Caramon Marjoram's page

19 posts. No reviews. No lists. No wishlists.


RSS


1 person marked this as a favorite.

Thanks, Bigrig107! I live your avatar pic, btw.


1 person marked this as a favorite.

Read through the FAQ and figured out how to bold. I've just finished the edit and it should look more presentable. :)


1 person marked this as a favorite.

My apologies, Goddity. I didn't see any opens to bold anything or do any other kind of formatting.


2 people marked this as a favorite.

Just for fun I applied the half-dragon template to Mogaru the kaiju to see what its stats would look like. This is the result. Mogaru got frisky with some she-dragons!

Half-Dragon, Kaiju, Mogaru

This towering saurian lumbers on its hind legs, its twin tails thrashing and the spines on its back glowing with red energy. A pair of scaly, reptilian wings sprouts from its back and it has horns on its head.
Half-Dragon, Kaiju, Mogaru CR 30
XP ? (4,915,200 plus +2 CR)
CN Colossal dragon (kaiju, water)
Init +9; Senses darkvision 600 ft., low-light vision, see invisibility, sense kaiju; Perception +45
DEFENSE
AC 51, touch 7, flat-footed 46 (+5 Dex, +44 natural, –8 size)
hp 799 (34d10+612); fast healing 30
Fort +37, Ref +24, Will +23
Defensive Abilities absorb energy, ferocity, recovery; DR 20/epic; Immune ability damage, ability drain, death effects, disease, energy drain, fear, fire, paralysis, sleep, and one energy type dependent upon its dragon parent (see Half-Dragon); Resist acid 30, cold 30, electricity 30, negative energy 30, sonic 30
Weaknesses susceptible to song
OFFENSE
Speed 100 ft., fly 200 ft. (average), swim 100 ft.
Melee bite +50 (8d6+24/19–20 plus grab), 2 claws +50 (4d8+24/19–20), 2 tail slaps +48 (6d6+12/19–20)
Ranged firebolts +31 touch (damage variable; see below)
Space 60 ft.; Reach 60 ft.
Special Attacks breath weapon, ferocity, fast swallow, half-dragon breath weapon, hurl foe, reflexive breath, swallow whole (10d6 bludgeoning and 10d6 fire damage, AC 30, 69 hp), trample (4d8+36, DC 51)
STATISTICS
Str 58 (+24), Dex 21 (+5), Con 47 (+18), Int 5 (-3), Wis 30 (+10), Cha 28 (+9)
Base Atk +34; CMB +66 (+70 bull rush, +70 grapple, +70 sunder); CMD 83 (85 vs. bull rush, 85 vs. sunder)
Feats Combat Reflexes, Critical Focus, Greater Bull Rush, Greater Sunder, Greater Vital Strike, Improved Bull Rush, Improved Critical (bite), Improved Critical (claw), Improved Initiative, Improved Iron Will, Improved Sunder, Improved Vital Strike, Iron Will, Multiattack, Power Attack, Staggering Critical, Vital Strike
Skills Fly +39, Perception +45, Sense Motive +44, Swim +53; Racial Modifiers +16 Perception
Languages Aquan (can't speak)
SQ massive
ECOLOGY
Environment warm forests or water
Organization solitary
Treasure incidental
SPECIAL ABILITIES
Absorb Energy (Ex) A half-dragon Mogaru kaiju absorbs energy attacks that damage it, including negative energy attacks. Damage blocked by one of its resistances or immunities instead heals it for an amount equal to the damage dealt. It may absorb only one kind of energy in this manner in a round. The first type of energy that affects it in a round (whether or not it penetrates its immunities or resistance to actually damage it) sets the type of energy it absorbs for that round. Hit points gained in excess of its normal maximum are lost. A half-dragon Mogaru kaiju cannot gain healing from energy effects generated by itself.
Breath Weapon (Su) Once every 4 rounds, a half-dragon Mogaru kaiju can breathe out a beam of fiery red force. When a half-dragon Mogaru kaiju uses this attack, it can choose to focus the breath weapon into a single 1,200-foot-long line, or it can shorten the range and turn its head and body while breathing, effectively affecting a 600-foot-long cone. All creatures caught in this area of effect take 20d6 points of fire damage, 20d6 points of force damage, and are staggered for 1d6 rounds from the devastating energy (Reflex DC 45 halves the damage and prevents the staggered effect). A creature slain by this effect is disintegrated, whether the saving throw was successful or not. This breath weapon is particularly effective at blasting through cover—cover does not grant any bonuses on Reflex saves against a half-dragon Mogaru kaiju breath weapon. The save DC is Constitution-based.
Firebolts (Su) As a standard action on any round immediately following the use of either of its breath weapon, a half-dragon Mogaru kaiju can fire bolts of red energy from the glowing spines along its back. These bolts are ranged touch attacks with a range of 1,200 feet. When a half-dragon Mogaru kaiju uses this ability, it must choose between firing one firebolt, three firebolts, or six firebolts. If it fires one, it deals 20d6 points of damage on a hit. If it fires three bolts, each deals 8d6 points of damage on a hit. If it fires six bolts, each deals 5d6 points of damage on a hit. Half of the damage caused by any one firebolt is fire damage, the other half is force damage. Firebolts deal full damage against objects, and ignore the first 10 points of hardness possessed by an object.
Half-Dragon Breath Weapon (Su) A half-dragon Mogaru kaiju has a breath weapon of an energy type that is dependent upon what type of dragon it's descended from, see the Half-Dragon entry for details. 1/day, 34d6 damage, Reflex save DC 45 for half, 30-foot cone or 60-line.
Reflexive Breath (Ex) The first time in any round that a half-dragon Mogaru kaiju can make an attack of opportunity, it can choose to use a diminished version of its breath weapon instead of making a physical attack. This reflexive breath weapon attack only targets the creature that provoked the attack of opportunity, but otherwise causes the same damage and effects its breath weapon normally inflicts (Reflex DC 35 halves the damage and negates the staggered effect). Use of its breath weapon in this way does not affect the recharge rate of the regular breath weapon. The save DC is Constitution-based, and includes a –10 penalty to reflect the fact that the reflexive breath is a shorter (but no less intense) blast of energy than the kaiju's typical breath weapon attack. Only its main breath weapon can be used for this ability, not its half-dragon breath weapon.
Sense Kaiju (Su) A half-dragon Mogaru kaiju can sense the location of the nearest active kaiju, as if using discern location, at will.
Susceptible to Song (Ex) A half-dragon Mogaru kaiju's actions can be influenced by song, provided the kaiju notices the singing. If the kaiju is not currently engaged in battle, it automatically hears any song within 100 feet that is directed at it in an attempt to influence him, but when he is in combat, there's only a cumulative 20% chance per round of sustained singing that it notices the song. In order to influence a half-dragon Mogaru kaiju, the singer must make a DC 35 Perform (sing) check (this check cannot be bolstered by the aid another action, and the singer cannot take 10 or 20 on the check). The result of this check sets the DC of the Will save the half-dragon Mogaru kaiju must make in order to not be influenced by the song. The singer can choose to influence the half-dragon Mogaru kaiju as if she had successfully cast suggestion on it (CL = the singer's ranks in Perform [sing]). If the half-dragon Mogaru kaiju succeeds at a Will save (DC = the singer's ranks in Perform [sing] + the singer's Charisma modifier), the effects of the influence last for a maximum of 1d4 rounds; otherwise, the effects last as long as a suggestion spell would normally last. A half-dragon Mogaru kaiju cannot use its recovery ability to recover from song influence, and a single singer may influence it only once per day.

Half-Dragon Mogaru kaiju are the offspring of the kaiju known as Mogaru and dragons of immense size. Only dragons of great wyrm age are large enough to mate with Mogaru, and even then they must use magic to enlarge themselves. Such matings between Mogaru and female dragons are extremely rare. Like their kaiju parent, half-dragon Mogaru kaiju cause tremendous devastation when people arouse their ire. Normal dragons, even their parents, don't associate with half-dragon Mogaru kaiju as they're simply to dangerous to be around.
Half-dragon Mogaru kaiju stand 140 feet high and weigh 20,000 tons, and are nearly 300 feet long from nose to tail.


baron arem heshvaun wrote:
Between STR, INT, WIS, DEX, CON, CHA, which is your highest stat in real life, which one is ... less than stellar?

In D&D terms, I would say STR is my highest ability score. All of my friends always seem amazed when I lift something by myself that I don't think is that heavy, but they say it really is. They all have called me a "beast" before. On no less than three separate occasions I've had people ask me if I just rip trees out of the ground with my bare hands for a living upon meeting me, lol.

My lowest ability score is probably CHA, I just seem to have a talent for annoying people.

Other ability scores that are above average are CON, INT, and WIS.


A friend of mine has completely remade his website! Looking for new members. The forums are for all versions of D&D (even 4th edition, shudder), Pathfinder, and any RPG you like. I'm posting this not as an advertisement, but as a resource for my fellow gamers. :)

http://adnd.com/forum


Jasmine Henderthane, I LOVE your character! Very creative, and she has an effective character build. :)


Cavall:

I have custom magic gloves I paid major $$$ for that lets me use large two-handed weapons, albeit at a -2 penalty, otherwise I couldn't use them.

It's not the standard Furious weapon ability, it's a unique variant the DM made as part of the campaign on a unique weapon (that my character ended up with).

Sorry, I should have mentioned that earlier, my bad.


Rerednaw, Taow, and others: I ALREADY run a game as the DM. I'm in this campaign so I can be a player and play.


Gevaudan, that's a great idea! I definitely plan on using that. I might have some cronies of the big bad encounter the PCs while city guards are nearby, then once the intimidation or combat happens they can try to press charges on him or the whole group for intimidating/harassment and attacking them without legal cause. They're minions of the big bad? Let us see the PCs prove it! Pony up hard evidence or you're under arrest! >:)

I also plan to start having some of the villains in the module use the Intimidate skill on PCs themselves, since they already have points in it. Turnabout is fair play!


I'm running a module where most of the bosses and major fights are normal humanoids or monstrous humanoids (thus they are not immune to fear or mind-affecting). The problem is that Doofus, the party rogue, always uses Dazzling Display to make all the enemies shaken, usually lasting 3-4 rounds due to his insane Intimidate skill modifier.

I know it's not that bad of a penalty for the Shaken condition it gives, but it's really starting to get on my nerves, and he's planning on taking Shatter Defenses next level. There's also the fact that he keeps using it on people out of combat as well.

Anyone have any tips or advice for dealing with players breaking Intimidate? And don't just tell me to change the bosses/enemies to types that are immune. I don't want to have to rewrite all the encounters, plus doing so to specifically negate a player's tactics falls under DM cheating in my view.

Any help you all can give would be greatly appreciated! Thanks in advance.


My hardbound core rulebook was already looking trashed after just one week! Seems like paizo is using an el cheapo publishing or bookbinding company. This is my second biggest complaint with Pathfinder. For those who are curious, my first biggest complaint of Pathfinder is the system itself is geared towards rampant munchkinism/min-maxing, making it even more work to DM (way worse in this regard than 3.5 d&d ever was IMO).


The Thing from Beyond the Edge wrote:
The point here is that the party is a group of mythic characters and the DM is creating encounters that are challenging. I don't see any mention of such and such player has gone through eight characters and someone else has gone through five.

The enemies are mythic too. And we have had characters die repeatedly.


Thanks people! :)


Yes, the player would get that because it is a class feature of Dragon Disciple and as such is not subject to The Lost card effect, which only prevents him from taking more levels in the bard class.


A lot of interesting viewpoints on my question, thank you for your replies! :)
Has Paizo ever given an "official" interpretation of how Mythic Vital Strike should work?


I've already tried to talk to the DM, he's not going to change his ways. He's the only DM we have. Returning to the original reason I posted, what feats/classes/etc can I take to increase my damage/survivability?


I've got a rules question about Mythic Vital Strike from the mythic book. It says you get to times all your crit times-ible damage modifiers by an amount equal to the number of dice you do. I have all three vital strike feats so I do 9d8 on vital strike with my huge greataxe, so I contend with the way the feat is written I should get a x9 multiplier. The DM ruled it uses the weapon's base non-vital strike dice to determine the multiplier, so I get x3 (base weapon dice is 3d8). I see why he would rule that way, because otherwise it would be a lot of damage.

BUT!

My counter argument is that if you were using a single die weapon, such as a longsword (1d8) that would mean it gives you a x1 damage modifier, which means it doesn't increase at all... Thus making the feat pointless and not giving ANY benefit at all! For example, a longsword mythic fighter with damage modifiers of +11 total would get x1 multiplier with Mythic Vital strike. Normal is +11 damage, mythic vital strike is 11 x 1 = 11 for +11 damage, it's the same damage. Which means NO increase and no benefit at all for taking the feat!!!

Does anyone know the OFFICIAL ruling for this???


The reason for this post is I want your advice on how to develop my character to be more effective in combat. I don't really want to min-max my character, BUT, we have a "killer DM" so it is necessary. The DM constantly "just happens" to crit one or more characters almost every round and uses dirty tricks, and sometimes just out and out cheats.

For the record, I didn't try to "break" my character build until AFTER the DM was constantly cheating! His cheating was not a response to my character build, but was ALREADY THERE. I decided to "break" character build in an act of self defense against said cheating.

My current setup is I'm a fighter 5/cleric 1/holy vindicator 7. I have the growth subdomain of I think the Plant cleric domain, and the deception subdomain of Trickery. Growth let's me Enlarge to Large size (which increases my large greataxe to a huge greataxe for 3d8 damage), and Deception lets me teleport when an enemy misses me anywhere within 10 feet as long as that enemy still threatens the square I land in. I use the teleport to position myself opposite our rogue so he can sneak attack. I have the feats weapon focus, dodge, power attack, devastating strike, vital strike, improved vital strike, and greater vital strike. My magic +3 axe has a property called furious that lets me rage, and doing so increases the weapon's enhancement bonus to a +5 for duration of the rage.

I also have two mythic tiers. I am a guardian path mythic character. I have absorb blow (lets me reduce damage from an attack by spending a mythic power point), and fast healing (gain fast healing for 1 minute for 1 mp), I used my other mythic power to select a bonus mythic feat. Mythic feats: Mythic Vital Strike and Mythic Power Attack. Mythic vital strike lets me times all my damage modifiers that would get the critical modifier on a crit by the number of dice the weapon does when I vital strike (without needing to actually crit). Now this should be x9 because I do 9d8 when I vital strike, but the DM ruled it uses the weapon's base damage dice, although if I was using a normal sized single die weapon like a longsword this would make the feat give a x1 damage multiplier so it would do nothing and make the feat USELESS, but I digress... But the huge greataxe base damage when I'm big is 3d8 so I get a x3. This means I get to x3 my Str mod (which is +50% for using a 2h weapon), my power attack damage, weapon's enhancement bonus, the +6 damage from devastating strike, etc.

So my basic plan of attack is I go to Large size using Growth subdomain, power attack, vital strike, rage using my +3 furious large greataxe, and usually use the charge action for the +2 to hit and greater speed (I only move 20 in my chainmail, so 40 ft with a charge). After all is said and done I get +42 damage with a x3 modifier, for a grand total of 9d8 + 126 damage. I can also spend a mythic point to ignore the -4 to hit from power attack for 1 minute, and can spend another point to get another standard action from my mythic initiative trait I have for being a second-tier mythic character (which I use for a second vital strike). If both attacks hit that is 18d8 + 252 damage (I did this last game against an old black dragon and did 320 damage before damage reduction).

Now this might make you think our party should have an easy time taking out enemies, but even with my "damage cannon" build we STILL almost die every f***ing encounter! For whatever reason, the DM always throws enemies at us that are not appropriate for our level. For example, we had to fight FIVE Gug champion things, each of which he said had 500+ hit points. At the time of the fight the CR for each Gug was over our party level. The standard Gug according to Pathfinder only has 127 hp (http://paizo.com/PRD/additionalMonsters/gug.html).

So I want advice on what feats, mythic powers, equipment, class levels, etc to take to improve my damage dealing potential and/or survivability. Sorry for the long, rambling post but I wanted give you all some context on my situation and why I want to trick out my character.

Stats (from memory, character sheet is at DM's house)
Str 26 (all my improvement points went in Str and I have a +stat belt)
Dex 14?
Con 20? (my +stat belt also gives the +4 bonus to Con)
Int 10?
Wis 12?
Cha 8
Stats were rolled, DM not using point buy systems.