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So here is an idea. you gather, and you can then choose to "Overcharge" storing the element in your body and gaining a passive effect. You use a Con based DC as a "Lingering composition" style thing. while overcharged you Con to atk and damage or either or. But if you fail the DC you still get overcharge but also Burn.

While overcharged and doing an overflow impulse. You can choose to release overcharge or maybe dissipate element to amp the impulse like psychic. But you can't overcharge again while suffering "burn"

This is again just a quick off the top of my head thing and could defiantly be tweaked.


One of the annoying things I see a lot is people saying that fire is the most commonly resisted. but when all the data for 1e monsters was collected and organized. it turned out that "most common" was like 15 extra monsters. The take away being that your choice of element is near as likely as being resisted as the others (this excludes sonic and force of course)

and yet people always act like fire is just the worst option in damage types and this mentality has carried over in many discussions I have been in.

sure, if you are playing Age of ashes, then yes it is the worst choice. but that is campaign-specific and I have a feeling it may tip the scales towards fire at the moment due to the low number of APs and new monsters they add to the monsterdex.


So I get that with Polymorph, your equipment absorbs into you, but what if you don't want this to happen. What if you want your bear form to be an armored bear form, what if you want to be a Dragon garbed in fine silks as befitting a majestic creature. Dragon form implies it is more of an anthro dragon instead of a true dragon form. (Ok yes, Dragons claws are dexterous enough to be hands, so that doesn't confirm that dragon form is an anthro form) so surely instead of absorbing, it would make sense for the clothes to resize with holes that form for the wings and tail.

I had the idea that Glamoered could be used, but that can't be activated and unless you can set the illusion to conform to your new shape before you transform, it probably doesn't work.


There is an issue. It implies that only Dragon blooded sorcerers have to stick with their chosen type. yet kobolds and barbarians could potentially have 2 different dragon types, thus extra resistances.

I am also not to fond of Scales of the dragon. On a personal opinion it makes no sense for a dex cap on something that is supposed to be as natural to the user as their skin. Like Kobolds suddenly are hindered by their own scales? Dragon blooded sorcerer's who have experienced the scales growing many times now find themselves suddenly restricted by their own body?


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The Meteor hammer is a Shaolin weapon. It makes no sense it isn't a monk weapon.


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So I love the path of war classes and the idea of martial maneuvers and I feel spell casting could potentially be adapted to a similar style.

Off the top of my head, there are a few spells that have easy adaptations to this system. Mage armour would be a stance. Shield and dispel magic would be a counter. True strike as well as cats grace and the like, boosts. then good ol' fireball as a strike.

This is really just surface thought at the moment, haven't decided if I should commit to this

This would be added in conjunction with my armour rework. using the armour as DR system then making a separation between physical and magical DR. light armour gives high Magic DR to offset the low Physical DR.


Ok, I have a lvl 14 alchemist Grenadier and about 1.3mil gold, downtime and a setting that allows gunslingers and has airship tech. I think it is time to build her suits of power armour. or in her case. power armour ballgowns I have researched my options and want advice.

Path 1. reclass to soulbolt/aegis/metaforge (or straight aegis)
This is probably the most accesable way, but I worry my damage output as the teams ranged AoE damage will fall. I am basically going from
+22 to hit touch AC 7d6+8 bomb damage, 1d8+5 gun damage 4 times a round

to at best
+21 To hit AC 3d8+16+1d8+1d6 )Vital strike/deadly Aim/Psy Strike/weapon enchantment (flaming/frost etc)) 1 time then 3d8+16+1d6 3 times at a much lower chance to hit then alchemist

Benefits: Versatility, access to spells/powers via power stones. Ease of access

Path 2
Craft Construct + Construct armour

This one if the most headache causing as I am not entirely sure how I would use this for what it is I want to achieve.

If I go this route I am mainly looking to augment my alchemist with different suits for different occasions. think Warframe.

the idea would be to just stat up heavy armour. add bonuses. add wands/wonderous items. give it animate object HD and add construct armour.

Examples
Valkyrie armour
Full plate
Fly
Fireball (or some spell that can be fluffed as launching a salvo of missiles)
Dispell (or some means of emulating anti-missile flares)

Varia Suit expy
Full Plate
reduce person (morphball)
Elemental/Energy Resistences (Varia suit passives)

Reinhardt mode
Full Plate
Wall of force (or a means of emulating his Barrier field)
Strength boosts
Force Hook Charge (or bull rush bonuses)
Flamestrike
A lesser version of earthquake (can;t think of one off the top of my head)
A Warhammer I don't need proficiency in


So I am in a group of 3+DMPC
We have a goblin alchemist that flys on a giant wasp and dresses like a WW2 pilot
A Magus Eldritch Archer on horse back
and a basic cleric (GMPC)
I was playing a synthesis summoner and acting as the big ol non fighter fighter. I have found it to be boring. my bag of tricks is "I charge this guy and attack. I charge this guy and attack. oh, this guy didn't move. I full round attack with all my natural weapons" Later I get fire breath and flight. basically I used synth summoner to make a Dragon/Human offspring with martial arts or a better way to put it. a better monk/fighter

I am going to change to a new character while my current character splits from the party on solo quest and I have 2 characters in mind

A Reach combat Cleric
or
An Illusionist (that I intend to play as similar to the Mesmer from Guild wars 2 as much as possible)

Just not sure which one to go with and would like opinions on what I should go with.
If I go Cleric, I can buff, I can protect the archer and he becomes a good pivot point for me to get AoO as enemies try to attack him. but the archer and the alchemist would be threatened more by ranged foes
If I go illusionist, I can use illusions to provide additional targets to protect both alchemist and archer. I would be able to control through confusion. However we would lack sustain. I suppose this is a non issue since I would be trying to mitigate damage. preventing damage is better then healing damage. I would probably also have summons fluffed as physical illusions. But the character is negated once illusions are disbelieved.


I get to make 2 lvl 5 characters and as the party is filled with Melee classes and no ounce of magic I Decided to make a Witch and an archer cleric for maximum support and battle control.

What I am trying to decide at the moment is if I should pick up a cackling hag's blouse and use the Hex slot now open for something else such as, replacing extra Hex with another feat. or just picking up another Hex.

So far my witch has
Evil eye
Slumber
Misfortune
Cackle

Feats
Extra Hex
Accursed Hex
Scribe scroll
Craft wondrous items

(we are playing skulls and shackles so plenty of craft time)

Also, any recomendation on what spells to wand/scroll for a witch

As for my cleric
If I fire a smoke arrow at a medium creature what exactly are the effects. if it is like a 5 foot version of fog cloud is that really enough to give them concealment?


I will be running a campaign in my own setting. the idea is that the majority of play will take place in a large city and the region around it. The city I had in mind was built as a big circle with four main roads. Instead of making it myself I serached and found the eternal city of Axis and I figured I could potentially convert that. the problem is. all I can find is a low resolution image. what book.resources would I need to buy to get a detailed Map of it?

Do you perhaps know of any other city that fits that theme. another good example is Divinity's reach from Guild wars 2. especially with the palace at the center.


So here is the situation. my Magus, she had elemental Aura, Fire active and we were fighting Moonflowers, who are vulnerable to fire. Their gimmick is they grapple their victim and cocoon them.

So my character was grappled and then drawn inside the cocoon all the while she had the aura active.

There is nothing in the description of the spell about grappling, but is there any other rule about this kind of stuff or do I have to rely on the GMs ruling in that it just added a bonus to my CMD >.<