike?
Also one might argue that it is being treated as a wepaon though it wont identify in the descriptor as one so a skill check, say disable device ( the monk casts out with the fishing rod, winding about the feet of...).

Though I have to say, counting it as an improvised weapon and using CMB's instead of skill based checks seem lackluster, though id want to bide the rules....really i would...really....sure.

Grand Lodge

Sundakan wrote:
There's also the question here...what Mutagen increases your size?

Growth Mutagen (Su): When the chymist assumes her mutagenic form, she increases one size category, as if under the effects of an enlarge person spell. The character must have an effective alchemist level (alchemist level plus chymist level) of at least 16 and must know the enlarge person, giant form I, or polymorph extract to select this ability.

I dig your tenacity....gotta love the rules...otherwise we couldnt write spells to break em.

Grand Lodge

My 9 year old is GM for a home-made game consisting of my eldest son, Jayce the Paladin, and myself Skkn' Cyd, a Drow-blooded Half-Elf Alchemist...I accept the -1 Per and attack check under normal travel conditions in daylight, and am allowed to ignore the check penalty on overcast days while wearing a leather strap with eye slits.
After following an escaping goblin down a hollow tree trunk I used a Mutagen after discovering the cavern below the dead tree was quite vast, no need to worry about the increase in size...
Then I wondered, would my eye-strap burst about my head when growing in size, as a Mutagen isnt a spell and does not pertain to worn items...what then of my rings and boots, my undies even?

Question posed:

Like Banner who must have went Hulk at least once at his pants always left in tatters, must i quickly in battle get buck nekked to avoid damage to my worn items?

Grand Lodge

Call the time it takes a soul to travel the Astral Plane corridor the normal time it takes for its corpse to decay.

WHen that happens the last material link is severed and raise daid animate dead etc is no longer viable.

Also, if creat undead is used the body gathered for nmaterials would release the souls hold early, perhaps causing it to be lost as the ghoul, ghast etc filled it with mindless hunger.

Grand Lodge

1 person marked this as a favorite.

I think it was explained that after thier barbarian guide got chopped up in the Statue trap with the sliding porticullies that Nualia and her cohorts began to tread more carefully in that section of Thistletop.
Since her current resources were A) a quasit trapped by her own design in the Ctacombs,
B) A halfhearted merc,
C) a foolish research petty wizardess,
D) a horny bugbear,
E) and a millenium mad Barghest sending dreams
it might not be beyond reasoning that thier physical exploration would stop there, until the magical hindrance was dealt with.

Grand Lodge

One reasoning is that varisia is relatively 'new' in the inner sea timeline. Pretty much a wild wild west mentality.....
think on this, if there is a sherrif in tombstone and the Cowboys are holed up five miles south on a claim, how often do the cops and robbers actually shoot it out?
The land is claimed by various monsters, wyverns, bugbears, that would prey on each other as well, and a nest of 10 ghouls in paupers grave wouldnt activate unless you travelled through it...probally only at night....
the triggers are your DM

Grand Lodge

To make it truly worthwhile you would need a setting or at least an overtone of 'discworld-esque' seriousness. A 'Pagemaster' style cadence to the GM storytelling....

Grand Lodge

How long before a ressurection spell is no longer viable?

The lengthof time it takes a soul to travel the astral plane to the outer realms, after which thechange to the alignments' plane/soul creates dretchs, azatas....etc.

After that you would have to use a summon or gate spell to return the "soul" now under new form.

What about just after a battle?

The amount of damage healed to the body that can be regenerated before the soul has a decent place to dwell depends on the faith and power of the caster or CL of the item.

A man dissolved in a slime has less of a chance at a adequate healing than a man with an arrow in his heart.

Grand Lodge

I believe the pg. 221 refers to CLASS PC spell-like abilities, and pg. 554 is referring to npc, animals, familiar, and monstous beast innate or natural spell-like abilities.

Grand Lodge

Transmutation would let you have drastic scenery differences but a commnon thred: one floor is molten, another infested with slimes, and perhaps the brother himself has been transmuted iunto a form and lacks the component( fingers for somatic, a human mouth for verbal)to cast the reversal.

Grand Lodge

Hello, i currently GM a RotRL game for my sons, but would love to become a regular member of another campaign. I live in gold hill, transportation is not an issue, and have many available time slots for organized play, my email is DennisKing5150xxx@yahoo.com feel free to ctact me anytime.

Grand Lodge

Dei Kai
Human Arcane Wizard level 1
Chaotic/Neutral
Lost his wife and children in a shipwreck the year before, desperately seeking a focus for his mind before it slips away

str 10
dex 14
con 12
int 17
wis 11
cha 10

human bonus: +2 int

languages: abyssal draconic goblin tengu common

Raven familiar: Hor Kraw ( was his Daughters pet)

(ooc) Able to play for any lengt of time any day regularly if decided ahead of time.

Grand Lodge

I have a friend, a wizard, who lost his wife and children in a shipwreck last year. He was once a great aventurer and could be again, if he had a worthy distraction.
Those in need of a magi please respond with your request, and I will personally see that Dei Kai joins the party, he truly is in need ofwandering.