So I am stuck in Analysis Paralysis... I hope you all can help free me.
I am about to jump into a game of Skull and Shackles at level 5. I want to play a utility and battlefield control caster. A kobold obsessed with making things and creating warrens, traps, etc. I have looked through the different Arcane Schools but none of them scream utility whilst the Spell Sage has some reeeeaaally cool abilities, especially the ability to cast any spell from the Druid / Cleric / Bard list is SWEET.
But I am wondering if its worth it to give up the extra spells you get from Arcane Schools. From what I read online the SnS campaign often has only one encounter per day... That would make the pain a little less bad right?
What's your opinion? I like the idea of being able to cast weird spells not on my list like Soften Earth and Stone or Modify Memory. Or to simply be able to cast Track Ship without having it in my spellbook or even prepared. I assume that this AP is not gonna make it easy to find spells but I have no idea.
Is this Archetype worth it? I don't mind if I am stuck doing the same thing again and again in combat. For instance I thought about casting Ashen Path on my party and then Fog Cloud. That tactic should stay valid for a lot of levels right?
So yeah... When the corona crisis started I had lots of time on my hands. So I spent some evenings compiling a bit of a guide to playing a pirate in the Shackles. Its not great, but here it is. If anyone wants to, feel free to steal this and / or add to it. Its under Creative Commons license.
Say I want to create a Feather Token Bird, but I don't know Major Creation.
This spell is lvl 5, so minimum caster level of 9. 5 base dc + 9 + 5 for not knowing the spell equals 19.
1) Is this correct?
Now let's say I am crafting something that has Major Creation as it's highest level spell requirement, but I want to add a lvl 1 spell to it that I /do/ know. For the sake of argument lets say its Grease. What would the DC be now?
2) Still 19? 20? Something else if I got 1) wrong?
Ancestral Communion
School divination; Level bard 2, cleric/oracle 2
CASTING
Casting Time 1 minute
Components V, S, F/DF (stone or metal image of your ancestor)
EFFECT
Range personal
Target you
Duration 1 minute/level
DESCRIPTION
You contact the spirits of your ancestors and use their great wisdom to bolster your own knowledge. Consulting with the spirits is a full-round action. If you consult with the spirits before making a Knowledge check, you gain a +4 insight bonus on the check. If you have already failed at a Knowledge check, you may consult with your ancestors and make another attempt. The insight bonus on these checks increases to +6 at caster level 7th and +8 at caster level 11th. You may consult with the spirits for this purpose as often as you like while the spell remains in effect. Only you can hear the spirits speak to you.
It seems to me that it says for sure that:
1) You can reroll failed Knowledge checks.
2) You can do so with the appropriate bonus.
What I also read, the bolded part, but seems way too powerful:
3) You can try again and again for as long as the spell lasts. Basically allowing you to take 20?
Bonded Holy Symbol (Su)
At 3rd level, an ecclesitheurge forms a powerful bond with a holy symbol of his deity, which functions identically to a wizard’s bonded object except it can be used to cast cleric and domain spells (instead of wizard spells) and the ecclesitheurge can grant his bonded holy symbol only magic abilities appropriate for a holy symbol or a neck slot item. As with a wizard’s bonded item, an ecclesitheurge can add additional magic abilities to his bonded holy symbol as if he had the required item creation feat (typically Craft Wondrous Item), provided he meets the feat’s level prerequisites. For example, an ecclesitheurge with a bonded holy symbol who wants to add a wondrous amulet ability, like amulet of natural armor, to his bonded holy symbol must be at least 3rd level to do so. The magic properties of a bonded holy symbol, including any magic abilities the ecclesitheurge added to the object, function for only the ecclesitheurge. If a bonded holy symbol’s owner dies or the item is replaced, the object loses all enhancements the ecclesitheurge added using this ability.
This ability replaces the increase to channel energy gained at 3rd level.
If I were to find someone that could make my weapon into a Reliquary Holy Symbol, can I then use Craft Magic Arms and Armor to enchant my Bonded Holy Symbol?
I am hoping to take a few crafting feats anyway, but not all at low levels. This would really help in the lower levels.
A regular Handy Haversack costs 2000gp and gives you 12 cubic feet of storage or 120 pounds in weight. A lower level item with similar qualities as one side-pouch would be super useful, it would hold two cubic feet and max 20 pounds, interior size is the same as a regular backpack.
I imagine this item as Belt or Bandolier that has one or maybe two leather pouches on the side, with one or two extra-dimensional spaces. If we simply divide by 10 it would cost 200 to buy and 100 to create. Well within reason for any adventurer just starting out (lvl 2-3).
Can you imagine being in a fight or crawling through a dungeon with 20 plus pounds strapped to your back? That's exhausting!
Why is this not a thing? The rules of Supply and Demand almost require such an item to exist.
For several reasons I would like a character I am working on to have two levels of Vigilante. Warlock gives access to the Wizard spell list, Cabalist to the Witch. I am mostly taking vigilante for RP reasons but the added benefit is that I could use wands and scrolls of either spell list without having to roll UMD.
Forgetting about Save or Suck/AoE for now and focusing only on utility, which spell list works better?
Yesterday I made a post about a mad scientist kind of character I discuss here. Though the RP is still in the works, I would like to discuss these mechanics in more detail. Because I don't really understand them.
The build:
Rogue 2 / Vigilante 2 / Vivisectionist 16
** is unsure
Feats:
1 Sap Adept
2 Rogue Talent: Underhanded
3 **Craft Wondrous Items
5 **Master Craftsman
7 Sap Master (This and the previous could be switched for earlier combat effectiveness)
9 Fiendish Obedience
10 Vigilante Social Talent: Always Prepared (Ex) (To be extra useful to my party)
11 ** Fleshwarper - Vigilante Talent: Sure-Footed (full speed acrobatics and stealth, but I'm unsure if I should even take this level)
13 Diverse Obedience (For +2 HD and the ability to take Evangelist boons)
15 **Quick Draw (He will be using different kinds of (thrown) weapons and chugging potions)
17 **Extra Rogue Talent: Snap Shot
19 ??
I am thinking to go Str with this little guy. I plan on being in melee, after level 9 I will be able to cast my first Monstrous Physique spell, which I will use to get useful combat forms. Like the Eurayle with her 6 Bite attacks. Belt of Mighty Hurling would allow me to throw stuff. My low BAB will be patched up by Mutagens, my own magic items and size increases. I can craft my own Amulet of Might Fists with Merciful, which will allow me to be in my combat form and still use Sap Master if I can get my targets flatfooted.
So yeah I have a few questions:
1) I don't really know what I am doing with the feats or their order. Any ideas?
SA details:
I don't want combat feats that lock me into one attack form because of Monstrous Physique. I could be over specializing on that surprise round. But Underhanded in combination with Sap Master and Snap Shot is just too good to be true!
If I know the fight is coming I will end up having 23d6 SA dice, so 46d6 maximized = 264 + 46 (Sap Adept) = 310 Nonlethal damage in one shot. Just from SA damage (Sense Vitals and Halfling Vengeance + 2d6 from my deity).
3) Any other reliable ways to get enemies flatfooted (NOT denied their dex)? I am thinking maybe Grease?
Last question:
Andirifkhu gives a boon that allows me to sneak attack without my target becoming aware of me.
Full text:
2: Subtle Razor (Ex) You gain sneak attack +2d6; this stacks with any sneak attack damage you can already deal from class levels and other sources. In addition, whenever you deal sneak attack damage, you can have all damage dealt by the attack become nonlethal damage. If you deal nonlethal damage this way to a creature that is unaware of your presence, the creature is unaware it has been attacked or has taken damage (instead experiencing a sense of unexplained weariness or weakness).[/b]
4) If I use Imp Invis, could I sneak attack on a full attack without them ever becoming aware of me? Should they remain unaware, are they be flatfooted into the first round, giving me the opportunity to full attack with Sap Master?
I have a character concept I am working on and I am looking for some input.
The idea is to make a mad scientist, either a kobold or a ratfolk. He'd have two lives and be on the move constantly, carrying his alchemical lab inside a portable hole, wherever he goes. His main aim in life is to explore and expand the limits of the body, through grafts, magic items and alchemy. He has two completely separate identities. One for every day social life and one where he shows off his rather gruesome trade. I would RP him as obsessed with learning, at all costs but with no moral conviction to do this for good or evil, just for the advancement of his science. In the long term he would take the Fiendish Obedience feat, with Andirifkhu as his deity. She has an obedience that requires him to torture a living creature to death, this fits in nicely with his research as a Vivisectionist and gives an especially useful second boon.
Fluff:
On the ground before you is a metal circle, in the middle of this circle you see the face of a dragon carved into the metal plate. Its mouth is open and a dim light is shining through. Shigran hands you a potion and says, "If you are serious about getting this new arm, you are going to have to drink this." He grins at you as you drink the potion. Your body feels a bit weird and you shrink to his height.
"Alright then, follow me!" he says, and drinks a potion of his own. As he does so his body seems to become a little looser and flabby. His light brown Kobold scales seem to be made out of jello and he sits himself down in front of the dragon image mouth. "I find it easier to go feet first, but its up to you really." He sticks one leg in, and then the next, and without much effort at all seems to squeeze his whole body through a hole that it was never meant to fit. As you follow him through your body seems to ripple a bit as it forms and reforms to fit a hole no larger than half a dinner plate.
Once inside you are stunned to find a very small circular room, it is 6 feet in diameter and 4,5 feet high, if you were still medium sized you would have to stoop to stand. All the way along the circular wall are floor to ceiling book cases, filled with books, alchemical ingredients, bits of scrap paper and half-finished drawings. In front of these book cases, at ground level, is a circle of work tables, filled with vials, stills, other alchemical apparatus. There are glass pots filled with eye-balls and others with what seem to be pickled hands. In the center of room there is enough space for a medium sized person to lie down. Different light sources, clamps, tubes and pumps hang down from the ceiling.
But perhaps the most astounding thing is that everything is tiny sized. Just as you remark the size of these work benches and tools, does Shigran walk back up from what seems to be a basement level. He has shrunk in size as well! From his normal kobold self to the height of a small cat. In fact a cat could almost serve him for a mount right now. He skitter towards you and says "Aaah yes, there you are... Please take a seat!" And motions for a small sized stool that seems to also be a tiny sized dining table.
He keeps on running from one side of the room to the other as he gathers some things and says: "So before when we spoke, you mentioned that you want to get yourself a new arm. I have all sorts stored away, some are perfectly legal, others... hrmm... maybe not so much. I could regrow your old arm or replace it with something new. Maybe something a bit stronger like a lizardfolk? Or perhaps something with a bit more spice, like a demon? It all depends on what you want to do with it after we finish really. So, any ideas?"
----
I can give more details on this alchemical lab, but I want to focus on the character for now.
----
The build:
Rogue 2 / Vigilante 2 / Vivisectionist 16
** is unsure
Feats:
1 Sap Adept
2 Rogue Talent: Underhanded
3 **Craft Wondrous Items
5 **Master Craftsman
7 Sap Master (This and the previous could be switched for earlier combat effectiveness)
9 Fiendish Obedience
10 Vigilante Social Talent: Always Prepared (Ex) (To be extra useful to my party)
11 ** Fleshwarper - Vigilante Talent: Sure-Footed (full speed acrobatics and stealth, but I'm unsure if I should even take this level)
13 Diverse Obedience (For +2 HD and the ability to take Evangelist boons)
15 **Quick Draw (He will be using different kinds of (thrown) weapons and chugging potions)
17 **Extra Rogue Talent: Snap Shot
19 ??
I am thinking to go Str with this little guy. I plan on being in melee, after level 9 I will be able to cast my first Monstrous Physique spell, which I will use to get useful combat forms. Belt of Mighty Hurling would allow me to throw stuff. My low BAB will be fixed by Mutagens, my own magic items and size increases. I can craft my own Amulet of Might Fists with Merciful, which will allow me to be in my combat form and still use Sap Master if I can get my targets flatfooted.
So yeah I have a few questions:
1) If you were my DM, would you allow me to play such a character? Good party rogue/striker, possible Party Face and buff specialist by day (CG). Near-evil scientist by trade at night (CN, moving towards CE. Mostly for RP reasons).
2) I don't really know what I am doing with the feats or their order. I don't want combat feats that lock me into one attack form because of Monstrous Physique. I could be over specializing on that surprise round.
SA details:
But Underhanded in combination with Sap Master and Snap Shot is just too good to be true!
If I know the fight is coming I will end up having 23d6 SA dice, so 46d6 maximised = 264 + 46 (Sap Adept) = 310 Nonlethal damage in one shot. Just from SA damage (Sense Vitals and Halfling Vengeance + 2d6 from my deity).
3) Any other reliable ways to get enemies flatfooted (NOT denied their dex)? I am thinking maybe Grease?
Last question:
Andirifkhu gives a boon that allows me to sneak attack without my target becoming aware of me.
Full text:
2: Subtle Razor (Ex) You gain sneak attack +2d6; this stacks with any sneak attack damage you can already deal from class levels and other sources. In addition, whenever you deal sneak attack damage, you can have all damage dealt by the attack become nonlethal damage. If you deal nonlethal damage this way to a creature that is unaware of your presence, the creature is unaware it has been attacked or has taken damage (instead experiencing a sense of unexplained weariness or weakness).[/b]
4) If my targets never become aware of me (stealth or imp invis combined with this boon), would that mean their flat-footed status never goes away? Or does it end when they first get to act? If I use Imp Invis, could I sneak attack on a full attack without them even becoming aware of me?
So yeah, I have posted about this character before in the past few days but I am working on a character with the ability to cast both MP1 and Enlarge Person.
If I am medium sized and I change into a medium size Deathsnatcher, can I then become a Large Deathsnatcher through Enlarge Person?
I am aware that sizes from polymorph spells don't stack. But this is slightly different....
The first one is just a plain Transmutation spell, whilst the second has the Transmutation [Polymorph] subtitle. I believe that means they can be used at the same time right? Same as Stone Fist for instance. Only Polymorph spells cancel each other out?
Also, how much would a magic item of Longarm cost? Maybe like continuous Bracers of Longarm. I come to 2000gp if I use this calculation: 1 (spell level) x 1 (caster level) x 2000 (use-activated / continuous item).
To say 'that seems a bit low for what it does' is the understatement of the century. Any idea how this could be priced?
In the Cleric guide by RPGBOT it says that you can combine Ecclistheurge and Seperatist. But they both alter the cleric's domain ability. How does this work? Could I for instance make a Varisian Pilgrim that is also an Ecclistheurge? Or a Theologian?
You know how to balance a polearm perfectly, striking with artful, yet deadly precision.
Prerequisite(s): Weapon Focus (glaive), must be a worshiper of the associated deity.
Benefit(s): You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a glaive sized for you, even though it isn’t a light weapon. When wielding a glaive, you can treat it as a one-handed piercing or slashing melee weapon and as if you were not making attacks with your off-hand for all feats and class abilities that require such a weapon (such as a duelist’s or swashbuckler’s precise strike).
As a move action, you can shorten your grip on the glaive, treating it as though it lacked the reach weapon property. You can adjust your grip to grant the weapon the reach property as a move action.
Emphasis mine.
So yeah. I'm working on a Reach Cleric of Baphomet and would like to use the Glaive, as its Baphomet's favored weapon. I found this feat, which seems like a great fit but I don't know if I could use it as a Str. based melee. It seems to me like it would.
I chose Baphomet for flavor but also because he gives his Cleric followers every single Monstrous Physique spell available and has some cool Boons. My aim is to cast my Monstrous Physique spell, get into position and either melee attack or cast and wait for AoO. Although most forms I am looking at have some kind of gore or bite, it would be pretty cool to use the Glaive to threaten if need be.
School transmutation (polymorph); Level ranger 3, sorcerer/wizard 4, witch 4
CASTING
Casting Time 1 standard action
EFFECT
Duration 1 hour/level (D)
DESCRIPTION
This spell functions as beast shape II, but you may only assume the form of an animal of a type identical to your animal companion or familiar. If your familiar or companion is not an animal, this spell has no effect.
It mentions that the creature type needs to be the same as your Animal Companion or Familiar. Does that mean that if I take a Velociraptor familiar I could assume the form of a Megaraptor whilst using this spell? Or any other Large sized dinosaur?
Taking the interpretation even further, all dinosaurs are of the Animal type. Could I change into a Giant Vulture instead?
so I have been thinking about a rather original Cleric build, one which I haven't really seen before. Though I could be wrong of course. I am not building this to be super powerful, it is mainly for fun. Though I think it should definitely be able to hold its own. The basic concept is this:
Eccli so I can prepare spells of my main domain in my regular spell slots, Seperatist so I can choose a domain that gives access to some cool shapechanging abilities. Monk because I don't get armor, and maybe for some cool Combat Styles. Evangelist for reasons mentioned below. Tsukiyo because I have a really cool backstory prepared and I wanted to be Lawful Good.
I went with the Saurian and Madness domains.
Saurian domain because I can get a Velociraptor for my Animal Companion (more on that later). When I was a wee kid I was OBSESSED with Jurassic Park and when I saw the Saurian domain it was just a solid YES. It has a nice spell list as well, Greater Magic Fang, Beast Shape and Shapechange? Yes please.
Madness domain because of the incredible 1st level ability to give enemies half your cleric level worth of penalty to Attack Rolls and Saves in exchange for an equal bonus to their skills. Evangelist of Tsukiyo has a second boon that allows me to give this debuff to a number of enemies within a 30 ft range. Did I mention that there is no save for this? I originally thought to make this a pure caster, focusing on Save or Suck whilst my Raptor does the fighting, but when I saw this domain I just knew it would be too overpowered.
Which brings me to the second part that really makes this build unique: Samsarans get to choose 1+Wis worth of spells from a similar list (Divine or Arcane, depending on your class). I ended up sorting through all the Ranger and Druid lists and ended up with these three spells I will take for sure:
-Share Shape (Level 3 Ranger spell that allows me to turn into a Raptor too for 1 hour per caster level!! Run around as a Raptor all day!)
-Animal Growth (Makes my Raptor large)
-Strong Jaw (Together with the Animal Growth, get 3 size increases on all Natural Weapons)
What I end up with is a decent caster with a Monk-ish flavor who can run around for hours a day with his fellow Velociraptor. Two Raptors on the hunt!
Then later on he can start turning into all kinds of bad-assery with Beast Shape III and to top it off there is Shapechange. I have a whole backstory prepared but I wanted to post this first to see if there is any gaping holes in my build.
TL;DR
If I start with 20 wisdom, I would have 6 spells to choose from. I might go lower and have a decent set of stats though. 18 Wisdom is expensive...
Anyways, I have some ideas about what to do with the other 2 or 3 spells. Acute Senses is a candidate and maybe Battlemind Link (if it wasn't worded so utterly weird).
I recently discovered the Samsaran race and I am trying to do something original with their Mythic Past Life ability. I have wanted to play a cleric for a while but I don't really like the flavor of a goody-two-shoes-sword-and-board. So here is what I have come up with:
Samsaran Cleric / Feysworn of The Lantern King
I would take as many Cleric levels as needed and then start out on the Feysworn path. I'd get access to some pretty powerful 1/day spells early on (Polymorph Any Object at level 11 if I got the level progression right).
For domains I'm thinking Charm (Lust) and Madness. Charm gives me access to a bunch of useful Enchantment spells, Madness for the most powerful debuff in the game. I am considering to take Ecclesitheurge so I can cast Charm spells from my main spell slots, not just the domain slots. And I could switch the relatively s!%*ty spell list of Madness out for Trickery or Chaos.
Anyways, all of that is setting the ground work. Because what I would really love to do is make this an Enchantment/Compulsion focused character. Spell Focus and eventually Spell Perfection should beef up my DCs, combined with Vision of Madness I should be able to Charm / Dominate pretty much everyone. What I will be doing in combat I don't know yet, but if I do go Ecclesitheurge then I won't be allowed to wear armor so I need to work on that...
My Samsaran background allows me to choose a number of spells from any of the Divine caster spell lists. Lets say 5 or 6 spells (18-20 starting Wis).
For flavor and utility: Fey Form II (Druid)
My thought:
Dominate Person (Shaman)
Deep Slumber (Shaman)