I have a castle in a campaign that I'm building using the ultimate campaign rules, and it has expanded to quite a little citadel. It has barracks, a throne room, kitchens, guard posts, a protected gauntlet, a wet moat around it, even an orphanage (complete with school room!) amongst many other things. I have over 200 armed soldiers at my command (some from leadership, others from teams from the Ult Camp ruleset). I also have a skilled wizard cohort with a stocked wizard's tower on the premises. (scrying room, library, etc) He is lvl 10 with permanency, and a wide spellbook. Now, I need Ideas/suggestion for RULES SUPPORTABLE protections to place to keep it secure. Assume any 6th and lower spell is available, and 50,000 to spend. Don't think only of magical means, sometimes mundane ones are just as effective (like 3 alternating guard rotations, blindfolds for entering strangers, etc) Current ideas (not extensive, just providing spring-board concepts for further suggestions)
Let's see what ideas we can come up with! Thanks for the help!
If I have an Evil outsider bane, and am attacking a half-fiend minotaur (for example--Which is an outsider (native) but is of evil alignment.) Does the "BANE" weapon property affect it (Evil outsider). Or does it have to actually be an outsider (evil) (meaning, having the evil subtype). Please give a rules citation with your answer, thank you for letting me pick your brain =D
This is what I have come up with, thoughts? Evalach must interpose itself between an incoming attack from a good creature to protect an evil creature that has exerted it's control over it's ego score. Evalach must be wielded by a fallen paladin of Iomedae whom has exerted control over it for at least 1 uninterrupted week before using it to block an adamantium arrow shot by a lawful good creature of a mythic tier at least that of the wielder.
I'm currently playing in the wrath of the righteous campaign and have a legendary shield that has been pivotal in the creation of the character. It is adamantium and used regularly with the 'sacrificial shield' mythic ability to absorb large hits from enemies, most of the time negating 50+ damage at a time without concern. Furthermore, it can cast blur/displacement to further aid in damage avoidance. It is also spiked and used as the character's primary weapon. The character using it is an Aasimar Paladin of Iomedae, one proving very resilient in combat. It -HAS- actually been destroyed before becoming an artifact (The owner was mind-controlled via Magic Jar and the party all attacked her, the shield being destroyed by the only person that could hit her, the party archer) Now, she will soon gain a new mythic tier, and the shield will become a lesser artifact, which requires a specific action to destroy. I need ideas for what that would entail. As I will eventually make it a greater artifact, keep in mind the destroy requirement should get harder when that happens, but rather similar to the original requirement. So--Fire away with ideas!
Wind Wall:
While the wall must be vertical, you can shape it in any continuous path along the ground that you like. It is possible to **create cylindrical or square wind walls to enclose specific points.** Worm that walks:
Curious if one could make a cylindrical wind wall around a worm that walks and basically keep them from moving out of it?
In ultimate combat part of the rules for being a commander for an army states that a commander's ranks/5 of profession soldier give bonus to morale checks.
Now, technically, a 'rank' is just how many skill points you've put into it. So a lvl 8 paladin that put 5 skill points into Prof(soldier) and has skill focus Prof(soldier) with a wisdom score of 12 would have a +12 profession soldier (5 ranks, 3 class skill, 1 wisdom, 3 skill focus) But still only have 5 RANKS, technically speaking. What's everyone's opinion on this wording? Personally I'm of the opinion this was just a poor/misused choice of words, and they really mean whatever the total modifier is, rather than just the actual skill points put into it. So, from my interpretation, the above paladin could have 3 boons (1 base, and 12/5 = 2 additional) and +2 morale for the army.
If someone wants to skill focus to be a better commander, I'd say let them! What are your thoughts? and the reasons behind them
My DM has told our group that the rules say that a reach weapon (whip, spears, etc) when used to attack something in melee (say you attack an orc and your ally is on the other side) you suffer the -4 to attack for using a 'ranged' weapon on a target in melee. I cannot find rules backing for an explanation as to where the 'reach' becomes 'ranged' in respect to this rule, as it doesn't make sense from a 'real life' perspective. (having some not-insignificant experience with armed combat with various martial weapons myself) What's the accepted rule for this? If possible PLEASE INCLUDE A RULES SUMMARY, whether in support or contradiction, so I can refer to it later. Thank you again.
Can a swift action happen while a character is doing a full-round action? EG: A paladin charges and takes damage from moving from a readied action/AoO, can the paladin use LoH before he finishes the charge? or must he wait until the full-round action of the charge is completely finished (movement and attack) before being able to swift action?
Thank you nate, very helpful perspective and answers. I'm aware both parts must be masterwork, and are enchanted separately... but, regardless of rules, (and as much as I like it to be different) I can't really understand how the 'armor' aspect of the shield to be broken, but it still remain fully functional as a weapon. I think you'd be right with the 50hardness shield as well... With that phrasing your ruling does make sense, thank you for the catch. *snaps fingers* And the leadership/bullrush is going to be combined into having a wizard to stay in the back ground for group buffs/debuffs/battle field control... whilst being largely invisible if possible. Also Item creation Primary spell of choice will be the various 'Pit" spells of which I can shield-slam non-flying opponents into. I was intrigued by the bullrush chain, but unfortunately the bullrushing character doesn't enjoy the AoO on a success like you implied, just other characters... I was actually going back into my template to adjust for these when I read that. =( Sunblade is a very nice item, but I'm not sure how upgrading it will work out, and I -really- want the double-defening weapon for serious AC stacking. I want to be the tank of the group. Great great suggestions though, and I'm going to fiddle to see if I can make space for the bullrush feats to help in battlefield control a little more.
And Stuart I'm aware of the touch AC (and possibly CMD) issues with this build. The plan is for one of the early-ish mythic feats to be shield focus, which adds my shield AC (7) to my touch AC. That, incorporated with paladin's smite-evil providing a deflection modifier, should help with that. I'm also considering using the empty slot 13 feat for combat expertise, and taking the mythic version (which adds +2 dodge, and can allow for ignoring all penalties) to result in a mythic power usage for 1 minute of +8 dodge AC. I think those 2 additions will make her much more durable to non-traditional attacks.
At no time was the sacred shield archetype mentioned, in fact in section "A" I specifically clarified my understanding of the rule with a shield being a melee weapon, and thereby bondable for *weapon* enhancements, sacred shield only applies to the *shield* enhancements. TWF is required for shield master.
Please keep contributions to something at least marginally relative to the original post. Thank you for the ideas though, as completely off target as they were. And the double power-attack was a brain-fart, thanks for that catch.
I thought I made it clear in the OP when I said "characters adventuring" apparently that wasn't the case, I will attempt to make my questions less ambiguous in the future to avoid confusion. With that said, Thank you JB200 for being the only one offering the information I sought, in a clear and concise manner. But let me get this straight, we go from level 1 'newbs' to lvl 20 with mythic abilities, in less than 6 months? I'm getting rather annoyed at (almost) all mass-produced adventures ending with high level characters in less than a year, game-time... If level up were so quick, shouldn't all towns be filled with lvl 10+ NPCs? But, I digress and begin a rant, so with that said: Thank you for your input, especially the last poster for the actual answer I was seeking.
If I take the mythic path making my shield a legendary item, and choosing as one of the options "upgradable", do I have to choose which aspect of my shield to increase (defensive or offensive?) or does it apply to both the shield enhancements and the weapon enhancements I want to put on it? EG:
I have a character build for a paladin fighting primarily with a heavy spiked shield, and a light off-hand weapon (probably a kukri). Feats:
A)Paladin Divine Bond--shield (as a weapon--I assume I can select my shield as the bonded item, without any archetype use, but enhancements only apply to the 'weapon' aspect of a shield) B)Shield gets +5 enhancement bonus, bashing, shield spikes. Shield(weapon) gets +1, possibly enhanced with paladin divine bond into a +5 defending weapon, assigning all +5 of the shield(weapon) into AC.
C)Offhand weapon: +x Defending Kukri---with all the enhancement assigned to AC Assuming lvl 11 (since that's when shield mastery kicks in) a full-round attack would look like this:(no strength bonuses included)
Total AC increase from defending 4=3(shield(weapon)) +1 (kukri) So far as I understand, all of these work with each other/stack (defending says "stacks with all other bonuses", meaning even itself) The kukri would have to be attacked with to have it's AC assigned (as it must be 'used') Next question (Q1):
Next question (Q2):
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So far as I can tell, all my rules findings are solid, albeit culminating into a rather broken build allowing a 60 damage absorbtion every turn, with a possibility for an incredibly high AC bonus from 2 defending weapons, whilst still maintaining a +5 enhancement attack bonus. So, I offer this to the forum---What am I doing wrong? and also... anything else I could do better? =D |