Hairdar the Accursed / Hairdar Yunan

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I haven't seen any considerations about Effortless Lace, but...
Considering this item and the Titan Fighter build, wouldn't it be viable to permit the use of the magical item in two-handed weapons?

Example: A Titan Fighter using a large greatsword with Giant Weapon Wielder ability normally receives -2 penalty for attacks. So, if an Effortless Lace could be used in his weapon, it would reduces to zero penalty to inflict 3d6 raw weapon damage two-weapon handling.


Godwyn wrote:

Currently leaning towards slayer. 20 pt buy. Human. Although an inherent fly speed would be nice, pretty sure no race with one would be allowed.

I will already have the cash for an effortless lace. So 2 longswords works well.

Str 16 (18 with racial)
Dex 15 (16 at level 4)
Con 14
Int 10
Wis 12
Cha 7

(...)

Full attack with PA and Studied: 11/11/6/6 for 1d8+10/1d8+6 and up to an ideal 8d6 sneak attack.

(...).

Well, I simplified your build in the quotes just to highlight the parts that I wanted to discuss.

First point is Kirito's ability scores. I think he should have a better Charisma and lower Wisdom, 'cause there is ALWAYS tons of girls around him with just a few stupid words or actions he speaks/does. So, he is not a sage, but has a natural honey presence.

Your full attack has a miscalculation. You considered longsword in off-hand a light weapon, but it is an one-handed, so you receive -2 in BAB with main-hand and -6 with off-hand attacks. Considering PA and studied: +11/+11/+2/+2.

I would consider the sugestion above given to play Two-Weapon Warrior (Sword Art Online build). Considering ALfheim Online builds, you should look at Two-Handed Fighter or Slayer with Ranger Combat Style [Two-Handed], and let the fly ability be optional by equipment found or given.


Under A Bleeding Sun wrote:
Blacksand wrote:

Actually, there is an interesting way to do multiple sneak attacks by this manner that the rules cover up.

Sneak Attack wrote:

Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target (...).

I'm pretty sure the FAQ overwrites this ruling on SA, otherwise there would be almost no need for the FAQ.

Also, I'm pretty sure you can't use a swift and immediate action in the same round. My understanding is if you use a swift action you could use an immediate as soon as your turn is over.

True. I forgot that and kept in mind that immediate and swift were different. So, back to the lab to redo the build.


Actually, there is an interesting way to do multiple sneak attacks by this manner that the rules cover up.

Sneak Attack wrote:

Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target (...).

So, basically, using a Magus/Ninja Build and selecting the Magus Arcana (Prescient Attack) and Ninja Trick (Vanishing Trick) you can Sneak Attack as many times as you have attacks to do (and hell knows how many you can deliver with a huge ki pool).

Prescient Attack wrote:
Prescient Attack (Su): The magus can expend 1 point from his arcane pool as an immediate action after hitting a target with a weapon attack, allowing him to anticipate his opponent's defenses. The target is denied its Dexterity bonus against the magus's attacks until the end of the magus's next turn. The magus must be at least 6th level before selecting this arcana.
Vanishing Trick wrote:
Vanishing Trick (Su): As a swift action, the ninja can disappear for 1 round per level. This ability functions as invisibility. Using this ability uses up 1 ki point.

So, let me demonstrate my idea:

(1) Starting you turn, use Vanishing Trick, as a swift action.
(2) Make your melee/ranged weapon attack, and Sneak Attack #1.
(3) As you hit the target, use Prescient Attack, as an immediate action.
(4) Suposes you are a Magus 11 / Ninja 9, then, make your second and third attack. So, Sneak attack #2 and #3.
(Optional) Burn your Ki Pool to make additional attacks.
(5) Use Scorching Ray, by Spell Combat, and here you go by Sneak Attack #4, #5 and #6

Total: 3d6 (Scimitar) + [3 x 4d6 (Scorching Ray)] + [6 x 5d6 (Sneak Attack)] = 45d6.

Of course there is how to optimize this build, but I am still working on that.


Classic Fantasy
1) Willow (and the books "Chronicles of The Shadow War")
2) The Witcher (there is a Poland movie based in the novel and games)


Let's start a list of the most inspirational movies for game sessions and campaigns. I think it should help everyone get new ideas and enjoy some amazing international "b-side" or uncommon movie. I will try to keep it under some basic subtitles so everyone can locate them easily.

Modern Military
1) The Elite Squad
2) S.W.A.T

Fantasy Piracy
1) Pirates of the Caribbean
2) Hook
3) Cutthroat Island
4) Treasure Island

Steampunk
1) Wild Wild West
2) The Three Musketeers (2011 film)

Any suggestions? Please give your reply.


It's very nice, Da'ath! Congrats.

And I would go even further... You could start the Race Point System to full adapt the conception of Bestiary races being usable by players, with a evolution system to fulfill, just like old Savage Species of WotC, where the benefits by level could be better balanced by this method.


Zerzix, you did a really nice work with the Avatar stuff! It will fulfill a certain empty class space in my Planescape campaign just nicely.

Although, I quite don't get how the katas and chakra works. I'll take a 10th level Element Master as example. He has Chakra Level 5 and 6 element katas. My questions:

1) Based on that, will every kata chosen be at 5th level?
2) Is there any restriction to use the katas like uses per day, ki point consuption, whatever? Or is it usable at will?
3) May I keep two or more katas active?

It's quite difficult for anyone who hasn't read the entire discussion to understand this mechanic.


Now I became a bit confused. Those 10 PAP must be spent with modifications thar the character obtain at every 2 levels (2, 4, 6 and so on) and can be changed every 4 levels (a information I latelly realized and also answered an early made question). The current limit is 10 PAP, spending at 1st or at 20th level, right?

So, if my point of view above is correct, how can it be a problem to accept a modification based on special abilities from magic armors & shields as I proposed in my last post? I think the cost in PAP is what should be revised if necessary.

PAP = Power Armor Point(s)


I will try to explain better about the magical armor abilities.

1) Armor & Shield Special Abilities tables:
Magic Items: Armor & Shield Special Ability

2) An armored engineer may improve his power armor with a modification equivalent to a armor or shield special ability (like in link above). For each armored engineer's class level, you may apply equivalent a 1.000 GP.

So, a 8th-lvl armored engineer may apply a +2 special ability (4.000 GP) or the equivalent sum of abilities that cost less than 8.000 GP (like Light Fortification and Shadow).

However, for each special ability applied, the armored engineer have to spend 1 power armor point.

In the previous example, if our 8th-lvl armored engineer apply Spell Resistance 13 (+2 equivalent), he will spend 1 power armor point. If he apply Light Fortification (+1 equivalent) and Shadow (generic), he will spend 2 armor point.

3) After describing it here, I realize my quotation may be overpowered =/ , but the main idea is to incorporate the special abilities from the Magic Items' Tables here.


Nice, Maxximilius!

1) Starting up, you forget to mention one major detail: this is an alchemist archetype model. Lol!

2) As you started your own topic, you should copy the unique text of the Armored Engineer that you may refer, like Modification Pool, Modification List etc. It will be really boring to visit to topics for one main idea.

I won't have time this week, but if you want I shall help you with the fluff part of copy/paste, to edit the text etc.


Maxximilius wrote:
You're welcome. This also makes me think about the fact that I should post the Iron-Clad into it's own thread.

Of course! It's a really good point of discussion and playtest class too. And we must summon Cheapy to enlist your archetype in his awesome artificier/tinker/engineer/mechanicist list.

I will review your model carefully later, but I sure have some points to make and buff the discussion up.


I really liked this class and will playtest soon in my campaign.
However, I have a few questions.

1) Can you modify the base of your armor? In game, could a armored-engineer redo his power armor changing his current 10 PAP (power armor points) already applied in some modifications to different modifications?

Example:
14th-lvl Human Armored Engineer
Base armor + Strength Mode (2) + Greater Strength Mode (2) + Increased Armor (2) + Hyper Speed (2) + Targetting System (2)

Before entering a battle, he decided to modify his power armor and changed the following modifications to others that he already knows.

  • Strength Mode changed by Stealth Mode
  • Greater Strength Mode changed by Hafling Armor
  • Targetting System changed by Quick Donning

Would that be possible? I don't clearly have seen something like written through this topic and doc.

2) How about using Power Armor Points to apply magical abilities to the power armor? I think that you could use the following:

You can apply magical abilities to you Power Armor with GP cost equivalent to double your current Armored Engineer level. It cost 1 PAP for each magical ability select.

Example: 4th-lvl Armored Engineer equipped with a Stealh Spell-Resistant Power Armor (SR13) would cost 2 PAP (equivalent cost of 7750gp).

3) Would it be unbalanced if there is a feat who gives 2 Power Armor Points? If yes, any ideas to make it more balanced?

Congratulations for your work. Congrats to Maxximilius and Cheapy by their contributions and comments.


Lol!!! I just can't stop thinking your sorcerer like a Liliput (from the book Gulliver's Travels).

Actually, by Shrink Item description, if the mage who "cursed" you with this spell combo say the command word, you shall be released from your tiny size. Otherwise, if you are toss and hit a solid surface, you should also be released from the spell effect. So, unless you are trapped in cage, you can throw (or toss?) yourself to the ground and be back at all.