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You can't get it to work perfectly, but a level 7 Magus can cast Force Hook Charge to get the web slinging aspect, can cast Spider Climb, web. Take the Magus Arcana Spell Shield to add shield bonus to AC as an immediate action for his spider sense. Then take improved unarmed strike feat to give him the ability to fight with his fists. Lastly get a character trait that will make Acrobatics a class skill.
That's the best I could do.

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I've been watching this thread for a couple of days now and I have a couple of ideas:

1 - Open Content
If you have a great idea that you want to spend time developing you'll have to do it offline since others might jump in and change your content while you're making updates day to day. My solution to this is to allow a creator to limit who has the rights to use, add, write, and read his content for a short time (i.e. a month). This lets the Creator flesh out what they want their content to be with out fear of every thing being destroyed. In summary every thing will eventually be open, just not for a little bit while the Creator has time to flesh out his idea, of course there should be an option to allow Creators to have the content open from the beginning.

2 - World:
We have the spell (lesser, greater) create demi-plane, why not use this as the basis of the world. Every one can create their own world (while following rules on technology and deities and what not), and authors who want to mesh their content together have the ability to do so by casting the spell to link the two together through a gate or some other magic.

3 - Deities:
Why not allow each area have their own deities, with influence over the area (or demi-plane if using that idea) that their Creator initially designed them for. This will allow well written deities to be brought in to other peoples worlds/regions/planes/whatever and therefore encourage well written deities. Also with many deities Clerics can easily find the niche that their looking for. There would have to be a few rules in place to ensure deities are not over powerful when they're only worshipped in a small region. Sort of like how Babylonian, Sumerian, and Egyptian pantheons all lived at the same time (and relatively close together).

4 – Time Line:
EL mentioned that he wants to have a static time line where adventures are designed to take place exactly then, however, why not have 3 or 4 times in history when you can play. This will make more in depth histories since people will generate content for all of those times, allow a structure that some one has made be used by multiple groups of people during different times. Lastly, the Admin or Moderators could decide that a new time period might be needed for what ever reason and with that influence Creators to create more content for that time period.

5 - Static Time Line Issues:
I don't mean to bash the idea of a static time line, however there are of course issues with having a time line that does not move. One being that if multiple people want to use an NPC that a third person generated then there's the issue of that NPC only being able to be used by one of them reducing the usability of content, same thing for locations and objects.

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A really good strategy game is Diplomacy. It's essentially WWI strategy game where bluffing and manipulation of the other players is more important than actually beeing good at tactics.

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Lobolusk wrote:

I agree a wisdom modifier to the damage would be divine i have always seen the monk being about not brute strength but just knowing where to hit and when.

If it were to be assumed that the wisdom modifier added to damage as 'knowing where to hit' then would it be concidered percision damage making such creatures that are immune to percision damage immune to it?

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Would the aid other check be subject to the perception modifiers increasing the Aid other DC from 10 to 18 because of unfavourable conditions and range penalty?

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Jadeite wrote:
Apathy_Dude wrote:


Since 20 is an automatic success
No, it isn't. The natural 20 rule does not apply to skill checks.

Well, I have some bad news to tell my players then.

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Hama wrote:


DC is 22...how many 1st level commoners are going to notice a tiny arrowslit that is concealed by some wines?

Since 20 is an automatic success even people who have 10 wisdom and no ranks in perception will have a 5% chance. So if there's 100 people 5 witnesses on the first turn can point it out to the guards.

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KaeYoss wrote:


Your wish is granted: You get the very spaceship I wished for earlier. Luckily, it's soon enough to let you be the guy who crashes into the not-moon!

I wish I was ruler of the universe.

You are now the ruler that all of the male gods use to measure their private parts.

I wish to live a satisfactory life with nothing out of the ordinary to happen with it.

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Fey is a creature type, like undead, humanoid, or dragon. This is what the PRD has written up about them:

Fey wrote:


A fey is a creature with supernatural abilities and connections to nature or to some other force or place. Fey are usually human-shaped. A fey has the following features.

• d6 Hit Die.
• Base attack bonus equal to 1/2 total Hit Dice (slow progression).
• Good Reflex and Will saves.
• Skill points equal to 6 + Int modifier (minimum 1) per Hit Die. The following are class skills for fey: Acrobatics, Bluff, Climb, Craft, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (geography), Knowledge (local), Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, Use Magic Device.

Traits: A fey possesses the following traits (unless otherwise noted in a creature's entry).

• Low-light vision.
• Proficient with all simple weapons and any weapons mentioned in its entry.
• Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Fey not indicated as wearing armor are not proficient with armor. Fey are proficient with shields if they are proficient with any form of armor.
• Fey breathe, eat, and sleep.

Though not a spell caster, a Banshee does have a special attack that deals 140 damage on a failed DC 23 Fort save. If you want to make them even more potent you could always add sorcerer levels.

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The closest thing to an area teleport is the Crypt Thing's Teleporting Burst Special attack from Bestiary 2.

Teleporting Burst wrote:

Teleporting Burst (Su)

Once per day, a crypt thing can teleport all creatures within 50 feet of it to randomly determined locations. The crypt thing can only affect creatures of which it is aware and to which it has line of sight. A successful DC 16 Will save negates this effect. An affected creature is teleported in a random direction (roll 1d8, with 1 indicating north and the other numbers indicating compass going clockwise) and a random distance (1d10 × 100 feet) away from the crypt thing; determine each creature’s direction randomly. A teleported creature arrives in the closest open space to the determined destination, but must appear on a solid surface capable of supporting its weight. If there is no appropriate destination in that direction, the creature does not teleport at all. The save DC is Charisma-based.

If we were to change that from a special ability to a spell it would be 4th level (Crypt Thing has 15 Cha), and it would be very close to a close range spell (there is an extra 5ft added on to Teleporting Burst).

Now the OP wants a spell to be able to target it obviously, so I'd change it to a 6th level spell, and give it Dimension Door range. So if your DM allows new spells here's one:
Teleporting Burst:
Teleporting Burst
School conjuration(teleportation);Level Bard 6, sorcerer/wizard 6, summoner 5
Casting time 1 standard action
Components V
Range long (400 ft. + 40 ft./level)
Area 25 ft + 5 ft/2 levels radius around the caster
Duration instantaneous
Saving Throw will negates; Spell Resistance no and yes (object)

Description
You instantly transfer yourself and any creature in the area from your current location to any other spot within range. You always arrive at exactly the spot desired - whether by simply visualizing the area or by stating direction. After using this spell, you can't take any other actions until your next turn. All affected creatures can bring along objects as long as their weight doesn't exceed their maximum load.

If you arrive in a place that is already occupied by a solid body, you and each creature traveling with you take 1d6 points of damage and are shunted to a random open space on a suitable surface within 100 feet of the intended location.

If there is no free space within 100 feet, you and each creature traveling with you take an additional 2d6 points of damage and are shunted to a free space within 1,000 feet. If there is no free space within 1,000 feet, you and each creature traveling with you take an additional 4d6 points of damage and the spell simply fails.

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Lingering Spell wrote:
You may cause an instantaneous spell that affects an area to persist until the beginning of your next turn.

Teleport has a target not an area, so no it wouldn't work according to RAW.