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Yeah, definitely Nidal.


HAHAHA! Halfling Rogue! Might have to style myself a "burglar", instead of Rogue...


I do not pretend to understand what goes on in people's heads when they read the same rules I do and yet draw very unusual conclusions upon "comprehension".
Alas, sadly I will not experience this game for myself. Eight players will though. Some sort of new game where you design a disembodied CR20(CR8+Lvls+CR of up to 1 template) Phrenic Scourge that is technically your character, but you actually play as the bad guy NPCs fighting his DMPC Heroes in the grand finale to this campaign of his. I am pretty sure the Heroes are all going to be Pinning Knockout Tetori grapplers, as he is convinced it is the one build that can truly handle anything in the game. There are a couple of variations on this build theme.
Supposedly these builds are "tweaked" to the max. He has admitted to me that he isn't really spending any time at all building the bad guys the players will be using, as they are meant to die. Players must wrestle with the Ego score of their host if they try to do something he doesn't think they should. Also, some sort of new rule called Quintessence. Very Thoonish.
Basically a pool of points that he will give them that will allow them to do things like take extra turns, add +20 to rolls, and most importantly, to ignore the ridiculous damage that he is claiming to pump out of these grappling builds, on account of the fact that "They've never defined what type of damage 'grapple damage' is, so it bypasses DR".
He has said the party will not be allowed to save the Quintess-"go juice", for, if they want to get to the end where they can play their own characters in the final boss fight(read: rules-bending slaughter), they have to survive this onslaught with at least one of the baddies intact. Oh, and there is a 5 second chess timer to play these CR20 NPC builds that they know nothing about.

Also, each host has ludicrous roleplay guidelines you must adhere to.

That being said, I wish I was playing. I have a feeling I would be able to just sit there while he plays out this "perfect" ending to his game, playing all of the parts himself so it went right, with him playing with the miniatures to show us visually how awesome the fights were.

But alas, he has asked me to sit this one out, and relinquish control of my old toons from the campaign for him to use against the poor saps.
Now I am just trying to make sure the game is legal. As he is recruiting at the FLGS, I do not want this to give possible new players a bad taste of gaming.

Thanks for clearing this up for me guys.


Much apologies was wondering if I should have flagged that clearly in the thread title with a 3PP, but went for something flashy. I am pretty sure I am right about the two Psionic issues, but any advice on question 1? I know there is at least one Prestige Class(Golarion specific maybe?) that advances monk abilities, and I simply can't find a FAQ or forum post on this subject of advancing replacements for Flurry of Blows. My gut tells me to tell him it simply does not work that way.


Does the attack of opportunity granted by Savage Grapple apply it's damage as a penalty to the incoming grapple if it hits?


Hello all. I have been asked to review a fellow DM's big bad boss for the end to a campaign he is picking up again after a very long time away from gaming. As in, the last time this game was played was in 3.5. Gameplay is at 20th level. He has decided to use the Psionics rules from Dreamscarred Press, since the previous incarnation of the campaign used Psionics. This boss happens to be an old DMPC of his that was near unbeatable in 3.5. Now he claims there is nothing his party, nay, the entirety of all the Bestiaries combined could do against this character. The character is a mix of Psion, Tetori monk, Elocater, and Psychic Fist. Here are my qualms about the toon:

1. His reasoning is that since Psychic Fist progresses Flurry of Blows, and since Tetori trades out Flurry of Blows for Graceful Grappler, this means that Psychic Fist should also progress Graceful Grappler, since it replaces Flurry of Blows. He mentioned something about reading on here or a FAQ somewhere that it was stated that if a prestige class advances something you traded away in an archetype, then the prestige class then advances that replacement instead. I can find no evidence of this. Maybe my search-fu has failed me, but I am pretty darn sure this is not allowed.

2. Personal Gravity and Scorn Earth. He claims that this ability allows him to designate a creature as his new "down", promptly sending him plummeting towards them, ignoring difficult terrain thanks to Scorn Earth, and triggering a free charge once he has "fallen" more than ten feet. He thought process is thus: Personal Gravity is a free action. Falling consumes no move actions of your own. Charges are somehow triggered by simply moving ten feet or more towards your opponent. Your opponent will take damage as if hit by a falling object. This adds up in his mind to a free action dive bomber charge that he can do over and over and over on a single turn, all by constantly shifting his personal gravity. My problems with this one are: charges do not work like that, and the Elocater ability Terminal Velocity, which as I read it, makes it impossible to fall if Personal Gravity or Scorn Earth are active. Am I right on this?

3. Psionic Recharge. This one he is real sketchy on. But he keeps talking about how he will never ever run out of power points, because if it comes down to it, he can always use Body Fuel and somehow heal himself of all the ability burn with a power. I was under the assumption that the ability damage caused by Body Fuel could only be healed through natural means, but he insists that there is a power that not only can do this, but can do it for less points than are gained from the feat, creating a surplus. His plan is to hop to the Astral when he runs low, than Body Fuel himself back to full PP. I'm at a loss on this one. I'm just not seeing where he is getting this idea, and when I press him for details, he just claims he can't remember off the top of his head, but that it is true.


Hello all, a friend asked me to play in a low-powered campaign, emphasis on the low power, and I thought making a blind martial character would help lower my power level a bit. 3rd level, only races and classes from core rulebook available. Otherwise, other Paizo books are fair game. Was thinking of going half orc and picking up Keen Scent and Scent of Fear as my 1st and 2nd feats. Should let me at least know where foes are within 30', 150' if they are marked with a musk pouch. Wondering about how to mitigate the miss chance from total concealment in early game. We used a 4d6 drop the lowest matrix, and I was left with the following to place in my stats:
10, 10, 11, 13, 15, 17.

Was thinking of going old, to increase flavor and to make me frailer. Other party members are a rogue(tentative), monk, and wizard. Cannot have the same class as someone else in the party. Was thinking of getting some sort of flying pet to drop Musk pouches for me. Basically just looking for advice in how to operate as a blind character without sucking too bad. If anyone has played one, any tips would be greatly appreciated.

Also, ranged or melee? With Scent of Fear I can pinpoint at range, and the idea of a "Zatoichi 2.0: The Blind Archer" does appeal to me, just wondering how feasible this concept is.


Thank you for those ideas. Definitely a lot more than I thought to ruminate over. The character was the first Druid/Stormlord in the original game he came from, before he switched to a Master of Many Forms build for an undefeated PvP arena career. The story this time is that in the transit to this current campaign world, he fell through the cracks as it were and into the Outer Darkness for nine years(the number of completion). While there he slowly succumbed to the empathic communication he started receiving from the void. This has manifested itself as a form of possession, and my first evil character. Will be challenging to roleplay one of my favorite champions as a twisted pawn of Greater Evil, but that is why we went with this on this time 'round.

I have high doubts that the grappling shadow chains will ever successfully grapple an opponent, as with Clr10/UCA10 I have a paltry +20 to my grapple CMB so far. Even though my DM is allowing me various homebrew options to boost my character, would like to stick to as much official options as possible, so that I don't have to lose too much when I eventually bring this toon to the PvP table.


Hello all. I will soon have the rare opportunity to participate in a level 20 campaign. Everyone is playing incarnations of previous characters they have invested a fair amount of their ego into. I am playing a character that has been infected with the manifestation of a dark kundalini. As such, I found the Umbral Court agent very appealing. The DM has let me reflavor the shadow chains as a manifestation of my serpentine kundalini leaving my crown chakra and wrapping around an enemy. I am pretty dead set on all ten levels of Umbral Court agent.

Now, for campaign specifics. 25 pt. buy. Two traits allowed. One template may be applied for free up to CR +2, otherwise the CR adjustment comes out of your levels. Up to 20 pts. spent on a custom race, which must have the human subtype. DM is letting the possesion by an evil entity represent a +5 "demonic" bonus to an ability score(among other possiblities, this is the main one I am interested in) Also, a bad pact with a devil is worth a +5 "infernal" bonus to an ability score(he basically said it was worth what wishes could do). Was thinking of using those to boost WIS, as that is what all of Umbral Court Agents abilities base off of.

Theme is Darkness and Shadow. I am wondering if Cleric 10 is the best other half to this build, or if I should take fighter as my last two levels so I can pick up the Final Embrace line, which would up the constrict granted at lvl 17 to 10d6. Not sure if that is worth giving up 9th level spells. Another possibility is taking two levels of Monk, to get what I hope will be a massive bonus to WIS to my otherwise horrible AC.

The DM is asking us to bring powerful builds to the table, as he will be throwing very taxing encounters at us. I am open to any suggestions as to how to make a cleric/Umbral Court Agent into an effective character. The main thing I am worried about is the saving throws, and AC. If I play him right, sticking to the shadows and stealthing whenever possible, it should work. Umbral Court Agent lets me grapple at range(while avoiding the grappled condition) along with inflicting concealment vs. the party(and everyone else for that matter), and the other player I am playing with also likes to stealth and wait for opportune moments, so we should mesh well.

Mainly wondering as to what feats I should take, and whether stacking both elemental foci and spell foci on one perfected spell would be worth it for the purposes of Greater Shadow Evocation(my DM has ruled that the clause about not granting domain slots or extra spells from Umbral Court Agent is for those who entered the class without having the Darkness domain). Is theologian worth it for extra access to shadow spells? Thanks for any reply, honestly. I am at a loss at to how to make this build worthy of the powergaming that my DM is requiring. Also wondering if Shadowcaster 10 is a better half to this build, what for the 100% real Shades spell and all.


Thanks for posting stats like these! I find these little glimpses into what players are interested in fascinating.


My DM said basically as long as I didn't choose an Exotic Weapon, old Heirloom weapon was fine. Hm, besides the ridiculous point buy, I would like to keep this as official as possible. By the by, if old Heirloom Weapon is on the table, what feat choices were you thinking of suggesting? I am not too concerned with being able to wield other Scythes, as long as I can wield MY Scythe. My DM hates things like Sunder and Rusting Grasp, etc, so I am pretty confident that I can keep this weapon through the whole game.


Hello all, I am going to be playing in my roomate's Carrion Crown campaign. After reading through the Inner Sea World Guide, I fell in love with the idea of some sort of Strix priest of Pharasma. I would like to really play up the "Angel of Death" motif. Like, wielding a Scythe and holding power over life and death, that sort of thing. I plan to try and build myself into a symbol, Batman style, to the Ustalavans. I know that it will be an uphill battle earning the trust of the townsfolk, but my DM gave me a letter of introduction from my own priest of Pharasma to the priest in the starter town, and he has basically told me I've got an "in" there.
So, wondering how to hash this out. I can pick up Heirloom weapon for the Scythe, and I am leaning towards the Evangelist archetype for Cleric. I am nervous about doing this, because it replaces your ability to spontaneously cast Cure spells. I am open to playing a Cleric, Oracle, or Bard. Basically anything with the ability to heal and buff the party, while being able to buff myself if I find myself alone.
Ever since 3.5, my roomate has insisted on Point Buy instead of rolling. However, ever since 3.5, he has insisted on high point buys, both when he plays and runs a game. I think it is because he likes the idea of having a high stat without sacrificing anything else. My opinion is that flies in the face of what a high stat means in a Point Buy, but oh well. So what was 36(I know, I know, everywhere else I played around 20-24) in 3.5 is now 30 point buy in Pathfinder. I'm not complaining though. Unless there is a more flavorful race for an Angel of Death, consider the racial choice of Strix set in stone, even if Oracle or Bard is on the table.

Af
Strix Cleric of Pharasma 1
AL: N
STR 16 DEX 16 CON 10 INT 10 WIS 16 CHA 12
Atck: +5 Scythe 2d4+4(+7 2d4+6 w/Inspire Courage, Divine Favor)
Fort: +2 Ref: +3 Will +5
Armor: ?
Feat: ? (Was thinking Desperate Battler, on account that some of the campaign will be played solo, or only with the aid of my bud's Musket Master.)
Traits: Heirloom Weapon and ?

Any help or ideas on how to accomplish this concept? Being a fan of the Devil May Cry games, I was thinking maybe I could build towards being able to effectively throw my Scythe.


Are there any things that could possibly boost my character's ability to break things? Like with strength checks. I know of the half orc alternate racial trait, and the Strength Surge rage power. I'm up to a +24 if I use Strength Surge. I was wondering if there were any other options to boost it higher.


Hello all. So I was wondering, if I am a spellcaster under the effects of Blink, does the 20% miss chance on my own attacks also apply to my spells? What if I go ethereal just as I am about to release it? It just says it applies to your "attacks" and offensive spells count as attacks for the purposes of other spells like invisibility, so I was wondering if there is a 20% chance your spells happens to rock the ethereal plane instead of the material. Thank you for any reply.