Swordpriest

Azreal423's page

56 posts. No reviews. No lists. No wishlists.




1 person marked this as a favorite.

Alright so as a player i just did a game where i played a monk of many styles and a lore warden. My stats were as followed

25 Point buy with a +2dex and +2INT (homebrew race)

monk 2 / Fighter 2

10 STR
19 DEX
14 CON
18 INT
10 WIs
10 CHA

My feats were

level 1 - Dodge
Monk 1 - Crane Style
Monk 2 - Crane Wing
Level 3 - Weapon finesse
Fighter bonus 1 - Dervish dance
Fighter bonus 2 - Weapon Focus Scimitar
Lore warden - combat expertise
Monk Free- Improved unarmed Strike

Anyways, The monk of many styles archetype says that you can take any style feat, even if you dont meet the prereqs, and the next feat as well at level 2 if you want to. so my round went like this

+1 scimitar +6 1d6+5
AC = 5 (mitheral +1 Chainshirt) +4DEX +1dodge +4(fighting defensively with 3 Acrobatics and +1 from Crane style) +1(Combat Expertise) = 25 on a normal round. With a automatic deflection of one melee weapon attack. Anyways my question is, is this too powerful as a level 4? my DM sent a cave Giant at me (CR6) and was only able to hit me once before it died (like 3 rounds of solo combat before my party got there). Any mistakes i made or anything? Too cheesy.

Thoughts?


Hey all so im playing an Arcane Sorc in a homebrew game. We are currently level 15 and i've just come across a large sum of gold and was thinking of getting the Robes of Arcane Heritage. Doing so would put my effective level to 19, which grants me the 17th level bonus. would i have to take that power RIGHT then and more or less waste it on lower then 8th level spells? what if i took the robe off, would those spells be "gone" from my memory?

Also The 20th level power says that you can expend 3 spell slots to use any item that relies on charges without using one. What all does that entail? Just wands and staves? Would an item such as bracers with shield 1/day be unusable with this power? what about a Rod of Metamagic, as they have 3 charges per day? Its abit confusing for me for some reason, and any help would be appreciated. Thanks

Woops didnt mean to post this in Advice! sorry!



Im confused on how to read it, any help would be nice. Does it cause death? does it last til death? does it only last for one round doing 1CON?

Green Poison (Frequency 1/rd. for 6 rd.; Init. effect death; Sec. effect 1 Con/rd.; Cure 2 consecutive Fort saves)*

Green prismatic poison spell varies — 1/rd. for 6 rds. Death/1 Con 2 saves —


Hey guys I'm currently playing in a homebrew game with 4 others. We are currently level 14 and i was hoping you guys could help me think of some good ideas for a character. We currently have in the party a: Ranger, Support Druid (focuses on heals and buffs), Summoner, and a Witch (she isn't build very well right now). I was thinking of making a Blaster Sorc/wizard, A Cleric that focuses on debuffs, or an oracle. Thoughts on feats/spells for them? Assume 16's in all stats besides one, which can be anywhere from 18 to 22.
I DO NOT WANT TO PLAY A MARTIAL FIGHTER, DO NOT RECOMMEND IT.
We do not have alignment so a lot of those types of spells work abit differently, such as Holy Word only works against evil outsiders. Word of law (or whatever it is) only works against certain chaotic beings.

Books are CRB, APG, and UM, thats it


So last night in my homebrew game my PC's encountered a town full of werewolves. long story short only half the town attacked them while the other half has asleep in there beds. The Rogue decided that since all the other townspeople have attacked them (in human form) that killing them while they are asleep is perfectly fine and not evil at all. My question is, is killing people that MIGHT attack you while they are asleep and helpless evil?


So I recently had a discussion about magic items and sundering with a player of mine. He said that per the rules you can only sunder peoples shields, weapons and armor. Saying that if he had Glasses of Arcane sight that they cannot be destroyed at all. Was just wondering if this is true or can they in fact be sundered?


Hey all, I'm starting my own homebrew game next week and had a fun idea of some casters they could fight.

it would be 3 level 10 wizards (transmutation school) plus their minons.
It would be against 4 or 5 level 8 PCS.

Anyways, i was wondering if its legal if at the start of the combat if the wizards all unloaded 20 large sized greatswords each from bags of holding. Then use Telekinesis on their turn to thrust 16 (the limit from their CL) of them at the PCS. with a +5 BAB and +4 INT, thats a +9 to hit. each greatsword would do 3d6 damage, so if say the fighter just charged the wizards they would all use it on her doing a total of...144d6 damage if they hit.

My question is, is this legal per RAW?


Hey all i have a question. Say I have a character that is a Druid that really wants to protect the forest and is part of a guild that does so. She comes across a loging group that is clearing a section of the forest for a Noble that wants to put his summer home there. She talks to the loggers and tries to get them to leave, they say no - go talk to the lord. The lord says no and wont budge (say a failed Diplomacy check or an impossibly high one). The character would then as a last resort assassinate the lord to protect the forest.

Would she be considered Evil because she assassinated him even though she tried every other diplomatic way to try to solve it?


granted all these are just stat blocks. i used the racial playtest and gave each of them roughly 13-15RP. SO THEY ARE STRONGER THEN BASE CLASSES

The Sylvari

Fey (lowlight vision)

Medium

Normal Speed

Standard Modifier

+2 Dex, +2 Wis, -2 STR

Xenophobic array of Speech

They Start with only their language and must use a bonus language to speak anything else, or have points in linguistics

Eternal Hope

Members of this race gain a +2 racial bonus on saving

throws against fear and despair effects. Also, once per

day, after a natural roll of 1 on a d20, members of this

race may reroll and use the second result

Natural Armor

Members of this race gain a +1 natural armor bonus

Spell like Ablity - Barkskin (2)/1day

Climb Speed

20ft Climb Speed. +8 to climb checks

Dream Speaker

Members of this race gain a +1 bonus to the saving throw

DCs of divine spells and spells that produce sleep effects

that they cast. In addition, if a member of this race has

a Charisma of 15 or higher, it may use dream once per

day as a spell-like ability

Camouflage

+4 Stealth while in forested areas

Skill Bonus Knowelge Nature +2

Skill Bonus Survival +1

Skill Bonus: Perform - Sing +1

Tree Speech

Under the effects of a constant speak with plants

Fire Weakness - Fire damage done to you is incresed by 1 per caster level of the person casting it (not halved by reflex)
.

.

..

.
The Norn

Humaniod

Large

Normal Speed

Human Heritage Mods

+2 to choice

Standard Language Array

Norn can speak Common. Norn with high INT can choose any of these: Giant, Goblin, Orc, Sylvan, Akari.

Fearless

Members of this race gain a +2 racial bonus on all saving throws

against fear and may reroll one round later to end if effected by fear based spells or effects

Stablitiy

Members of this race receive a +4 racial bonus to their Combat

Maneuver Defense when resisting a bull rush or trip

attempt while standing on the ground

Totem ( CHOOSE ONE, CANNOT BE CHANGED AFTER YOU MAKE THE CHARACTER)

Bear: +1 Attack and damage with Two handed Weapons

Wolf: +1 Attack and damage with one handed weapons

Raven: +1 attack and damage with ranged weapons (not thrown melee weapons)

Snow Lepord: +1 Attack and damage with double weapons

Thrill of the hunt The Norn cannot retreat from battle unless the odds are greater then 3 to 1, he is under 25% HP, or is facing a magic user

Reach

.

.

.

The Darkhost (The Akari-spawn)

Half Undead (5)

• Half-undead have the darkvision 60 ft. racial ability.

• Half-undead gain a +2 racial bonus on saving throws

against disease and mind-affecting effects.

• Half-undead take no penalties from energy draining

effects, though they can still be killed if they accrue more

negative levels than they have Hit Dice. After 24 hours, any

negative levels they’ve gained are removed without any

additional saving throws.

• Half-undead creatures are harmed by positive energy

and healed by negative energy. A half-undead creature

with the fast healing special quality still benefits from

that quality

Medium

Normal Speed

Standard Mods

+2DEX, +2INT, -2CHA

Linguist Array

They start with Akari and Common, can learn any other language with high int besides secret ones

Cats Luck

Members of this race gain the following ability: Once per day, when you make a Ref lex

saving throw, you can roll the saving throw twice and

take the better result. You must decide to use this ability

before the saving throw is attempted

Dual-Minded

Members of this race gain a +2 bonus on

all Will saving throws

Shadow Resistence

Members of this race gain cold resistance 5 and electricity

resistance 5.

Shadow Blending

Attacks made against

members of this race while they are in dim light have a

50% miss chance instead of the normal 20% miss chance.

This ability does not grant total concealment; it just

increases the miss chance. This is a supernatural ability

Fast +10 movement speed

Night Stalker +4 stealth in darkness, -2 stealth in light

.

.
.

The Commoners (AKA Humans)

Humaniod

Medium

Normal Speed

Human heritage

+2 to any

Lingust array

Stubborn

Members of this race gain a +2 racial bonus on Will saving throws to resist

spells and spell-like abilities of the enchantment (charm)

and enchantment (compulsion) subschools. In addition, if

a member of this race fails such a save, it receives another

save 1 round later to prematurely end the effect (assuming

the spell or spell-like ability has a duration greater than 1

round). This second save is made at the same DC as the f irst.

If the member of the race has a similar ability from another

source (such as a rogue’s slippery mind class feature), it can

only use one of these abilities per round, but can try one on

the second round it the f irst reroll ability fails

Ferocity

When a member of this race’s hit points fall below 0 but it is not

yet dead, it can continue to f ight. If it does, it is staggered,

and loses 1 hit point each round. Members of this race

still die when their hit points reach a negative amount

equal to their Constitution score

Weapon Familiarity - Longsword, Long Bow

Adaptablity

Members of this race receive Skill Focus as a bonus feat

at 1st level

Bonus Feat

Master Tinker

Member of this race gain +1 bonus on Disable Device and

Knowledge (engineering) checks. Members of this race

are also treated as proficient with any weapon you have

personally crafted

.

.

.
The Crystal Hearts (The Yern)

Half Construct

• Half-constructs gain a +2 racial bonus on saving throws

against disease, mind-affecting effects, poison, and

effects that cause either exhaustion or fatigue.

• Constructs do not breathe, eat, or sleep, unless they want

to gain some beneficial effect from one of these activities.

This means that a construct can drink potions and can

sleep in order to regain spells, but neither is required to

survive or stay in good health

Medium

Slow and Steady speed

20ft movement speed, but cannot be dropped below 20ft by armor

Standard Mods

+2STR, +2CHA, -2CON

Lingust Array

Spell Resistence Lesser

Members of this race gain spell resistance equal

to 6 + its level

Spell-like Ablity - Charm Person

Gate Crasher

Members of this race gain a +2 bonus on Strength checks

to break objects and a +2 bonus on combat maneuver

checks to sunder

Sociable

When members of this race attempt to change a creature’s

attitude with a Diplomacy check and fail by 5 or more,

they can try to inf luence the creature a second time even

if 24 hours have not passed

Broken Body

If a Yern dies he suffers from a Broken Body. All healing effects on him are reduced to half and he looses his racial +2 str. A Yern can repair himself with a Knowledge (eng) DC of 5+ his level and 250 gold per level in gemstones. so a level 10 would have to make a DC 15 check and spend 2.5k to repair himself. He can also have someone else repair him, but the Knowledge check increases to 10 + the Yerns level. Once repaired he regains his +2STR and healing effects him normally

sorry if thats hard to read, i cant get it to paste any better. do any of them seem over powered in any way compared to the others?


Hey all my friends and i are just starting a new custom campaign. I decided to try out the Magus as it seemed interesting and was hoping you all could give me some advice on how to build him. i can still go into any archtype that i want to right now, and was thinking blackblade.
His stats are as follows with a 25 point buy and the tielfing racial stats but human everything else:
Level 1
STR 14
DEX 14
CON 14
INT 18
WIS 12
CHA 7

Using a scimitar
Feats are combat casting and spell focus Evo (though i might change that one)

My stats are pretty spread out as my party consist of a Caster Druid, a Caster oracle, a Wizard and myself. so i have to be the front liner/melee/tank, though the oracle helps some.

Getting spells is no problem really as the wizard and i share our spells in our spell books.
Lastly, we do not have deep sea guide or whatever it is, so no i can't take dervish dance.
The rest can be changed though, stats, feats, anything


Hey guys i was hoping you could brainstorm some stuff for me for the new campaign im in. right now im a Sorc5/Dragon 1.
Don't worry about stats as my DM did the epic heroic roll of start at 10 and roll a d8 for each. needless to say pretty much everything is over a 16 besides STR, which is 12.
So, any sugguestions? all builds are welcome. Oh and i picked one of the Lightning dragons for my bloodline.
Core Book Only.


Hey All. So last night in a campaign i play in my party went up against a shining child. I am a dual wielding fighter, with the two weapon fighting archetype. My stats and such are as followed.
We use the 4d6 drop the lowest dice for stats. I rolled really well and got.
level 12 Elf fighter:

STR 18
DEX 19
CON 16
INT 14
Wis 14
CHA 14

I dual wield bastard swords. All my magical gear is as follows.
2 indestructible bastard swords that do an extra 1d6 Vs. Outsiders
2 sheaths of bladesteath
Elven Chainmail

feats are:
Weapon focus +greater
Weapon Spec + greater
All two weapon feats besides defense
Imp crit
Crit Focus
Bleeding Crit.
Exotic Weapon Bastard

So on a full attack i attack six times with
+19/+14/+9
and do 1d10+10+1d6 and if i hit both times i get the extra 1d10+6 once.

Anyways, we started the fight and i went up and full attacked it.
I crit twice, and hit and got 2 normal hits.
All together i did 110 Damage and 20 Bleed damage in one full attack. Our GM thinks that is far too powerful for one attack. Is the damage im doing OP or is this on par with someone my level as a fighter?


Hey all. In the game im currently in i just died and re-rolled a rogue. My DM and i were having a discussion and couldn't come to an agreement on how sneak attack works.
say i was using two weapons with improved two weapons and was level ten
So i would get 4 attacks on a full attack
It says when they are surprised or flat footed i get SA. Does the damage apply to ALL 4 attacks or just the first?
When im flanking do all 4 of my hits apply to SA or just the first?
and lastly, when they are prone do i get a SA?
Thanks all.