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Beopere's page
566 posts (805 including aliases). No reviews. No lists. No wishlists. 11 aliases.
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5. Pick cards from random decks.
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Make them fight demons until they figure out the plot of a dragon behind it.
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In real life morale philosophy this is a contentious question. Different (and usually considered valid) philosophies will come to different conclusions here.
The book says good just values and protects life, which doesn't help here. That means it's pretty solidly dm discretion.
For my personal opinion: The needs of the many outweigh the needs of the few or the one.
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This is a pretty sweet thread. Good job all around.
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This thread has lots of good stuff.
For me it's all about the attic whisperers.
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Nothing in this world can take the place of persistence. Talent will not; nothing is more common than unsuccessful men with talent. Genius will not; unrewarded genius is almost a proverb. Education will not; the world is full of educated derelicts. Persistence and determination alone are omnipotent. The slogan Press On! has solved and always will solve the problems of the human race.
After posting that I think it could be taken as critical of people who are struggling to write. Please don't. I find this inspires when I think I can do something but can't find the will to do it.
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Can your own private demiplane be timeless? I thought a factor of 2 was the maximum?
Edit: My bad. Timeless quality on greater version.
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Reading this thread makes me feel guilty for building my own comps and strong characters.
I didn't mean to hurt anyone, I'm sorry.
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The capitol and districts of the Hunger Games series might be a good inspiration.
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Who learnt you to math? Everyone knows 2x2=3.
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Guru-Meditation wrote: Beopere wrote: Guru-Meditation wrote: On the weapon the price is literally exponential.
Boots of Speed are the way to go. If you get rich, even pack a 2nd pair. I'm sorry if it makes me that guy, but,i think it's pretty explicitly quadratic. Isnt quadratic: [number] high 2
and exponential [number] high X
?
Thus making quadratic a subset of exponential. Might have gotten my english translations wrong. Actually exponential is number^x.
Quadratic is x^2.
In writing this may seem a small difference, but the numbers and trends it produces are enormously different.
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Guru-Meditation wrote: On the weapon the price is literally exponential.
Boots of Speed are the way to go. If you get rich, even pack a 2nd pair.
I'm sorry if it makes me that guy, but,i think it's pretty explicitly quadratic.
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Diameter of jupiter / radius of orbit = angle from moon.
I used 86,881mi for diameter and 262,000mi for orbital distance (yuck miles).
I get .33 radians or 19 degrees. Wow pretty huge, someone should double check that.
We'll say the average human arm is 25 inches.
That means Jupiter measures 8 and a quarter inches with a yardstick at arms length.
I doubled checked this for our moon and got 30 arc minutes which the internet agrees with. I guess this is quazi accurate.
Edit:Whoops. The angle calculation is correct but the ruler one is not. I'll try to fix it later but I must be off!!
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Dude, I'm glad this is happening again. It is so much f@@+ing fun.
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I usually say run as you see fit, then look it up after and do it right from then on.
If a characters life is at risk? Might be worth looking up now. An unfair death is one of the worst things that can happen to a player.
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I really like the mighty godling. Looks like I need to check out mageknight though. I love me a good gish.
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Have his name be red related, and occasionally he has shown his red majesty and burned through ships.
In reality he is a fallen silver who has betrayed his oaths. He uses illusions and other trickery to appear as red. Assassination attempts using cold damage don't go well.
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-Grijm- wrote: The advantage to using double weapons is when you move in and attack with a standard action with one end, you are treating it as a 2-handed attack and you can get 1.5 str bonus if I am not wrong You are correct. It's also a lot easier to drink a potion or manipulate an object with a double weapon rather than holding two weapons.
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It sounds like your players want to play vegepygmys and are making all the correct decisions to do so.
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Third Mind wrote: Android Investigator equipped with a travelers any-tool, wearing a robe of useful items amongst numerous other random item giving magic items, is followed around by a young template human rogue and a intelligent dog animal companion who try to keep him alive. Inspector Gadget!
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How experienced are you and your friend? I ask because if your friend explores what a 20th level caster can do, you might find a castle a trivial obstacle unless you enchant the crap out of it. This adventure might end up a textbook example of scry and die.
Might I suggest doing this same adventure as level 5-8? It also makes more sense, as a 20th level character (like your orc warlord) should be conquering continents, not castles.
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I like 3rd level Greater Disguise. Make it an hour/level, extend size to 1 category up or down, and maybe add auditory component. I'd use it and, more importantly, I would be fine with a GM using it on me.
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Power attack can be used with pretty much any melee attack at any time. You could cleave, charge, vital strike, or AOO with it. You can leave it off and choose to activate it at any time, but then you CANNOT turn it off until next turn.
Cleave, charge, and vital strike are exclusive. Cleave and Vital strike require (separate) standard actions, and charge is a full round action.
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Actually it says add the damage rolled to previous damage, not add previous damage to currently rolled damage.
So it goes:
First attack x damage.
Second attack y damage, adding it to x.
Third attack z damage, add it to the PREVIOUS total of x+y.
In the end you only get x+y+z, not 3x+2y+z.
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Correct, you keep your full allotment of actions, but cannot move.
For reference Dimension slide:
PFSRD wrote: Dimensional Slide (Su): The arcanist can expend 1 point from her arcane reservoir to create a dimensional crack that she can step through to reach another location. This ability is used as part of a move action or withdraw action, allowing her to move up to 10 feet per arcanist level to any location she can see. This counts as 5 feet of movement. She can only use this ability once per round. She does not provoke attacks of opportunity when moving in this way, but any other movement she attempts as part of her move action provokes as normal. The "counts as 5 feet of movement" makes me think the Arcanist opens a portal and steps through it, requiring a "moving" move action. It also mentions stepping through.
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marcryser wrote: I think it will come down to your own natural form. A humanoid caster spends his/her entire apprenticeship learning to cast spells with humanoid hands. Only later do they gain the ability to change shape at all and then have to spend time/effort (a feat) to be able to cast those same spells with similar/altered gestures with their new form.
A coatl will spend its life casting spells with its wings, tail, tongue, etc.
As a GM, I would rule that any spellcaster can cast spells while it is in its natural form but will need some feat or combination of feats to cast spells in a different form.
This makes me think the copy of the core rulebook for Couatl's says you may only cast somatic spells when polymorphed if the form you take can make precise movements of tongue and wings, such as a dragon.
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wakedown wrote: anlashok wrote: It can be good against metamagic though, since metamgagic explicitly does not increase the level of a spell, only the level of the slot it takes. Such is not the case in games we're playing, as we're using this FAQ which indicates the spell is indeed higher level.
I agree though, the arcanist class and counterspell exploit are amazing in a GM's hands, as the arcanist will be spending immediate actions to negate the party spellcaster's standard actions for at least the first couple rounds of combat. :)
FEAR THE ARCANIST BBEG!
Kyle Baird: Make this happen. Doesn't that FAQ say use the spell level which is worse for the caster? Which in this case allows the caster to be counterspelled?
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Reynard_the_fox wrote: Awesome as it would be, there are no ways I know of to actually grow a PC to Colossal. Short of houseruling (it does seem like the type of thing a Mythic Druid should be able to do), I think your best bet is via possession. Magic Jar or Possess Object could theoretically get you in control of humongous organic and inorganic items, respectively. (Sadly, Possess Object acts as Animate Objects, which requires a caster level of 32 to affect a colossal object.)
Of course, there's always illusion magic...
There are silly tricks to get your CL pretty dang high. Now I want to have an NPC that permanently possesses a castle...
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People tend to forget this... but it also allows AOO while you're flatfooted. I have gotten critical use from this aspect alone.
Though, as people have said, if you don't use any other tactic that is meant to get access to AOO, it is not the strongest feat.

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PFSRD wrote: Good characters and creatures protect innocent life. Evil characters and creatures debase or destroy innocent life, whether for fun or profit.
Good implies altruism, respect for life, and a concern for the dignity of sentient beings. Good characters make personal sacrifices to help others.
Evil implies hurting, oppressing, and killing others. Some evil creatures simply have no compassion for others and kill without qualms if doing so is convenient. Others actively pursue evil, killing for sport or out of duty to some evil deity or master.
I would argue slavery is evil. It would constitute debasing and oppressing, and would not jive with respect and concern for dignity.
Indentured servitude could fly, which paying off debts or fines could involve, but not true slavery.
This is supported by Golarian as the slaving nation, Cheliax, has a LE alignment. (Yes nations have alignments)
Also +1 morality and ethics being more than social constructs on Golarion.
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Starbuck_II wrote:
So... it looks like they don't even have all their treasure listed.
So, yes, you can't run them from the bestiary as is: they get their NPC wealth.
I didn't say magic (but it probably should be, Masterwork adds +1).
How low magic is your world?
I don't think that is how the game is intended to be balanced. Under the monster design guidelines it tells you to include any gear you give it, from it's wealth, in the CR calculation based off of average statistics.
If you give a dragon all his wealth in items and enchantments it most certainly ups it's CR from what is presented in the beastiary.
Edited for clarity
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People have mentioned abyssal str bonus + book. They don't stack they are both inherent.
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Some people choose E6 so that player power level is more in line with guard power level (no super heroes).
Other people choose it to avoid world bending stuff like teleportation and demiplanes.
Adding a few mythic ranks doesn't defeat the second one, and is only so damaging to the first.
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+1 to Samasboy1. You can detect as both in specific circumstances.
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The druid would lose 1hp per HD, so in this case 1 hit point. Note however the current AND maximum decrease by this amount.
In addition the druid would have lower fort saves and constitution checks. This would not influence any feats or things that have a constitution pre-req.
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The casting requirements, such as somatic, are not extending to the duration. When you cast mage armor are you waving your hands and murming arcane words for hours at a time?
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There better be some powerful magic rituals that requires the alignment of some of those moons. When all 10 align... whew story event central.
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This has been said, but it's something that has really helped me with my DMING.
Don't make a solution
When making a impregnable demiplane for your lich or a sneak attack against the PCs and their most valuable possessions, don't make sure they have a way out or a solution to find. They are so many limitless options to high level PCs there will always be a solution. If you try to provide your own, you run the risk of unintentional rail-roading.
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Wow we're in consensus about an alignment question. A paladin one at that. Good job, everyone.
EDIT:spelling
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I vote something not normal! You have a dream world, don't go with a normal cosmology. I liked the sun as a moon idea.
How about this? Light is the norm (similar to what someone mentioned) but the sun shines darkness. When it rises in the sky night falls. Things blocked from the sun are bright again, i.e. things cast bright shadows.
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Trip locking isn't possible.
While you're standing up from prone you still have the prone condition. This means that you are immune to trip, as well as having -4ac.
I believe this was addressed as a FAQ, but someone with more time available will need to find it.
EDIT:
Q: Does tripping some standing up cause them to stay prone or lose their move-action? This is known as 'Trip Locking' on the paizo forums.
A: (Official FAQ 8/13/10) No. The attack of opportunity is triggered before the action that triggered it is resolved. In this case, the target is still prone when the attack of opportunity occurs (and you get the normal bonuses when making such an attack). Since the trip combat maneuver does not prevent the target's action, the target then stands up.
So AOO get resolved before the triggering action, therefore they are still prone.

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Alright here we go wildshaping 101:
You get movement types (up to those allowed by the beast shape you're currently given). You always get the full base land speed
You get the natural attacks, any and all of them. This doesn't include rake or constrict or special abilities.
You get stat changes. Pretty simple there.
You get the special abilities of the creature that the beast shape (or plant shape) allows IF the animal has it. So if you turn into a tiger, you get pounce if you have at least beast shape 2 aka druid 6. This is where you would acquire rake or constrict.
The questions your asking are answered in the magic section--> transmutation-->polymorph of the core rulebook.
Polymorph wrote: Polymorph: a polymorph spell transforms your physical body to take on the shape of another creature. While these spells make you appear to be the creature, granting you a +10 bonus on Disguise skill checks, they do not grant you all of the abilities and powers of the creature. Each polymorph spell allows you to assume the form of a creature of a specific type, granting you a number of bonuses to your ability scores and a bonus to your natural armor. In addition, each polymorph spell can grant you a number of other benefits, including movement types, resistances, and senses. If the form you choose grants these benefits, or a greater ability of the same type, you gain the listed benefit. If the form grants a lesser ability of the same type, you gain the lesser ability instead. Your base speed changes to match that of the form you assume. If the form grants a swim or burrow speed, you maintain the ability to breathe if you are swimming or burrowing. The DC for any of these abilities equals your DC for the polymorph spell used to change you into that form.
In addition to these benefits, you gain any of the natural attacks of the base creature, including proficiency in those attacks. These attacks are based on your base attack bonus, modified by your Strength or Dexterity as appropriate, and use your Strength modifier for determining damage bonuses.
If a polymorph spell causes you to change size, apply the size modifiers appropriately, changing your armor class, attack bonus, Combat Maneuver Bonus, and Stealth skill modifiers. Your ability scores are not modified by this change unless noted by the spell.
Unless otherwise noted, polymorph spells cannot be used to change into specific individuals. Although many of the fine details can be controlled, your appearance is always that of a generic member of that creature's type. Polymorph spells cannot be used to assume the form of a creature with a template or an advanced version of a creature.
When you cast a polymorph spell that changes you into a creature of the animal, dragon, elemental, magical beast, plant, or vermin type, all of your gear melds into your body. Items that provide constant bonuses and do not need to be activated continue to function while melded in this way (with the exception of armor and shield bonuses, which cease to function). Items that require activation cannot be used while you maintain that form. While in such a form, you cannot cast any spells that require material components (unless you have the Eschew Materials or Natural Spell feat), and can only cast spells with somatic or verbal components if the form you choose has the capability to make such movements or speak, such as a dragon. Other polymorph spells might be subject to this restriction as well, if they change you into a form that is unlike your original form (subject to GM discretion). If your new form does not cause your equipment to meld into your form, the equipment resizes to match your new size.
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. You also lose any class features that depend upon form, but those that allow you to add features (such as sorcerers that can grow claws) still function. While most of these should be obvious, the GM is the final arbiter of what abilities depend on form and are lost when a new form is assumed. Your new form might restore a number of these abilities if they are possessed by the new form.
You can only be affected by one polymorph spell at a time. If a new polymorph spell is cast on you (or you activate a polymorph effect, such as wild shape), you can decide whether or not to allow it to affect you, taking the place of the old spell. In addition, other spells that change your size have no effect on you while you are under the effects of a polymorph spell.
Yes wildshape follows these general rules, unless it specifically says otherwise. Like natural spell.
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How about this solution.
Start with cat stats except:
+2 str, + 2 con, +1 nat armor, -2 dex, - rake, - 10ft speed
7th level advancement:
+10 str (4 above cat total), +4 con, +2 nat armor, -2 dex, Special ability Grab.
compared to cat at 7:
+4 str, +2 con, +1 nat AC, -2 dex, -10 speed, - pounce - rake.
After seeing this I'd even boost the con by 2 more for bear at 7... Pounce and rake are that good.
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Does the Abyssal inherent bonus stack with the book inherent bonus? I thought they were exclusive?
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A dangerous environment could be only dangerous for the PCs. Traps have been said but what about some sort of holy, or hallowed ground? You mentioned she's good, the party is presumably some form of evil. Maybe there's a holy artifact than inhibits evil spell casting?
As for her I'd recommend:
17th level Magus (re-flavored as a sorc based rather than wiz based)
Half dragon template -- lose the wings gain quadraped, 50ft move speed, and 2 claw attacks on her front feet.
She would have a fearsome full attack and some decent spell casting. If you want to just DM Fiat it, she could be magus with equivalent sorc level casting, giving her 8th lvl spells.
throw in 4 henchmen, maybe some outsider good guys she planar allied or some cool constructs, and you have a tough battle. If you do decide to pick a dangerous environment it might be too hard and you could weaken her or pull back some henchmen. Depends on your party and point buy etc
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Kvothe from Name of the Wind. The character is actually based on a bard the author played. Quite a fun book too.
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Why not just put class levels on a shae? As they are in the bestiary (with or without elite array) they make terrifying Kensai Magi.
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Corlindale wrote: (but Sarenrae help you if you've got a paladin archer :-)) Regrettably Sarenrae will probably side with the Paladin.
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Dragons, as we all know, have a lot of wealth at their disposal. Can they not use it to equip themselves? Whenever a dm runs a dragon, should it be equipped with stat boosting items and cloaks of resistance ETC, or can Dragons not use such things?
I equipped a Dragon for one of my encounters with a small portion of its loot, and found that its CR had jumped enormously. I like my gaming world to be logically consistent, so if they can use these items they will in my world.
Wishing for inherent bonuses at higher ages presents the same problem. Should all the cr ~20 dragons have plus 5 str, con and cha?
I guess my question is what items can dragons use, and when you run them do they utilize said items?

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I'm sure this has been asked before but I've seen varying replies to this. Ultimately the question is simply:
Do iterative attacks have any effect on the characters CMB.
For example, for a level 6 fighter, my attacks are +6/+1. If I try to disarm on my second attack in a full attack do I calculate my CMB with +1 or +6 from my attack bonus? Going purely from RAW it seems that it never changes... the formula specifies BAB which is a constant 6.
This is OK as it simplifies things a lot, however it seems that it is more advantageous to perform maneuvers on your later attacks since you don't lose effectiveness.
If it does go down with iterative attacks things become much more complicated. There are multiple values for each attack to keep track of (although there are simply -5 each time). But it seems to get even more complicated for a monk. A monk, past like level 2 I think, gets his level instead of his BAB to his CMB. So if a level 20 monk NOT using flurry of blows has attacks of +15/+15/+5. But if he performs maneuvers with these are they +20/+15/+10? Doesn't that seem a bit odd? And when he flurry of blows what do they become? I suppose +18/+18/+13/+13/+8/+8/+3.
Ultimately I'm just rambling on about ramifications of the answer. My question is simply does CMB depend on BAB or the attack bonus for that individual attack, for disarming/tripping/sundering.
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