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Add Unseen Servant (x/times a day or continuous) to an item...Had to do this with my Duelist after he married/was cursed by a witch. Baneful Polymorphed into a black cat unless I wore my wedding ring and since cats don't have thumbs...lol


Want to re-roll Dragon Disciple please...


Is this is about how I should proceed as a Duelist?...should I just accept the current rules on Crane Wing or push for a "reset" on the feat tree?...should I have pursued a dragon disciple instead?...If the char your currently playing has a major component changed would you not ask the same questions?


Lol...The fun is being with the current group that I am in...they are awesome!...However, I don't want my char to have a dead-end style feat that is only functional every now and then...I would rather switch to the main party damage dealer (ninja gonna give me a run for my money!)than the every now and then guy that can help out!...Especially since my goal was to be the "light tank"!


I used to play WoW and when they hosed over a class they atleast had the courtesy to reset the feats for said class they nerfed...That being said, there has been some discussion about the Crane Style in case you missed it...lol.

The campaign I'm currently in my char just hit Duelist 1 and has been taking the Crane Style tree to get the attack deflection from Crane Wing along with the AoO from Crane Riposte. And according to the latest errata this has changed somewhat...

That being said, I feel somewhat cheated...I mean the only reason I took this feat chain was to stay in line with Precise Strike and give me better AC/deflection plus an AoO...

The build I was going for was the melee type that could engage the baddie while fending off his/her attacks letting the group take care of business....A "light tank" if you will...

Why didn't I go with Two-Weapon Fighting?...Dishing out mindless damage just rolling the dice!..."Dumbing Down the Duelist"...That's what this change should be dubbed...Wish now that I had!...Shoulda Woulda Coulda!...lol

I have exchanged one email so far with the GM and he said I could swap the feat(only discussed Crane Riposte's functionality) but hope to persuade him for the whole style feat tree...

Am I being unreasonable?...Should I ask Paizo for a letter of reprieve for my style feat tree?...A feat reset if you will?...lol...Believe me my current build would be different if I had the latest info on Crane Style...like I said before, I feel cheated...


icehawk333 wrote:

Now, if you want a way to use the ring while in cat form, unseen servant is the key.

A 1/hour a level spell that can manipulate up to 25 pounds of magical or nonmagical material at will for the duration.
1st level spell.

That is good...Idea is to have a cord/chain looped thru ring and wrapped around wrist when worn but put around neck before ring removed...Could have this enchanted with this spell as necklace...


icehawk333 wrote:

Yes, but if he made a thread for it, i assumed that remove curse had been tried.

If it hasn't, then why hasn't it?

Pathfinder Companion Subscriber

+

Anybody else here think of Bewitched when reading this thread?

Nothing has been tried.Gathering ideas for next gaming session...


strayshift wrote:
Baelmar wrote:
strayshift wrote:
I think you will find Cat's have a dewclaw, a vestigial digit which could function like a thumb if the ring shrank (given the nature of how you acquired it I would say that would only be fair).
I will argue this point!...hehe

6th picture down - apologies for the cheesy web-site:

http://www.cat-talk-101.com/cat-claws.html

Will be fwding this to GM:)


martinaj wrote:
Why hasn't anyone mentioned Remove Curse yet? Granted, that would probably permanently remove your ability to become a cat, but isn't this exactly the sort of thing that spell was made for?

That would be awesome since most spells recommended are 9th level...lol


icehawk333 wrote:

Warning!

It is a one use item, and will distroy any magic object or spell it comes in contact with. Be very, very careful.

It will also run you 12500 gp.

Oof!...I will keep that in mind...thx


icehawk333 wrote:

...

I would, personally, polymorph into a rock mole then eat the ring, turning you human, making you effectively immune to polymorph, and not taking up a ring slot!
(Nethack reference. Doesn't work in d&d)

Seriously though, breaking this isn't too hard- mage's disjuntion on self, removes all non-instantaneous magic effects, no save, no check, nothing.

If you don't have access to that, a rod of cancelation will do the trick.
(Rods of cancelation can destroy sphere's of annihilation... So this shouldn't be beyond that...)

Mage hand cannot be used to lift magic objects, but all spell like abilities have no components, and as such, can be cast in any form.

Rod of cancelation...ThankYou!


strayshift wrote:
I think you will find Cat's have a dewclaw, a vestigial digit which could function like a thumb if the ring shrank (given the nature of how you acquired it I would say that would only be fair).

I will argue this point!...hehe


Baelmar wrote:
lemeres wrote:

The situation is ripe for countless tasteless jokes.

You married a witch? You and me both mister.

There is also an obvious joke about how your wife turned you into a...cat... but I will keep this family friendly.

Anyway, since I feel compelled to make at least an attempt at being useful: What class are you? Any access to spells of your own? Also level might help.

Here is an idea: the extra traits feat, and take the magical talent trait to get Mage hand as an SLA. SLA's lack all components, so you can use them even when you are a cat. The feat will also give you another trait left over, which can always be nice. Although I do suppose a feat is a steep price, and depending on circumstances you could have to level up twice to do this. ..And it would be a wasted resource when you finally find out how to undo the problem.

Hehe...I feel my GM is possibly sending a message!...

Class is Fighter/Rogue(6)and race is Drow noble so I do have dispel magic 1/time day

I could take another rogue talent for Minor Magic/Mage Hand...but can I cast this in cat form?


lemeres wrote:

The situation is ripe for countless tasteless jokes.

You married a witch? You and me both mister.

There is also an obvious joke about how your wife turned you into a...cat... but I will keep this family friendly.

Anyway, since I feel compelled to make at least an attempt at being useful: What class are you? Any access to spells of your own? Also level might help.

Here is an idea: the extra traits feat, and take the magical talent trait to get Mage hand as an SLA. SLA's lack all components, so you can use them even when you are a cat. The feat will also give you another trait left over, which can always be nice. Although I do suppose a feat is a steep price, and depending on circumstances you could have to level up twice to do this. ..And it would be a wasted resource when you finally find out how to undo the problem.

Hehe...I feel my GM is possibly sending a message!...

Class is Fighter/Rogue(6)and race is Drow noble so I do have dispel magic 1/time day


SeeleyOne wrote:

I can see an attempt at the cure instead become a modification of the curse. You then become THIS

What is even funnier that I'm 1level away from Duelist!


zefig wrote:
Well in real life, some cats have extra digits that act a lot like thumbs....but its a lot funnier for you to have to rely on party members to switch you back. :D

Oh its funny!... Actually its an awesome adventure so far and I am planning on using "this" to get out of trouble in the future:)


pres man wrote:
Put your tail through it?

It was ruled it had to go onto my finger/paw...


MrSin wrote:
Baelmar wrote:
Upside is I'm a widower and will be looking into my late wifes property and possessions!...hehe

You'll have to split it 10 ways, won't you?

Baelmar wrote:
Another question is how do I rid myself of this if I choose to in the future?...Wish spell?...Could Dispel Magic on the ring work?

Sounds like a curse to me, cursed items are usually stuck on their wearers though.

Baelmar wrote:
After a discussion with the GM we have come up with a way to remove the ring and retain it in my possession while I change into a cat but my question is how do I get it back on by myself since cats have no thumbs!?...Enchant it with mage hand?... Any suggestions?
With lots of time and effort? You could get your friends to do it I'd imagine. Or you could talk it out with your GM and somehow turn it into a ring that just lets you turn forward and back with a standard action and merge into your form like a polymorph effect but have a cool roleplay appearance like a necklace, bracelet, ring for your cat, or appearance on your fur. Your playing with houserules anyway, right?

Hehe...10ways is actually down to 2...Explosions and a sinking ship resulted in only 2rings left...But that is so funny!

The idea is if say we are separated I can do this on my own to get the ring back on...


Arcutiys wrote:
Wear the ring on your tongue as a cat to turn back?

Lol...Believe me I have argued the dexterity that cats possess and I should be able to put my paws into the ring no problem but you know GMs!...


Drejk wrote:
Polymorph any object cast on the cat form could possibly do the trick, turning you back into human permanently. Mage disjunction could also work, especially if cast on the ring when worn. Dispel magic is a tricky one. It can get rid of regular baleful polymorph, unless it was made into an actual curse or embedded into ring as a magic item.

I can only assume the ring isn't a typical magical item since she was wearing one on each finger...Thanks...I will look into those spells


A few sessions ago we encountered this crazy witch with a bunch of cats...Long story short they were her "husbands" bound to wedding rings she wore for each thru a baleful polymorph spell and I became husband #10!...The party managed to defeat her after I was polymorphed into a black cat and I was returned to normal after "my ring" was put on me...
When the ring is on my finger I am normal but when it is removed I revert back to a cat retaining level, abilities, intelligence, etc...Since this is a permanant effect I am going to have to deal with it for awhile...And it has come in handy already being able to sneak around unnoticed and the like...

After a discussion with the GM we have come up with a way to remove the ring and retain it in my possession while I change into a cat but my question is how do I get it back on by myself since cats have no thumbs!?...Enchant it with mage hand?... Any suggestions?

Another question is how do I rid myself of this if I choose to in the future?...Wish spell?...Could Dispel Magic on the ring work?

Upside is I'm a widower and will be looking into my late wifes property and possessions!...hehe


312. A charismatic stranger is suddenly noticed enjoying your campfire and greets everyone rather graciously. Upon further examination he has the strangest deep green eyes and crazy golden hair. He offers everyone some wine from his wineskin that never seems to empty and fills the party in on some ancient local lore. Hopefully nobody in the party does anything hostile since when he has told his tale and shared his wine he will revert to his true form as a gold dragon, bid the party farewell and fly away...


In one game I'm in we had the Deck show up...In that game I am playing a Paladin so I refrained from the Deck because I felt it went against the " moral code" of my character to draw...whatever...If it were any other game I'm in I would draw..."Do you want to live forever?"


MiniGM wrote:

those are the ones, to me what is the point if you are not going to parry?

I am not saying badwrongfun of course. That said if I were the GM I would allow parry to be a held off hand attack np,

I jsut wanted to make sure that you realized that is all

I can see a Duelist parrying with an off hand weapon also...but I will be wielding a single scimitar for Dervish Dance


Thanks for all the help...Think its going to be a fun character to play...


blackbloodtroll wrote:
Is this a Golarion Campaign?

Homebrew...we get the details tomorrow night.


I am leaning towards Fighter/UrbanRanger/Duelist... The Magus seems ideal but why bother with any other classes?/getting the max spells/caster out of the class?...Favored Enemy + skill pts seems to beat out a level 2 spell max


Byrdology wrote:
Magus gives you unparalleled damage on a single strike vs ranger and fighter combined. There is also tons of synergy between magus and duelist. However, ranger fits the pirate life a bit more thematically. Just watch out for your will save. Honestly it's up to you. Magus = more optimized power, ranger = more role playing optimization. Your choice.

Power vs Optimization... Damn you Byrd!:)


Byrdology wrote:
Free booster is fair game for you. I would advise against TWF though. Ancestral weapons won't do you any good, so I would go with a rapier. You may want to consider crane style though, it's super glowing neon blue!

The only weapons I had considered using were Rapier, Short Sword and Hand Crossbow...trying to stick to racial weapons atm...


Byrdology wrote:
If you want some pretty seriou badwrongfun, go dervish dancer weapon master 3/ magus 4/ duelist X... But seriously, pick up crane style!

I have read more into Dervish Dance(thx BlackBloodTroll) and read and re-read Crane Style...I am digging it!...Magus vs Ranger?... You sold me earlier on the Urban Ranger...Current char now is a caster(F/Wiz/EK) so I 'm not completely sold on another caster... Please make your case...lol


Mergy wrote:
I would swap intelligence and strength. You'll get more out of intelligence in the long run; a single point of damage per hit versus a skill point per level and an extra point of AC seems like a no-brainer to me.

Hmmm...you know when I posted this I expected to have a barrage of posts to talk me out of the Duelist...the Int vs Str does make sense...the wizard in group did take craft wonderous... so hopefully a Str belt isn't out of the question soon


MiniGM wrote:
I have not read the whole thread so this might have been said. But a lot of duelist abilities do not work when twf

Precise Strike (which would be decided/ level of char to be used vs 2 attacks) and Parry which is only really usable if you win initiative..what am I missing?


Darth Grall wrote:
Malachi Silverclaw wrote:

Duelists cannot use their Precise Strike ability and TWF at the same time. Well, not exactly but:-

Precise Strike wrote:
When making a precise strike, a duelist cannot attack with a weapon in her other hand or use a shield.
Which is why it's recommended you either forgo the attack in your offhand for Parry; or you use an unarmed strike since they're not a weapon in your other hand.

Do I need the Snake Style then?...cant I just use un-armed strike and select a different feat?


blackbloodtroll wrote:
Baelmar wrote:
blackbloodtroll wrote:

Why no Dervish Dance?

There is no "desert" requirements.

You know about creating your own flavor right?

Every Fighter is not the same, and neither is those that utilize the Dervish Dance feat.

Not sure where I saw that or perceived it to being tied to a Desert style campaign... Can you elaborate please or link?...thanks

It was in your original post.

I am talking about Dervish Dance.

Okay..only have core, apg books...That is better than the weapon finesse t

hat is required for Duelist


blackbloodtroll wrote:

Why no Dervish Dance?

There is no "desert" requirements.

You know about creating your own flavor right?

Every Fighter is not the same, and neither is those that utilize the Dervish Dance feat.

Not sure where I saw that or perceived it to being tied to a Desert style campaign... Can you elaborate please or link?...thanks


Darth Grall wrote:

First I'd recommend checking the Duelist guide.

Secondly, if you're going Duelist, I'd recommend just going Fighter, then pick up Unarmed Strike & Snake Style since they need it. A TWFing Unarmed Duelist is strong since they meet all the prerequisites to not lose parry or precise damage.

Shouldn't be too much of a stretch since Pirates aren't opposed to hitting things with their fists either. You might have a problem with learning Snake Style on the high seas, but since its all about seeing through deception and junk, it's not much of a stretch. Much less than a whole monk dip.

Finally, if you do dip rogue, don't forget there's a pirate archtype or two. Not the best optimization wise, but none the less flavorful.

STR Ranger's Duelist Guide is awesome btw...just looking for additional insights...

Fighter feats are whats keeping me going Rogue;)

I have looked at Unarmed strike /style...Like the idea of kicking someone off the boat...haha


Malachi Silverclaw wrote:

Duelists cannot use their Precise Strike ability and TWF at the same time. Well, not exactly but:-

Precise Strike wrote:
When making a precise strike, a duelist cannot attack with a weapon in her other hand or use a shield.

I understand this but TW attacks vs Precise attack + Duelist level 3-5..which is better until you actually need the level dmg?


Byrdology wrote:
(maybe freebooter as well)

This is a Human racial archetype... Is this possible?


Byrdology wrote:
Weapon master3/ urban ranger 3/ duelist! Classically trained in knowledge and sword play as a drow noble, then learned the pirate life and soak up as much of the surface (higher skill points) as an urban ranger (maybe freebooter as well), and then perfect the dueling arts...

Very nice... I was looking at the Weapon Master or even taking Ranger( hated taking straight Ranger Drow...you know why...but dig the 3rd lvl abilities Urban Ranger gives!)


thebigragu wrote:
You have the makings of a classic swashbuckler. Look at two-weapon fighter who uses a rapier and maine gauche (sword breaker dagger). Disarm/pin, then pierce away. The prereq's for Duelist will help guide your choices for feats and skills. Generally, focus in two-weapon fighting and combat maneuvers.

I do like the idea of parrying attacks and deflecting arrows:)

If I do go Duelist should I stick with reg Fighter or select an Archtype for a few levels?...Armor TrainingxX seems nice...


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Here's the scenario...Starting a new campaign level 3 with gold, items and a magic item...However, my character is starting level 2 with no items...Here's the catch...Noble Drow(no feats required)...I know right?!...25pt buy in and campaign that will be heavily conducted onboard a pirate ship/boat...

Current stats so far(still adjustable) are...Str 16 Dex 19 Con 12 int 14 Wis 12 Char 13
Traits : Indomitable Faith/Warrior of Old
Feats : Dodge, Iron Will, 2Weapon Fight
Class : Fighter

As of right now the party consists of 7 players including me...1 undecided...1 gunslinger...1 cleric...1 magus...1 wizard...1 witch or rogue...and me---> 1 fighter/duelist

I guess my question is...Should I go Fighter 6 and then Duelist or stick with either 2 weapon Fighter or even Mobile Fighter throughout?...or Rogue/Assassin or ShadowDancer?

Before you hammer me with dip this and take some crazy class combo my thoughts on the character are...I've escaped from the Drow Kingdom(something happened that caused me to flee...future plot) and as a result I was captured by pirates/slavers...the party finds me alone on a ship adrift on the ocean, chained and without any items...I am a (insert class here) level 2 and that will be my class for atleast a few levels or indefinately( no monastaries to dip Monk, no Desert Dervish or whatever on the high seas)...also this is my characters first exposure to the surface world so I feel I should stick to what I am(Chaotic Evil...whatever class) for a few levels until an opportunity presents itself for change...

Assuming the majority of the campaign will take place on the high seas I am leaning towards a mobile/two weap Fighter of sorts or even a Rogue...I don't like the idea of going overboard in heavy armor but like the idea of hopping all over the deck and climbing the rigging without penalties...If I stick with the plan and go Duelist, I will keep Int at 14...but if I go Fighter or Rogue whatever I can dump a lil Int to add to another stat...A Char dump is off the table(13) because Noble Drow have a min of 13 and thats that...What other char/arch type would you recommend for this?...Stat changes?...Traits and Feats?...

I guess the possibility to dip a level may come up later but as of now I don't see it happening for a few levels...


DrDew wrote:
Baelmar wrote:

I am looking for a tech enhanced Drider for a campaign that basically has a rip in time and space...think Star Trek Borg meets the Drow of Pathfinder...I was looking at 3.5 Half-Forged to get started...thx

Dragon Magazine #91 might help with this. The "Rage Against the Machines" section had some pretty good stuff for making "Half-Machines".

http://www.nobleknight.com/ProductDetail.asp_Q_ProductID_E_16491_A_Inventor yID_E_2147938984_A_ProductLineID_E_2137418752_A_ManufacturerID_E_1_A_Catego ryID_E_12_A_GenreID_E_0

Awesome!...thx


My Tuesday game GM is a lawyer and he is awesome...He's fair and listens to all arguments...Has ruled for the party numerous times that most likely altered his plans...He is very engaging and prepard...and did I say awesome?...*wink wink*...great campaign btw John!


I am looking for a tech enhanced Drider for a campaign that basically has a rip in time and space...think Star Trek Borg meets the Drow of Pathfinder...I was looking at 3.5 Half-Forged to get started...thx


One game I play in our GM has separate pricing lists based off rolls we do at the end of previous session...The rolls add to Diplomacy or Bluff checks...Everyone has same list (printed or emailed) but different pricing...We purchase before session starts(sometimes out of game via emails) and it seems to work okay to reduce time loss for the adventure...


70. You burned down the last town you were in ( accidently of course) and theyre the only ones who believe you...


11. I've known him since 6th grade


Cathulhu wrote:

eh, turn it around. Suddenly the threat they have to contend with is their new found enemy and former employer. Maybe the "enemies" who they were supposed to protect the informant against are grateful. OR, at least not outright hostile, and perhaps willing to provide aid to the party after suspicions have been allayed.

Its hard as a GM to deal with players that destroy what you have planned with a single action... Its the mark of a good GM to roll with the punches and make a story out of it. I know it sucks, because you might end up throwing out a notebook of notes and plans, but the story (and its "protagonists", the PC's) takes precedence over GM frustration.

I generally refuse TPK as an intentional course of action. The GM has a job as storyteller and rule/dice referee. You can't do that if everyone is dead. Accidents happen, PC's get over their had, TPKS occur, but it should never be intentional.

Try to let the unexpected turns inspire you.

Agreed...this adds a great storyline/plot that can continue for levels to come...Assassins, Bounty Hunters, etc...The party will always be looking over their shoulders...


KrythePhreak wrote:
I was considering a Human and taking Toughness and Improved Initiative at 1st level, but then I REALLY like Elven Wizards as well so its a tough choice

Not to mention the +2 elven spell penetration...


Gijepa Mars wrote:

I am new to this and have always been really hesitant in trying to play. As a kid I always read the Lone Wolf adventure books, but never indulged into a fantasy realm other then playing video games.

Is there a why i can get introduced to the game and style by plying solo campaigns? where do i find solo adventures?

Can the adventure packs be played solo? Also the adventure packs are for all different leveled characters, what if i'm at a level 10 but want to play a AP thats rated for level 1-6, or vice-versa.

I'm really excited to learn and play, just need some direction and guidance.

thanks for your replys.

Another option is to join a Meetup group...I recently started playing Pathfinder (played AD&D several years ago) but explained to the GMs beforehand my inexperience with the game...Luckily I landed in a great group but be warned you will meet some very nice people mixed in with several @ssclowns!...lol

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