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Tangentially - now I want to build Zorro (probably because I loved the Disney series as a kid) - probably use Vigilante as the chassis.

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It's because true invisibility is too hard - so instead the spell called "invisibility" generates a Somebody Else's Problem field (“The Somebody Else's Problem field is much simpler and more effective. This is because it relies on people's natural disposition not to see anything they don't want to, weren't expecting, or can't explain.”) But of course once it is stabbing you (or your companion) it becomes Your Problem.

The most gruesome option: graft on a limb from a creature that is your size that can wield oversized weapons (e.g. Flood Troll, some tieflings (Variant Tiefling Abilities) or ogrekin (Beneficial Deformities). Also, oversized limbs seems like something you should get via polymorph type spells - but you don't get extraordinary abilities.

If the AC is reduced to tiny or smaller it can occupy the same square- (From Big and Little Creatures In Combat under Combat "Creatures that take up less than 1 square of space typically have a natural reach of 0 feet, meaning they can’t reach into adjacent squares. They must enter an opponent’s square to attack in melee.") <- however, it won't contribute to flanking.

If the Dire Rat can obtain the swarming trait it could take Underfoot (BotB version)

Not RAW but many tables allow a creature to occupy a square with a prone creature (in addition to helpless creatures). If that is the case it could possibly attempt to tumble through the enemy's square, stop in the enemy's square & then fall prone in the square. Or it can start out prone and use Full Round Action to tumble 5' (at -5) "through" the enemy's square (& with only 5' movement) end there - or crawl into the square while prone (provoking AOO).

Would the Dire Rat flying or levitating in the 5' cube ABOVE the enemy give the desired effect?

Diego Rossi wrote:
You count as your own ally. It is in the FAQs.

Yes. In general (with exceptions like Gang Up) but that is completely irrelevant if the creature with Butterfly's Sting is using ranged attacks.

Butterfly's Sting: "next ally who hits the creature with a melee attack"

Monk flurry only or would Brawler Flurry be acceptable? A Hynasi Brawler can flurry with improvised weapons - and Pole Trick allows a character to "treat a pole as an improvised weapon with the reach and trip special features".

I don't think Monk of the Empty Hand would get reach as their improvised weapon overwrites the object.

A Sohei of 6th level or higher, "may use flurry of blows and ki strike with any weapon in which he has weapon training."

A Tri-Point Double-Edged Sword has reach & while it doesn't have the "monk" quality it is in the Monk Fighter weapon group - so there's probably a way to get flurry with it.

Quixote wrote:

if you do count as your own ally, then your second attack triggers the auto-crit from the first, and the third from the second. Which makes this feat...annoying.

Second, this thread is seven years old.

If you do count as your own ally then your next MELEE attack that hits benefits from the prior Butterfly Sting - you would auto-crit (not role to conform) and could either take the critical or pass it to the next melee attack - IF however, you are generating the crits with missile weapons - it doesn't matter if you count as your own ally - as the crit passes to the next ally who hits with a melee attack.

Yes, the thread is 7 years old but - discusses a lot of relevant material - it however, does not cover a Butterfly's Sting user making only missile attacks.

I'd personally rule that the feat holder roles to confirm on subsequent hits and just takes their critical w/ the Butterfly's Sting crit holding to the next melee attack - but am hoping some of the individuals who have used/seen the feat in play weigh in- before I attempt it at table.

There's a bunch of threads around Butterfly's Sting - this one seems to go most directly to the point I'm considering. The consensus seems to be that a creature with the feat Butterfly's Sting isn't going to be able to critical a target twice in one round (because the first hit will set the second hit up with Butterfly's Sting's benefit.

In a different thread blahpers nicely laid it out as like this

blaphers order of event:

1. You hit, and confirm a critical.
2. Since you've just confirmed a critical, you can forgo it via Butterfly's Sting. The next ally who hits will automatically confirm a critical.
3. You hit again, automatically confirming a critical.
4. Since you've just confirmed a critical, you can forgo it via Butterfly's Sting. The next ally who hits will automatically confirm a critical.
5. Repeat until you run out of attacks. There is still one outstanding Butterfly's Sting that an ally can take advantage of. (Note that no critical hits have actually been executed at this point; all have been foregone.)

This is perfectly fine, and it doesn't allow stacking crits either, so it's hard to argue that it's overpowered.

But I don't see anyone in the prior threads I looked for accounting for the fact that the creature using Butterfly's Sting could be making multiple ranged attacks. As far as I can see Butterfly's Sting's benefit can be triggered by a ranged attack - but it isn't collected until a melee attack hits.

Any thoughts on how this weird feat works when the feat holder crits a creature with a thrown dagger twice in a round?

Blindsense is meant to be a lot weaker then blindsight- for instance it won't help against illusions unless the creature closes it's eyes.

I might, OTOH, give a creature with Tremorsense some chance to be disturbed by a big heavy platemail clad creature sneaking up on it. Or a creature with scent to be alerted by a torch carrying dude.

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Fairly low-level way of somewhat achieving the effect (pre-bilocation/threefold form).
Twine Double can obey verbal commands allowing it to be semi-autonomous OR you can control it telepathically - so you can basically move your consciousness back & forth between your meat body and your twine body(bodies) and the double(s) can act on your verbal commands (probably like Unseen Servant)- though they can't engage in combat.

Fearsome Duplicate is pretty similar - though almost entirely worse than twine double - except for better casting time.

Bjørn Røyrvik wrote:
Anyone else miss the good old Polymorph Other which just turned the target into a perfectly normal member of the target species?

In 5e there's more limits about what you can choose - but when someone is polymorphed you just use the MM entry - it's does make it very fast/easy.

Mark Hoover 330 wrote:
Freehold DM wrote:
gran rey de los mono wrote:
Freehold DM wrote:
gran rey de los mono wrote:
Freehold DM wrote:


Which means I need to watch a new anime that I own from my Premium collection- the shows I watch annually to keep myself...well, myself.

Should it be Macross 7, Macross Frontier, or Genesis Climber Mospeada?

YOU get to decide!

Bubblegum Crisis.
Only in the summer is Bubblegum Crisis to be watched.
Vampire Hunter D.
That is a movie, I need to watch a series.
Whatever happened to Record of Lodoss War? Also I thought Goblin Slayer was silly fun. I never went in for the robot/mech shows. Cowboy Bebop? Oh, and when I was a kid Ranma 1/2 has on a loop in the comic shop I managed.

Record of Lodoss War is all available streaming (with some commercials) at funimation:

Diego Rossi wrote:

SR is a supernatural ability, it doesn't lose it.

DR can be natural or supernatural. It is the GM that decides that.

The polymorphed creature loses the abilities that are form dependant.

Transmutation school states, "While under the effects of a polymorph spell, you lose all extraordinary and supernatural abilities that depend on your original form (such as keen senses, scent, and darkvision), as well as any natural attacks and movement types possessed by your original form."

So all Supernatural & Extraordinary abilities are on the table- depending on whether they are granted by the form including: Breath Weapon (SU) & Spell Resistance (EX).

Since Breath Weapon & Damage Reduction (at higher levels) are granted to the target of Form of the Dragon I-III, Form of the Alien Dragon I-III & Form of the Exotic Dragon I-III - I think a very strong case could be made that they are an attribute of the form (& therefore lost).

Fire Resistance/Immunity and Cold Vulnerability are also granted by the form of the Dragon spells - but I think they are linked to the (Fire) subtype of the Dragon rather than just the fact it is a Dragon - so I reapplied those to the Cat (Fire).

The fact that the Form of the Dragon spells don't grant SR is probably evidence that it not form dependent (though I think it might be excluded for balance as giving the benefit of 5th level Spell Resistance along with all the other benefits of 6th level Form of the Dragon I might be too strong) - but since the SR is age dependent (not size dependent) I guess I would agree it is retained.

Diego Rossi wrote:

The whole idea is centered on the simple fact that potions and elixir don't have a save/SR line as they are meant for voluntary use. I would treat them as infusions of personal spells:

"In the case of a personal infused extract, the opponent receives both a Fortitude save and spell resistance."

I don't feel like forcing the dragon into Cat form briefly & making it burn a standard to revert is broken in the way that Skin Send & some other past proposals are - mostly because the cat form is still very powerful (more so with retained SR). I was actually surprised by how much the dragon retains. The temporary reductions to 220 HP & damage output are painful and the reduction in Natural Armor is more so - but the Dragon should probably still be rocking Stone Skin, Haste, Shield & Resist Energy.

I'd probably allow a party to get away with it _once_ on the BBEG if the BBEG was pushing the CR for the party- and let them know (free successful knowledge check) that they feel in their hearts the planets were perfectly aligned when the attempt worked - but probably won't be in future- (which is probably good if the PCs don't want to spend a lot of future combats as cats for a round).

I think the cat could Power Attack & Greater Vital Strike to deliver:
1 bite +21(4d3+27/19-20) (+25 to attempt to confirm critical).

As a player injecting a dragon with the Elixir of the Infernal Familiar seems funny. As a GM having the dragon take it itself, saunter up to a PC in camp, jump up in the PCs lap and then bite them for about 33 damage would be pretty funny too.

Diego Rossi wrote:
TheApapalypse wrote:
Derklord wrote:


Humanoid creatures without two free hands attempting to

grapple a foe take a –4 penalty on the combat maneuver roll.

I guess, as a theoretical exercise, you could get around that by using a Crook sized for a creature one category smaller (so it can be wielded 1-handed) and Irongrip Gauntlets to negate the size penalty. BUT it'd be a pretty underwhelming use of getting proficiency in an exotic weapon and using Irongrip Gauntlets to use an inappropriately sized version of that exotic weapon.

Not Baleful Polymorph - but similar lines...

If a Red Dragon, Old suffered the indignity of Touch Injection with Elixir of the Infernal Familiar (possibly with Spectral Hand)

1) Would it's resulting stat block look like this? WORLD'S DEADLIEST CAT:

Red Dragon, Old (Infernal gray cat form)
LG Tiny dragon (fire)
Init +7; Senses darkvision 150', low-light vision, scent; Perception +28 aura, frightful presence
AC 16, touch 15, flat-footed 13 (+3 Dex, +1 natural, +2 size)
hp 220 (21d12+84)
Fort +16, Ref +15, Will +18
DR; Immune fire?, paralysis, sleep; SR
Vulnerability to cold?
Speed 30 ft.
Melee 2 claws +27 (1d2+6) bite +27 (1d3+9/19-20)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks None

Spell-Like Abilities (CL 21st; concentration +25)
. At will— detect magic, pyrotechnics (DC 16), suggestion (DC 17), wall of fire

Spells Known (CL 11th; concentration +15) (cannot cast spells with V)
. 5th (4/day)— teleport, wall of force
. 4th (7/day)— fire shield, greater invisibility, stoneskin
. 3rd (7/day)— dispel magic, displacement, haste, tongues
. 2nd (7/day)— alter self, detect thoughts, misdirection, resist energy, see invisibility
. 1st (7/day)— alarm, grease (DC 15), magic missile, shield, true strike
. 0 (at will)— arcane mark, bleed, light, magehand, mending, message, open/close, prestidigitation, read magic

Str 23, Dex 16, Con 19, Int 18, Wis 19, Cha 18
Base Atk +21; CMB +25; CMD 44 (48 vs. trip)
Feats Cleave, Critical Focus, Greater Vital Strike, Improved Critical (bite), Improved Initiative, Improved Iron Will, Improved Vital Strike, Iron Will, Multiattack, Power Attack, Vital Strike
Skills Appraise +28, Bluff +28, Diplomacy +28, Fly +13, Intimidate +28, Knowledge (arcana) +28, Perception +28, Sense Motive +28, Spellcraft +28, Stealth +35
Languages: Common, Draconic, Dwarven, Giant, Orc (understands, but does not speak)

+ 10 on disguise check to pass as a cat
Size –4 penalty on Intimidate checks if smaller than target.
Paw prints leave a trail of scorch marks that smell faintly of sulfur.
Note: I left Fire Resistance & Cold Vulnerability as I think it keeps Fire subtype(?)]

2) Assuming the dragon will likely use a standard action to resume it's original form on it's initiative & that the Touch Injection caster timed their spell after the Dragon's turn (or during it when the dragon no longer had a standard left)- what actions would your party take while it was a cat? Punch through spells or weapon damage w/o SR & DR? Stuff it in a study cage?

If you are making updates....

Infuse Self might be worth including.

Under Monstrous Physique the Vouivre is a strange creature Image that might be worth mentioning - looks like it can hold a shield and a reach weapon or a wand and still get a bite/2 claws/2 wings from it's dragon half.

For Beast Shape the Hydrus has a paralyzing poison.

the Giant Lake Octopus is a potential option once Huge animals are available - mostly for it's eight 30' reach tentacles - (unfortunately only grab, no constrict)

The Tullimonstrum is a stirge for underwater.

That's a nice ability. Bonuses to skills are pretty cheap.

You can practice w/ a 50 gp Billy Ten-Bells for a +2 competence bonus

At a higher level obtain 2500 gp Gloves of Larceny for a +5 competence bonus instead or save up 5400 gp for a +10 (untyped?) from Masterful Gloves

Claxon wrote:
Biting words doesn't damage the target (the caster) it instead grants them an attack. The spell does no damage itself. No one takes damage from the spell. That's why the attacks granted by the spell do have to worry about spell resistance. If it was an average evocation spell targeting a enemy it would have to deal with spell resistance and either a save or attack roll.

For discussion purposes we can stir Tamer's Lash into the mix - like biting words it allows the caster to make an attack (acts as a whip that deals 1d4 points of sonic damage on a hit)- unlike biting words Spell Resistance applies to the attack.

Also, better examples for
One target
Several metamagics have this language: "You can alter any spell that targets a single creature." I assume that it doesn't mean that the spell block can only have "Target: 1 creature", but could also include "Target: one creature/level, no two of which can be more than 30 ft. apart" (Cure Light Wounds, Mass or "Target: creature or creatures touched (up to one/level)" (e.g. [url=]Touch of Blindness[url] - SO LONG as the caster only targets one creature & that the spell would not take effect on additional creatures if the caster targeted more than one- Correct?

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Though I guess if the spell were Shout and it caused the cavern ceiling to collapse I wouldn't say the falling rock damage came from the spell - so their is some level of direct/indirect damage.

Also, "Claxon" sounds like a spell that should benefit from Concussive metamagic.

Claxon wrote:

4) Concussive wont work with Biting words. Concussive only affects the target of the spell, you are the target of Biting Words and it grants you a benefit (that benefit being letting you make an attack). The enemies you hit with that attack are not targets of the spell.

Concussive says:

1) "A concussive spell only affects spells with the sonic descriptor."
2) "A concussive spell causes creatures that take damage from a spell that has the sonic descriptor to take..."

Is the damage from Biting Words considered to come from the PC rather than the spell? Is it different than if a PC is wielding a sword the damage comes from the sword & any riders the sword's enchantment would impose occur.

This item is sort of undead summoning... Robe of Bones

I'm hoping to get some input from the board...

I've got some questions regarding metamagics. I've used my follower's & downtime to create some scrolls & I'm looking at the combat to use them & I'm realizing I may have misapplied some metamagics & will need to fix some scrolls.

A lot of the metamagics share some language I'm not sure I understand & would like to & in particular I'd like to understand Blissful spell (as one of my followers just got the feat.)

Blissful Spell:
Benefit(s): Blissfull Spell (Metamagic) You can alter any spell that targets a single creature to become a blissful spell, although the exact effects of the metamagic vary depending on whether the spell is beneficial or offensive. A creature successfully hit by an offensive blissful spell (if the spell requires an attack roll) or that fails its saving throw against an offensive blissful spell takes a –2 penalty on attack rolls and weapon damage rolls for 1 round. A beneficial blissful spell instead grants affected creatures a +2 morale bonus on skill checks and saving throws for 1 round in addition to its normal effects.

A blissful spell gains the good descriptor, and the additional effect is a mind-affecting compulsion effect.

A blissful spell uses a spell slot 1 level higher than the spell’s normal spell level. Spells with the evil descriptor can’t be blissful

1) One target
Several metamagics have this language: "You can alter any spell that targets a single creature." I assume that it doesn't mean that the spell block has to have Target: 1 creature - & that spells like Acid Arrow are fine.
Is Magic Missile valid as long as all the missile's are sent at a single target? Or does the spell have to be incapable of targeting more than once creature? In which case Produce Flame cast at level 1 should be eligible, but not cast at level 2+ (as it could then target more than one creature - or - can Produce Flame be cast with a 1 target metamagic & if the caster attempts to target a second creature the spell has no effect?

2) Damage for special effect?
Some metamagics indicate they take effect when the target takes damage (which is clear). For those that say they kick in when the spell hits or the creature fails it save, if the target's DR or Energy Resistance reduce the damage of the spell to zero, does the target still take the metamagic's effect? The general

DR rules are:
"Whenever damage reduction completely negates the damage from an attack, it also negates most special effects that accompany the attack, such as injury poison, a monk's stunning, and injury-based disease. Damage reduction does not negate touch attacks, energy damage dealt along with an attack, or energy drains. Nor does it affect poisons or diseases delivered by inhalation, ingestion, or contact."]DR rules are
, so is the metamagic rider treated like poison or like energy damage?

3) Spell that affects the user
When a spell that effects the user, like Biting words is affected by metamagic Blissful spell - is it: a) not eligible, b) considered a beneficial spell for the caster, or c) considered a harmful spell to each creature that is hit by the spell and takes damage?

4) multiple hits
If it can hit or damage multiple time, eg. Biting Words, and it is cast with a metamagic like Concussive Spell does the metamagic: a) only affect the first creature targeted, b) any creature targeted, but each creature only once, or c) each creature each time it takes damage from the spell?

There are a number of threads (see belwo) on the board that indicate that is both RAW and RAI that a character with 2 levels of Brawler can use Brawler's Fury to help qualify for the ITWF (Improved Two-Weapon Fighting) and GTWF (Greater Two-Weapon Fighting) feats when they hit the requisite Dex/BAB.

The most important:
Key Thread post from Jason Bulmahn Lead Designer

The following updates apply to the Brawler....

• A brawler can use the feats granted by brawler's flurry to qualify for other feats, but can only use those other feats when using brawler's flurry (as that's the only time she actually meets those prerequisites)."

Other Threads

When I GM I lean to flexibility on bracing weapons as I rarely see it used. I'd accept I ready an action to brace my polearm if the Gorgon charges or to stab it if comes into reach. May as well give the PC some advantage for carrying a brace weapon (Brace: If you use a readied action to set a brace weapon against a charge, you deal double damage on a successful hit against a charging creature)

I guess if I started to see it being used a lot I might reconsider - but in lots of campaigns with lots of players - I've really only seen new players (initially) excited by the double damage & it never really coming into play.

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You might be able to stack on Fairy Cap - it says it works like reduce person but it's a herb not a magic item, "...effects function as ...reduce person, except can affect any Large or smaller living creature; the effects persist for 10 minutes in either case."

Won't qualify for it anytime soon... but Shield Master Feat allows you to "Add your shield's enhancement bonus to attacks and damage rolls made with the shield as if it was a weapon enhancement bonus."

Bless Equipment is something you should be able to get right away that will stack some abilities on your shield.

Can upgrade that with Align Equipment eventually.

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Actually my character is an authorized representative of the multi-dimensional bank. Just drop your valuables into this bag of holding and I'll write you up a receipt. Wait a couple of hours for the initial paperwork to be processed and you're all set. Whenever you need to make a withdrawal just call out this phrase I'll write on the receipt ("Owah Tagoo Siam") and a representative will appear to handle your withdrawal or deposit....

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Sysryke wrote:

That was a great episode. You can look at a lot of Star Trek in general for Utopian ideas.

The federation seems about perfect. An earth with no poverty, major disease, war, or any real challenges. Jobs and societal standing are all based on skill and merit. Nobody wants for food or housing. Would be really awesome if Rodenberry could have explained how mankind got there.

Yet, for all of that, there are still troubles and conflict, it's just on an interstellar scale.

On a tangental note....

Just (re)watched STNG 1:25 Neutral Zone (first time for kids) - there are some humans that were frozen 300 years ago that the Enterprise finds - and the Enterprise crew is sickening (so are 2 of the 3 peopsicles) Picard acts like they are just the biggest inconvenience all episode (ugh, do we have to wake them?). No one thinks to tell the ships computer not to give them full access to the whole ship. No one thinks to assign a crew member to monitor them full time (or ask for volunteer history buffs to do so) or give them grief counseling until the woman (of course) breaks down in tears in front of Picard and then he brusquely orders Deana to deal with them & keep them out of the way. Anyway, the crew is all like "Oh, so strange these ancient people really feared death!" (the peopsicles are relativity young and frozen due to medical conditions Crusher finds trivial to fix) "Oh foolish ancient people - we no longer have money or care about accumulating material possessions.

Then later in the evening watched Picard S1 E2&3 (w/o kids) - and Picard's doctor is all squirrely/hesitant about telling him of a possible health issue - so much for 24th Century people being so well adjusted no one fears death. Then Picard visits an old acquaintance whose living in a future trailer in the middle of nowhere - and she bitterly complains about her "hovel" while he's living at his vineyard surrounded by heirloom furniture and heavy oak beams. In a deleted scene Picard threatens too fire a whole crew of peasant looking grape harvesters because one mocked a Romulan characters ears. Guess they aren't dressed like peasants and picking grapes in the summer sun 'cause they love grape picking. So much for no longer having cares about accumulating material possessions....

Well, first off let me you say you have my sympathies - my main PC is kind of a mess as he was built to address a lot of disparate weaknesses in the party. He has a ton of options and niche abilities- but is hard to track & play.

Some things that might (eventually) help:

ITEMS (1/2 all prices if crafted)
4,461 GP Perfectionist Shavtoosh - this serves as: a +1 whip, a slotless Improved Unarmed Strike feat (see feats below for why you may want this) and grants a couple of spells if you follow the associated deity.

22,301 GP Sadist Lash - +1 wounding whip, can deliver touch enchantment spells @ range & might (DC 15 will) lower targets save against your enchantments (-5)

SPELLS (when can get them)
1st - Weaponwand (may have to have someone else cast or buy an oil) - deliver touch spell from wand at whip range & with any whip bonuses to hit

2nd level Alter Self - flexible for spontaneous caster - one example: Sewer Troll is a possibility (Lose: 1 AC, 1 to hit for medium size | retain darkvison 60'|gain lowlight vision, scent; 10' reach with 2 claw attacks, a bite attack, +2 strength, 30' move)

3rd - Shadow enchantment very flexible for a spontaneous caster & can pick off of psychic's spell list (downside is, as an illusion doesn't work with Sadist Lash)

Honorable mentions [lvl]: [2]Ghost Whip (incorporeal/ghost touch); [2]River Whip (to target touch AC & extra damage to fire creatures); [2]Rock Whip (1d8 bludgeon, ignore stone cover, & free bull rush); [2/5/6] Whip of Spiders/Centipedes/Ants (touch attack, damage, distraction)

Sorcerous Strike Perfusionist Shavtoosh (above) helps qualify - can add your Plague's Caress to an unarmed strike

could add on Ascetic Style to deliver Plague's Caress when hitting with whip - need to buy weapon mod Versatile Design- to make your whip a monk weapon and I'd get a Opalescent White Pyramid (Cracked) Ioun Stone & stick it in a wayfinder to get Weapon Focus feat to help qualify (and nice to have anyway) Training enchant on your whip (or a spiked gauntlet) is a nice way to get another martial feat.

One level of brawler waives the 13 int for combat expertise, get's you improved unarmed strike d6 for anyone that gets inside your reach (and unarmed strike doesn't require a hand (can be a knee/elbow/kick) gives you 4 uses of martial flexibility to temporarily have a combat feat you want, (and it's a full BAB, d10 hp, 4 skill point class). A second level isn't bad either as it nets you a bonus feat and a modified flurry of blows.

So since this thread has been necromanced... have there been any new features, faqs, etc. that shed any more light?
What other feats and items can we mix in now?
The brawler's flurry?
Two-handed thrower (or Raging Hurler)?
An alchemist's Vestigial Arm?

If you put effortless lace on a one-handed weapon can you wield it in two hands and apply power attack for 1.5 * str damage?

Meirril wrote:
Loren Pechtel wrote:

A god of sidewalks?

...sidewalks could be paved and elevated above the dirt/mud or cobblestone roads.

Or below them- after significant flooding in Seattle, Washington, the streets were gradually raised one level, starting with the road, and people used ladders and bridges to cross the street. Eventually the sidewalks were raised to the level of the new streets as well; but in some places the underground sidewalk/building facade remains (see

Side note on Martial Flexibility - beyond the brawler and eldritch scrapper these archtypes offer the feature: Fighter Martial Master, Fighter Varisian Free-Style Fighter, Oracle Warsighted - and Belt of Superior Maneuvers is pretty cheap for an extra use.

Spells: Mnemonic Siphon, Plundered Power, Spellsteal

The Bloodrager- Prowler at World's End - gets to choose from different spirits that grant different powers

Sandman Bard can steal spells

There are a number of Spell Storing item (e.g Ring of SS) that others can store a spell in and you can later cast.

A Crossblooded Sorcerer can slip a Robe of Arcane Heritage on and off to good effect.

It's fine so long as it is appreciated by the other player - someone new to the game or jumping into a higher level PC they haven't played before may very well appreciate it. What I have most often seen is an experienced player helping out a new player until they learn their PC's abilities - and the only one annoyed in the GM.

I would say it should be pretty apparent to your PC that 20' was not safe - you shouldn't float into the worm's airspace and be completely blindsided that it can reach you at 20' up.

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To a barbarian with Body Bludgeon rage power a Monk's Body is considered a two-handed improvised weapon that deals bludgeoning damage.

At least a dip into Bard with the Archaeologist archetype gives you more luck.
The Fate's Favored Trait is an excellent choice.
There are a lot of items that are thematic too, like Lucky Drunk's Mail

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Use it as a 1 hour timer? (Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour.) So if you made a piece of sting purple, cut it up and pass a piece to a bunch of different people that need to coordinate something (e.g. launching an attack) they'd all turn back to white at the same time.

Maybe fighter with Calistrian Hunter archetype

Might also consider being a 1/2 orc or hobgoblin with an alternate racial trait for whips

If you have a bunch of abilities that work with Rift Reach and have the gold for them then Gloves of the Shortened Path which will both give you one more use (regardless of your Cha) and a much longer range (anywhere in line of sight) for that one use. NOTE: these are even better than normal deal if you or a team-mate have craft wondrous items

Instead of sharding or blinkback how about Dagger of Doubling ?

I can't see your character sheet, but...

Deific Obedience with Pharasma for, "+2 profane or sacred bonus on attack rolls made with daggers"

If you don't already have these traits then the additional traits feat for:
River Rat for "+1 trait bonus on damage rolls with a dagger"
Opportunistic for "+1 trait bonus on attacks of opportunity with a dagger"
or one of these and one of the other goods ones (e.g. +2 to initiative, +1 to a save, etc.)

It'd be nice to be able to use the wasp familiar that a worshiper of Calistria can get.

If your companion gets a neck slot it can use a Charlatan's Symbol to store a wand of enlarge person to be of more use when not in mauler form.

Will second reach Shaman. Buying a Perfectionist Shavtoosh, a modified long spear for unarmed strike, an Opalescent White Pyramid (Normal) Ioun Stone ioun stone and wayfinder for Weapon Proficiency and Weapon Focus with a tri-pointed double edged sword (fighter monk weapon group w/ reach & d10 x3 crit) or a Kyoketsu shoge (depending on how your GM intrepts it's reach/threat).

allows you to take Hex Strike and Asectic Style

So you can hit someone with your weapon on your turn and swift action deliver a hex to them - and threaten a bunch of squares when it isn't your turn.

Enlarge Person is your friend - even if it costs you dex and therefore reduces the effect of Combat Reflexes.

Lelomenia wrote:
Flesh eater says “died and was eaten in the past 24 hours”, so if you aren’t near a big city you are bringing live animals with you. Though Birds and fish you can probably catch in the wild. Big cats are probably trickier.

Just because the image is so horrifying ...If the item didn't specify the creature disappears on being slain, if I were running I'd let a Flesh eater just take the small, fuzzy ball from a bag of tricks and stuff it in their mouth and start chewing instead of having to toss it 20' to activate it before eating it.

I'd think the spells Preserve and Gentle Repose would work to extend the time limit.

As would these items: Chest of Keeping , Corpse Ferrying Bag, Unguent of Timelessness


Quick thoughts on Prestige Classes.

Fateful channel really fits the build - and requires a death deity/Pharasma - but if you can give that up and change your deity to Pulura - the stargazer prestige class is amazing for almost any shaman and more so for one that leans more towards cleric/channeling

If sticking with Pharasma (N deity) check out Envoy of Balance - esp: twinned channeling endowment: This might make it attractive to try to get a level of cleric with the Undead subdomain as it's death's kiss power can let you negative energy heal living party members- so you can twin negative energy heal and harm and include/exclude the right beings with Selective Channeling.

Evangalist is almost always good and Pharasma's obedience is a reasonable one. This would probably add these three feats: Deific Obedience, Favored Prestige Class, Prestigious Spellcaster

Quite a few feats to get there, but if you wield a buckler there is upsetting vengeance

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Luis Loza wrote:
Luckily, I can provide some clarification and intent here.

THANK YOU!!! It is absolutely awesome that you've taken the time to comment on the RAI behind these. I wish I could grant rep or something! May the dice grant all of your characters 10,000 gold!

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This item is cheap and fits the theme Maiden Promise

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