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56 posts. Alias of Fajen Thygia.


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So a friend is starting a campaign with me and three people new to roleplaying. It's starting at first or second level and will remain there for a while. I've always wanted to play a heaven's oracle, but with the new people, I feel like I need to get the revelation that lets people re-roll a save, and dual-cursed removes color spray from the list. And a heaven's oracle without color spray...*shudders*

I was thinking Samsaran with color spray from a domain, but I can't find a domain with color spray (?!). Does anyone have any ideas?


You can of course play a small marshal, so that your mount fits everywhere, and with a mauled leg (or even just an arrow to the knee), it could be your service animal, so it's even allowed in social situations.


Chengar Qordath wrote:
Beats wrote:
Ultimate Combat's Samurai. It's an alternate cavalier without the mount. http://paizo.com/pathfinderRPG/prd/ultimateCombat/classes/samurai.html
Samurai still have mounts.

My apologies. Not sure what I was thinking.

The musketeer doesn't, though; it instead has a firearm. I'm not sure if that's still in the flavor you wanted, though...
http://paizo.com/pathfinderRPG/prd/ultimateCombat/classArchetypes/cavalier. html


Ultimate Combat's Samurai. It's an alternate cavalier without the mount. http://paizo.com/pathfinderRPG/prd/ultimateCombat/classes/samurai.html


Zahir ibn Mahmoud ibn Jothan wrote:

Looks like I would have been wrong, had I been the first respondent, I would have said it was Damage Over Time (DOT) like a bleed, acid, burning, or other similar affect. I also view a spell like Summon Monster and Spiritual Weapon as a form of DOT.

Anyways, apparently it also means that forum stuff.

This.


My Monk/Alchemist is about to be 4/1, and I'm planning on taking Additional Traits for the feat. I know Accelerated Drinker doesn't work with extracts or mutagens, but the ability to start fights with enlarge (and later shield) for just a move action is really tempting. My question is what you would choose for the second trait.

The character is a Duergar with the Grey Disciple, Flowing Monk and Vivisectionist archetypes. Stats (from die roll) are 16/16/17/14/18/10 and my current traits are Grounded and Outlander (for initiative). Current feats (with 2 bonus from flaws) are Improved SR (gained SR 5+HD from race guide), Improved Initiative, Improved Reposition (Monk bonus), Improved Unarmed Strike, Power Attack and Combat Reflexes. I also have MWP as a DM reward and have been using a lucerne hammer for 20' effective reach while enlarged.

I'm leaning towards two choices: Fist of the Society for an extra Ki point, or Magical Knack so that the mutagen lasts half an hour. You can never have enough Ki points (especially since Gray Disciple precludes Monk Oaths), but a half hour of +4 Str should get you through all of a small dungeon... of course, that also gives the GM carte blanche to say, "Here's the BBEG, and wouldn't you know it, it's been 31 minutes..."

Opinions on the trait? Or suggestions for the future of the character?


Is 3.P material allowed?

I had a Rainbow Servant with a dragon familiar. With the character on the run, she polymorphed the dragon and herself into halfelves and posed as sisters, casting all of her divine spells as touch spells through the familiar and only casting arcane spells from herself. I had half the party convinced it was a cohort for most of that game.


Great guide, especially the part on roleplaying. There's not nearly enough of that out there in handbooks.

I do think you've overlooked the Ultimate Mercy feat. Being able to rez anyone for almost free is an amazing ability, and particularly in flavor with the Harmonizer.


Spellbreaker is the best archetype for those few that will spend significant time at 20th level. Once you're immune to Antimagic Field...


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Q: How many epic spells does it take to replace a Continual Flame coin?
A: One, but it costs 420,000 GP.

Q: How many gelatinous cubes does it take to replace a Continual Flame coin?
A: *GLOMPH*


Why were you still using Toppling at 6th? You should have moved on to daze by then (with that trait...).

I'm using the combo in my campaign. It did shine at lower levels, when we were fighting kobolds, bandits, and guardsmen (80% success?). I did take the Additional Traits with Secret of the Impossible Kingdom and Outlander (Lore Seeker) for an extra missile and +2 to the roll...


k, I misunderstood the third post. Thanks.


Obviously it isn't.


I'm not sure that's a correct distinction; at the very least, it would spark a discussion.

So for the sake of argument...?


Simple question - which of course means that it will lead to a 100 page thread and three separate flame wars.

Do Improvised Weapon Mastery and Lead Blades stack?


This is the goal of a character of mine, playing in a pathfinder game that will be using the 3.5 epic rules (although the GM redid epic spellcasting). It's also the kind of item I expect will cause my character to retire, assuming it actually gets made, so it's a campaign-long quest for him...

I'm just wondering, bookwise, what the cost would be? Does the 50 diamonds of 25k or more trigger the "> 200k = epic and thus is 10x as expensive" from 3.5?Does that mean that each individual dimanod needs to be worth 250k?


Rainbow Servant. Oh, Rainbow Servant.


True. It's just that a) critiquing items can be as instructional as creating them, and b) I'm remorseful for not providing more feedback last year. I've been checking this thread constantly since the first, hoping to practice/rectify past mistakes.


RonarsCorruption wrote:

At RPGSuccubus's reccomendation, I'm going to make my item for June the

kazathri cracker

Kazathri Cracker
Aura moderate evocation; CL 7th
Slot --; Price 1400 gp; Weight 2 lbs.
Description

Used almost exclusively during kazathri, the demon festival upon which one demon ascends into a higher rank of demonhood - Babau to Succubi, Succubus to Nabasu or even higher - the kazathri cracker is a tightly bound human entrail wrapped around a ball of nether-energy. When the ends are pulled as a standard action, the cracker bursts - filling a 30ft radius area around the user with swirling flames and crackling electricity. This burst does 5d10 fire damage and 5d10 electricity damage to all creatures in the burst - which demons typically find particularly enjoyable. Especially when mortals are around.

Construction
Requirements Craft Wondrous Item, detonate; Cost 700 gp

Okay. that's a little SIAC. I'll see if I can come up with a real item before the end of the month.

It might also trigger another penalty - some judges have dinged things meant for to use by the GM. I'd still love to have one as a high-level fighter or barbarian, but not giving the judges an excuse for dismissing you is important.

Shouldn't it also have a reflex save?


Mark Sweetman wrote:

If you read the rundown on the Eidolon progression in the basic Summoner profile - you'll notice that they get an in-built Armor progression.

Starts as +2 at second level building up to +16 at 20th. Supplement that with Natural Armor through evolutions and you don't really need to worry about barding, etc.

Read the entry. That can be either normal armor OR natural. So you can have it, the bonus from the evolutions, AND (perhaps) armor.


Whenever I see a "Summoner is overpowered!" thread, it usually means that someone has misread the rules, which is sadly very easy. With the Synthesist.... I honestly think they might be on to something. Yes, you're giving up an action each round, but what you are left with is so, so much stronger and more resilient than the two weaker selves... The Skilled evolution alone can break some games (at least organized ones).


I'm working on a synthesist. Did you watch A Scanner Darkly? Imagine one of those ever-shifting suits, but every part is a different variety of half-dragon. Still somewhat translucent, but still looks like a single entity.


RonarsCorruption wrote:

Smokespun Candle
A lot of the concerns for this item have already been brought up - the biggest concern is listing some of the statistics of the rope, but not all. The single half-sentance "this rope is identical to silk rope except..." would have turned this from a good, cool item to a great one.

I listed every stat it has for rope in the rulebook. Where should I have looked instead?

Still, that sentence actually helps the flavor of it. Describing the item to friends...it's not the easiest item to grok. Thanks you.


The Master Summoner I'm currently playing doesn't use his eidolon in combat. All of his evolutions are Skilled (Knowledge: Whatever) and Ability Increase (Int). The eidolon is only summoned when a question needs answering that no one else can answer; Evolution Surge can give other Skilled evolutions temporarily that he doesn't permanently have (like Appraise).

The archetype gets just plain _nasty_ at level 7. Face your enemies down with a stampede of 10 aurochs. Have a fog bank of lantern archons, making dozens of touch attacks each round against those T-Rexes.

....just make sure you keep some uses in reserve.


I think Legend of the Shining Jewel has potion belts in their campaign guide. You might want to give it a look, if your DM allows it.


Seabyrn wrote:
Also, "be burst" is a bit awkward, and not a great word choice.

Point taken about my misplaced modifiers (and echoed by my professors), but the quoted section is actually straight from the core rulebook.

Quote:
Mechanically, the book-keeping on this one is going to be a pain. I think it would work better if you give a total burning time (in rounds) for a candle, and an amount of smoke per round, which can be used to either obscure a 5' area or create 25' of rope.

Yes, that should have been made obvious. >_<

Quote:
How much weight can the rope support before breaking? Or is this factored into the DC of the Strength check? (I don't know the rules here well, but what if someone tried to use the rope for climbing?)

There's a good reason for you not knowing - the rules don't exist. I left it as close to the core ropes as I could.

Quote:
How does the sticky effect work on things within an area that is being obscured by the smoke? Would it be harder to disarm someone? Bonus to grappling within the area?

I tried addressing that with "obscure and obstruct." "Obstruct" is in the core rulebook under Terrain and Obstacles. It doesn't address all of your questions (I had them too), but I thought an obstructed square would address the stickiness in a substantial and elegant way. I'm not satisfied with it either, but it seemed the best way to avoid making the entry 700 words.

Thank you for the critiques. They are very helpful. Must... check... modifiers... the other kind....


no, just MAD. You can't forget about intelligence.


They're free actions in the turn they're cast, which means it can happen between two move actions, or even during one move action, which would leave the familiar time to aid another on its turn.


davidvs wrote:
Beats wrote:
The best part of witches having familiars is that they can deliver touch spells. Congrats, you have targeted ranged heals at third level. Giving such a familiar Mobility seems like a good investment.
There is a better option for flying familiars. The monster feat Flyby Attack has no prerequisites.

But it doesn't actually protect against AoO. And delivering a touch heal spell is a free action, so you really don't need flyby.


Doh, just saw that they don't get Invisibility on their list. I miss playing my familiared bard....


Smokespun Candle:
Smokespun Candle
Aura
faint conjuration; CL 3rd
Slot --; Price 150 gp; Weight 1 lb.
Description

Typically crafted from the fat glands of dire spiders, these wax candles do not shed any light when lit. Instead, each candle pours out a strange smoke in a uniform stream. Thick, viscous and heavier than air, an unattended candle will obscure and obstruct a 5' diameter area within four minutes. Finding tiny objects within this area requires a DC 18 Perception check and a standard action; finding anything smaller is nearly impossible without magical aid.

A user familiar with the candle may harvest the smoke as it is released, spooling it into lengths of rope. While lit, 25' of smoke is released each round. Each Smokespun Candle holds one thousand feet of smoke when new. Extinguishing the candle (a swift action) leaves the harvester with a single piece of rope-like smoke, which has one hit point and can be burst with a DC 18 Strength check. The smoke is slightly sticky, providing a +2 circumstance bonus to climb checks.

Regardless of use, the smoke will dissipate two hours after the candle is extinguished.

Construction
Requirements
Craft Wondrous Item, Web; Cost 75 gp


The best part of witches having familiars is that they can deliver touch spells. Congrats, you have targeted ranged heals at third level. Giving such a familiar Mobility seems like a good investment.


If someone asks about Battledance, it's a good time to scrap the campaign.

My first game was Epic, and my current game is planned into epic. It can be really fun, if you avoid epic spells.


In 3.5, I played a character that used her familiar as part of a disguise. She was well-known among the wrong circles as a Rainbow Servant, so she re-invented herself as pair of sisters, one (her) that could be seen casting arcane magics, the other (her familiar under polymorph) that could deliver all of the divine touch spells. The hardest part of getting that to work was the feats for proficiencies. Something like this would have been a godsend; I ended up having to use some 3rd party piece of cheese.


So I'm playing a summoner that's based on the SLA ability, with the Master Summoner and Evolutionist archetypes from UM. My eidolon is basically a personal knowledge bank, with every evolution going towards Skilled: One Knowledge or Another. It's a nice change from my primary mounted summoner (long story).

My question is feats. What feats would you suggest? Skill focus feats just seem like such a waste. Additional Traits has potential, but I'm getting lost in the vast quantity available. Anything from Paizo should be acceptable.

The character is only existing for level 6, maybe 7. Thus, the eidolon will only have 3 hit dice for its existence.


"Each round of immersion in running water inflicts damage on a vampire equal to one-third of its maximum hit points—a vampire reduced to 0 hit points in this manner is destroyed."

I had a sorcerer who was using quickened Hydraulic Pushes on himself for swift movement. If he becomes a vampire, is the spell enough to cause a third of his life go away every time he tries that?


I'm trying to figure out some way for my tiefling sorcerer to be able to get Grab. About the only way I've found is the Snatch feat from the bestiary. The problem with that is, how do I make my Tiefling huge? A permanent Enlarge Creature spell gets him halfway, of course, but...

Then I remembered Powerful Build. I don't know if Paizo's done anything similar, but it was something in 3.5 that allowed creatures to act as large in certain ways (I'd like to be more detailed, but I'm not sure if Wizards ever released it as OGL).

My questions are thus:
1) Is getting Powerful Build in line with the 29k cost of a wish?
2) Would you rule that a large creature with Powerful Build qualified for Snatch?
3) Is there a simpler way to do this?


Say two sorcerers are dueling. Each has a ring of freedom. Each of their first attacks: Black Tentacles. They happen to be standing 5' apart. Can multiple Black Tentacles spells exist in the same area?


So I have a cleric that also has bardic performance (but the question works for sane character situations as well). He just reached level 9, getting access to both Summon Monster V and Inspire Greatness. After summoning a Bralani Azata, he decides to inspire greatness in the summoned creature. The creature decides the villain needs a lightning bolt in the face.

Does the lightning bolt deal 7d6 or 9d6 damage? With spell-like abilities of creatures, the caster level was the HD, I thought.


So I have a character that doesn't want to be a halfling anymore, and would instead like to be, say, a half-orc. How exactly would he go about doing that? Would he be entering Wish/Miracle teritory, or is there a lesser spell that could do the trick? Something like Reincarnate that doesn't bring back the dead, but does target the species.


Mind if I join the discussion? I didn't realize the next round started so soon, and it's been years since I've tried my hand at creating D&D/P&P items.

Drumsticks of Tempo:

Drumsticks of Tempo
Aura moderate transmutation; CL 10th
Price 24,410 gp; Weight .5 lbs
Description
These darkwood drumsticks are infused with magic, eliciting the sound of drums from any surface they tap. As such, they serve as a masterwork percussion instrument. The energies contained within may also be directed at enemies; each Drumstick of Tempo may be wielded as a +1 Keen Thundering improvised weapon that deals 1d6 points of either bludgeoning or piercing damage.
The true power of these instruments are accessible only when used in a pair by a skilled hand. Anyone with at least seven ranks in Perform (Percussion) can beat two drumsticks of tempo together four times to affect all those that can hear them with either haste (a standard action) or slow (a full round action). Neither usage allows a save against the affect, but each does provoke attacks of opportunities. Either effect may be ended by beating the drumsticks together a fifth time. If either Drumstick of Tempo has been used for a total of ten rounds each day, the effect immediately ends and neither drumstick may be reactivated until the next day.

Construction
Requirements: Craft Magic Arms and Armor, Haste, Slow, creator must have seven ranks in Perform (Percussion); Cost 12,205 gp

Rationale:

First and foremost, I wanted to create something that lets non-vocal musicians use their bardic performance in combat. The guy that's constantly using two thin clubs seemed like the perfect choice.
The cost is for a masterwork instrument (100) + masterwork weapon (300) + duskwood (10) + +3 weapon (18,000) + half the price of Boots of Speed (6,000).
The cost of the slow/haste effect is very difficult to judge. Since it affects everyone, the uses are narrower, but still exist - for instance, your party won't be affected by a slow spell as badly as a conjurer BBEG will be, nor will a single enemy soldier be as affected by haste as much as your party of six. I felt that the choice and especially the no-save were sufficiently balanced by the target:all, and thus kept the same price of the boots.

Rules I'm most concerned I'm breaking:
#1 (They're not exactly haste or slow, but they do seem to be in a can. A very strong, thundering can, but...)
#5 (It's slow, but with no save? Can I do that?)
#6 (When I first look at this, I'm not thinking of the boots, but...)
#20 (It uses the same wording for its area of affect as bardic performance, but that ability isn't exactly the simplest for the GM to adjudicate either.)


I was taught that the drawbacks of using an oversized weapon were -4 to hit. After getting back from a game in which my barbarian used a large greataxe to great effect, I was looking at the page for an unrelated character, and saw that I had both short-changed myself and completely broken the rules; the penalty should only have been -2, except for the fact that I couldn't even use it because the weapon was too big (for someone 800 pounds heavy, 7 feet tall, and with a 22 strength. Seems odd, that).

So I went back and checked 3.5. Same thing.

Please, tell me it was correct during 3.0. Or 2.0. Or was the guy who taught me D&D completely full of it on this point?


Thanks for the reply; it's considerably eased some of my concerns. Yeah, that was my bad on the Finger; none of the characters I've played have really been the sort to use that spell, leading me to skip over it.


So a halfling cleric has a wolf animal companion via the Animal domain, and uses it as a mount. The cleric casts a touch spell (Let's say, FoD), and then has the animal companion attack an enemy. The wolf charges, hits, and succeeds on the followup trip attack. The cleric then delivers his spell as a free action on the now-tripped enemy.

Which of the following apply to the attack roll?

a) The cleric gets a +4 bonus for a melee attack against a prone enemy (I could see a GM discounting this because of the same timing issues that prevent a mounted PC from making a full attack after their mount moves).

b) The cleric gets a +2 bonus from the charge (Again, I could see this being discounted since the touch happens after a trip, but the PRD seems to say otherwise).

c) The cleric gets a +1 bonus due to higher ground because the mount is larger than an opponent (strictly RaW when facing a goblin, etc, but it seems like, if the prone opponent only reaches one or two feet off the ground, it would still apply).

d) The cleric can't make the attack at all, because he can't reach the enemy.


Huh. Not my internet after all, but my browser. Opened it in Firefox instead of Safari, and it popped right up.

*sigh* I think you've confirmed what I already knew - using your animal companion as a mount is suboptimal (and why wouldn't it be, when you could just turn into that mount yourself?). I'm going to have to put quite a bit of thought into making this PC work.

One thing I would mention - in a good chunk of settings, a level seven raptor companion will be better than a level seven tiger companion. You still get pounce and five attacks (none of which are secondary), but you also won't have any trouble fitting through passages/doorways, which a large-sized animal might. So if you do much dungeon-crawling or city-dwelling...


Um....is my internet acting up, have you taken them down for maintenance, or did someone vandalize the guides? I've got nothing popping up but the chapter title and blank text.


Of course, if he's using a two-handed weapon or TWF, it still imposes a -1 penalty to attack, regardless of its ACP. Also, you lose the AC bonus whenever you use two hands, such as using a rod of metamagic and using the somatic component for the same spell.


I've been wanting to play a large rogue 11 for just that reason. Enlarge Person can be gained as a spell-like ability thanks to the arcana talent, which can then be quickened via the Quicken Spell-Like Ability feat. Not using a reach weapon, that's still potentially 112 attacks, there...


As a bard, she's actually going for bandmates, alas. A barbarian drummer, a thug with a six-stringed axe, etc. The cohort will be a booking agent. Still, thank you for the idea idea on clips; I can still use that with what I'm currently envisioning. It certainly beats buying more figures or using dice.


I was just wondering if anyone had any pre-made follower forms? I'm just about to take leadership for the first time (at the GM's suggestion), and just wanted to know if anyone has a ready-made tool for creating/tracking them. Google searches towards that effect have landed me in psychology web courses and Christian theology papers, without any mention of a document like I seek.

I've been impressed with the Excel character sheets I've seen on here. Hopefully, a similar item exists to help me solve my problem. If not, I'll try to make something with my non-existent access skills. I'll even happily post it, if you promise not to laugh.

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