Algon the Ever-Seeking

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I'm using a mystic and asking my DM to change out the Healing touch ability to give Plasma sword proficiency at 1st level (which would give weapon specialization at 3rd) and access to a plasma sword at 3rd level.
I chose Overlord as the connection but any of them would work depending on what type of Jedi you envision.
Everything else can be done with spell and feat selection.

So this post has sat vacant for a while and rather than creating new,
I thought I would pop my question at the end here.
I have an Evil Red Wizard of Thay (Lawful Evil Diabolist) and quite a few of the suggestions don't really translate to an evil summoner.

I found the Love for summoning Small Ice elementals last night when fighting a Gelatinous Cube (Frost). Summoned 3 by using a Summon III.
Will be 7th level in a minute so will be picking up Summon IV.

My DM allows the variant critters from er

For crowd control (Trample), would I be better served by the Bison or by summoning 1-3 Aurochs?

Has anyone updated the 3.5 dread Pirate PrC?
I have a perfect candidate and it looks like it would be great for him.

If not, I might just use the 3.5 version as is? It's not bad...
Only change it really needs is change from d8 HD to d10 (they are a full BAB class).
Maybe Rally the crew AND Sneak attack together instead of one or the other?

What say you folks?

Rally the Crew (for those unfamiliar): starting at 3rd level a Dread Pirate can inspire his allies (including himself)in combat once per day. This inspiration grants them a +1 morale bonus on Saving throws vs charm and fear effects and a +1 moral bonus on attack rolls and weapon damage rolls. to be affected, an ally must be able to see or hear the dread pirate. the effect Last for 1 minute per class level, even if the dread pirate moves out of range or loses consciousness. This is a mind affecting ability.

Was with a group of college thespians. All actors. We barely touched our dice and most people got naked.

Never been the same since...

Good call AD and MCT.

We give a free action to shrug out of a backpack just for this reason. It helps with the imagining of the fight.

Is there a teamwork feat that simulates the "Fastball Special" that the X-men used to use?
I have a Shoanti Barbarian that wants to hurl our halfling...

Most characters when I GM get equivalent of Leadership by 7th level.

I'm good with a free trait like bonus (some of the examples are Bonuses to dungeoneering and survival in a certain dungeon, an additional language taught by an NPC that let's everyone participate in a certain region, Bonuses to Survival if in a particular environment after a period of alcclimation.., Etc.)

Humans. So varied and eponymous...
Knowing that the person behind all evil is just a regular Joe with a sinister mind and a high charisma is kind of mind boggling.

My Swashbuckling Pirate captain on entering a new town and confronted by the vizier's right hand man offering to host the players at the palace.
"Be assured, my good man that the crew of The Dirty Hag will attend but be sure that the wine is plentiful, the food is delectable, and the women are buxom!"

The young lad that has recently joined our crew "Sir, do the women need to be buxom?"

Captain: blink... pause... blink... open mouthed in wonder.
It may have been the only time that my character was speechless.

No you are correct. You either heal or harm. The opposite effect does not take place at the same time.

Channel Energy:
A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or a neutral cleric who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric of a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see spontaneous casting).

Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.

A cleric must be able to present her holy symbol to use this ability.

Wouldn't this be covered under the Aristocrat NPC class with wise feat selections?

AS CGL indicates. The concealment would allow a sneak = sneak attack.

blackbloodtroll wrote:
What's opportunisty?

It's like a spoonful of sugar.

Makes the bad guy go down, the bad guy ,go down...

Damn. Koloko in one!
Nicely done sir.

When I read Kinetomancer I read Cowmagician...

Kine may refer to:

An archaic plural for cow

Use tactics that you feel that your NPCs would use. The players adapt or die.

No other suggestions?

YogoZuno wrote:
We don't track the difference between people in the same phases, because it doesn't really matter.
To me, that actually looks like a terrible way to do things - players can go up and down in initiative as they need to, to get the most out of each other. . And there is already the delay option to allow players to coordinate their actions.


Knowing when you are up next allows you to plan for your next round. You know who is about to go and can communicate with them as to your plans etc...

As long as it has fly, what is keeping it from getting it back up?
I'd say it would withdraw action as well.

Easy way is to make both sides effectively swarms with as many figures as you have hit points in the swarm. With the PCs outside of that.

Maybe make a separate swarm for every 10 figures/persons on either side.

Adamantine Dragon wrote:
...I used index cards which I also wrote key char info on. Then I would just put them in initiative order and work my way through them. I just made quick cards for all the NPCs and monsters. Worked very well.

You can either keep them in a stack and call thru them or fold them and hang them, in order, over your screen so the players know who is coming up...

I have also used a magnetic white board with names of players on flat magnets and monsters listed as Monster 1, monster 2, trap 1, NPC 1, etc...

Matt2VK wrote:

My take on this -

As a illusion it's doable.

On running into it and taking damage - 1D6 is way too much. As I remember plenty of times running into walls and doors in the dark and while it hurts, most of the time it wasn't painful and I could walk it off.
If you have to deal damage, I suggest 1D3 nonlethal damage.

This would be my call too.

Tiny Coffee Golem wrote:

Mystic Theurge. Wiz Cleric

With this setup a Sor/Oracle may actually be viable.

This. Have been considering asking GM to allow for a bit.

For the most part, Retraining is by GM fiat. There is no established practice in the rules except as noted above.

Nicodemos wrote:

Okay, then let me point this out: under "Shield, Heavy: Wooden or Steel" it says, "You strap a shield to your forearm and GRIP IT WITH YOUR HAND. A heavy shield is so heavy that you can't use your shield hand for ANYTHING ELSE." So explain to me then how you can still swim and climb with only a -2 penalty? This seems contradictory, and, quite frankly, laughable.

Also, as far as I can tell, a character with a 13 strength (barely above average, and which can carry up to 50 lbs with no encumbrance) can strap a 45 lb shield, that's almost as tall as he is, on to his back and swim and climb with no penalty what so ever! Lol.

At least swimming and climbing with plate mail incurs a -6 penalty. But that's the rule, I guess.

It seems that you are looking at a stack of house rules based on reality based vs rules based.

Type up your list and submit under house rules.

Play two characters?

JiCi wrote:
Let's say you have a Medium humanoid prone opponent in front of me, standing, and ...

If they are prone, they are not standing? I'm confused...

But skip that. If you have a prone opponent you can GRAPPLE in the first round and skin it to say that you are using your trident (but will take a -4 to your check for not having both hands free). The next round, Assuming that you succeed on a second Grapple check (at a +5 if they didn't break the grapple)you can pin them.

I was thinking these from the title:
Improved Faint

Improved Feint is nice at low levels or when you have no one to flank with to get your Sneak Attack.

As indicated, Two Weapon Feint is the trick to be able to do full attacks with a Feint using up only the first.

or worse yet.. rolling EVERY knowledge...

But that is at 1/2 HP until 4th...

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I'm a fan of low powered, low fantasy. I'd have a ball.

My current character isn't much above those stats at 8th level and he's fun as heck. he's just barely above mediocre but he became the default party leader and now (Kingmaker) he's the Duke.

Super stats don't make a more fun game, they just make a more mega Character.

Let your players come up with a meeting on their own based on how they see their characters. Help them with questions and suggestions.

Then you're stuck with Leadership with riding a cohort and sidelining your bonded mount.
Maybe could instead take Bonded Weapon or Bonded Armor (depending on Archetype) so you are not wasting the capacity?

GM Fiat.
Otherwise you're running a bonded mount AND a Winged beast if you take leadership and get a winged beast from there...

"You've touched ONE boob and now you're an expert?"
Mwangi Pirate to his new Crewmember who, up until 20 minutes, ago was an innocent young lad...

Sad that this question had to be asked.
Find a new player?

There's a ranger Archetype that allows a special trick at 6th level that gives 4X crits and 2d4 attacks.

Be aware that Hero Lab let's you select it even if you don't meet the criteria...

Using the chain I outlined before, your critter can dive bomb in, with a good chance of hitting, and then be back in the air with out taking a hit.
And you get a spiffy +1 AC against any and all pesky attacks AND if anything ever gets close you can have your critter retreat/attack someone else with additional +4 to AC vs that AOO.

Flyby attack CAN do the same but that AOO can take them out pretty quickly.

And that AOO prevention is the whole point with a fragile Animal Companion.

Flyby Attack (Monster)

This creature can make an attack before and after it moves while flying.

Prerequisite: Fly speed.

Benefit: When flying, the creature can take a move action and another standard action at any point during the move. The creature cannot take a second move action during a round when it makes a flyby attack.

Normal: Without this feat, the creature takes a standard action either before or after its move.

Looks like you have some free feats.. you need this chain:
Dodge, Mobility, Spring attack.
Mix in Death From Above and you are set.
Might want to go with Weapon Finesse and pump Dex instead of STR?

You will need to use the 4th level stat increase to get Int up to 3 so you can go outside of the Animal only feats for Death from Above.

You shouldn't need to take Multi-attack since none of the attacks are listed as secondary? (oh you are adding in the free from 9th...)

Yosarian wrote:

Actually, this gives me an interesting idea.

You know what would be a lot of fun? Next time everyone is creating new characters, the GM can make a list of 40 or so cool but nearly worthless traits, then use dice to select one at random and give everyone a free random mostly worthless trait at character creation, in addition to whatever traits they pick.

I just think that would be a lot of fun and cool roleplaying, and make characters a little more unique even though it would rarely have much of an in-game effect. "Hey, look at that, my character can run down hills slightly faster without tripping!" "Yeah, well my character is slightly better at swimming downstream in a river!"

How about instead of making up 40 traits, the GM just makes one per character based on the back story the player has provided?

Fits the character concept perfectly every time.

shallowsoul wrote:

The problem with traits is the fact that they are not all created equal. You have some traits that are obviously better than others.

If they kept all traits with in a strict formula then they wouldn't be bad at all.

This has GOT to be the worst argument against traits. EVER.

Have you seen the list of Feats?
There are some that are so useful you rarely find certain classes without them and there are quite a few more that are so specific and situational, you'll be lucky to find two characters on Earth wasting a slot on them.

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MendedWall12 wrote:
I am sorry you feel that way. Many of my players love hunting through the traits for something that not only fits their character concept but also provides that nice flavorful, and mechanical bonus for them. They treat it like a little treasure hunt. When you find the trait that works well with your concept it feels great. Also, I've seen players design entire character concepts off of a trait (meaning they saw a cool trait they designed their character knowing they wanted him/her to have it).

This. Generic is like picking a feat.

Traits are designed to provide a background hook or story element as well as an in-game mechanic.
If a player really wants a trait for fluff but doesn't qualify, I'd be happy to bend but they need to explain why that is not "I want that bonus"...

It's a magical force effect that keeps the ship moored.
Might be able to be disconnected with a dispel magic but not sure there is a physical anchor.

I'd go with MendedWall's initial suggestion that it's up to the GM.

Real world and Wiki have little bearing on Animal companions other than as suggestions to where you will want to put skill points. But YOUR animal Companion can be as different from a wild Animal as you can make him with feat and skill selections.

Animal Companions are not Bestiary entries. They have different stats and abilities as indicated under Animal Companions.

Circles and circles.
Paladins are immune to fear. Done.

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Your Flurry +1 for TWF. Yes. Penalties stack.

On a flurry, it doesn't matter which hand is throwing them.. you can say the whole lot are thrown from one hand if you like.

Mikaze wrote:

High fantasy can have guns, robots, aliens, trains, steam technology, organic technology, techno, rap, drum and bass, dubstep, dinosaurs, dino-riders, bombs, single moms, cryptids, pyramids, psionics, cryonics, ninjas, airships, gunships, starships, worldships, chainsaws, and chainguns.

None of those make something not-fantasy.

I Support Single Moms

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