There are these Fungal Eyes that give permanent 30 ft. blindsight at the cost of normal sight for only 18000. The benefit of the blindfold would be that you can take it on and off, and of course the the extra 30 ft. of distance. But lets say you knocked the blindfold down to 30 ft. and made it a move or a standard to shift it onto and off of your eyes. It would need to be more than the 18k but not as much as 70 or 80k, don't you think?
kingspikearcher wrote:
This is a fun idea I think I'll use it. Thanks!
avr wrote:
Thanks! This is great info. I know its not a good mount but, again, silly character, not super worried about stuff like that.
TL:DR help me build a Vermin Tamer Cavalier\Scout Rogue built around charging on his flying Giant Beetle. Because I think this silly pun name is funny I've decided to make this Cav\Rogue guy. I didn't think it would be much of anything except a silly character to play and RP, but once I got down to actually making it, it seems like you could actually do something cool with a Cav\Scout Rogue built around charging. Because its kind of a silly character I want to make him a Vermin Tamer Cav as well, make him a small size race and take the Giant Beetle for a flying mount at lvl 1. I've never built a mounted character before, nor one built around charging and, generally speaking, I don't multiclass that often so I don't know what the best cadence for taking which class at which level would be, so I am looking for advice.
My PCs are about to enjoy a carnival put on by the folks at their HQ (they are agents of a larger organization) but they are also pretty high level so I want the carnival prizes to be pretty good stuff. I had in mind stuff ranging anywhere from like 500g to 5000g, but I don't really want them to be just +X weapons. So I was thinking things like: Pearl of power
So, things like that. What might be some other fun stuff for super high end carnival game prizes?
My players and I are about to get back into a game that we have been playing for a very long time (over a year at this point), but that we have taken a significant break time-wise from. In addition, some new characters will be joining the party. I want to make something that will give them a chance to reunite, so to speak, with each other, to get to know the new characters, and to get reacquainted with the major NPCs that they have been dealing with in their HQ. The obvious setting, I think, would be some kind of party that would be going on at their base, but I want something more, some interesting thing to happen to make it more than just kind of a meet-and-greet, but I also don't want it to be negative or conflicting in any way. The players have been through a lot of negative stuff in the game and I want them to have a chance to have a fun time together with each other and with the NPCs. I'm struggling to come up with anything though besides the general party\festival setting. The PCs are also lvl 13 at this point, so they are pretty powerful. Anyway, I'm looking for some fun, low stakes, RP stuff to do to kick off the next leg of the game.
My PCs are about to hit lvl 13 and they have just been through a bit of a dungeon crawl grind with a lot of doom and gloom stuff going on. So, I want to lighten the mood for them for a while and give them the chance to do some fun stuff with relatively low stakes. Is there a module or something that would be level appropriate for them that is kind of light? What would be a good way of going about doing something like this?
Not sure if this should go in the rules questions or advice forum, but I'm wondering how magical healing works with large wounds. For example, my party has come across some poor souls who have had their flesh stripped partial off by demons. If they cast cure spells on them, are they just healed, and restored to their previously completely covered-in-flesh normal state? I have had DMs in the past require a restoration spell to reattach recently severed limbs but the spell doesn't say it does that, so it must have been a house rule.
Sorry to zombie\derail this thread but the Mystery Magic ability says that you get the Stars subdomain. Does this mean you get the Void domain as well? I know you usually have to have the main domain to take the subdomain, but if that were the case I would think the ability would read something like "you gain the Void domain with the Stars subdomain". It's written so specifically that it makes me think you would only get the subdomain. And since specific rules overrule general rules etc...
Is anyone familiar enough with this module to know when the PCs are supposed to hit level 12 and 13? It says the PCs should start at level 11 and reach 13 by the end of it, but it doesn't say when they should gain the levels. Calculating up the XP doesn't seem to work out right either. My players are about a third of the way through the module and are only about half way to level 12 XP wise.
I seem to remember there being an official module published that was tuned specifically for only two PCs, but I can't seem to google up which one it is. I know there were a few solo modules published, but I could have sworn there was at least one for two PCs also. Does this exist or am I misremembering?
I seem to remember there being an official module published that was tuned specifically for only two PCs, but I can't seem to google up which one it is. I know there were a few solo modules published, but I could have sworn there was at least one for two PCs also. Does this exist or am I misremembering?
Scott Wilhelm wrote: It would be nice, if your plan is to get hit a lot, to maximize your survivability: get a Miss Chance; maximize your AC; get DR; get Fast Healing. Yeah, the weird thing is that if I want to get hit a lot, miss chances and a high AC are going to work against that. DR and fast healing seem like good routs to take though.
avr wrote: Caustic blood is 1d6/level damage (Ref half, +half as much again next round Ref negates) each time you're hit. Not just once, or once/round, each time. That's a potentially ridiculous amount of damage. It scales up to 15d6, more with metamagic. Geez, you're totally right. For some reason I have it in my head that like, only Fire Shield and Thorny Body exist.
The get hit to deal damage plan is looking less and less viable. When I first had the idea I thought for sure there would be a ton of spell support for something like that, but there just doesn't seem to be, and the spells that do it are just don't do that much damage because they don't really scale. I am really interested in this AoO build that seems to be coming together here though so I've been trying to figure out what class would be the best fit for it. UcMonk seemed, prima facie, like it would be the best, but now I think Warpriest would be a total beast.
Ryan Freire wrote:
I've been looking at this and I am admittedly not super familiar with Kineticists, but I don't see how you are getting to this. A lot of it looks like it requires them to hit you with natural or unarmed attacks. Can you say more about what your were thinking?
avr wrote:
Panther Style says, "when an opponent makes an attack of opportunity against you for moving through a threatened square". It would be cool to be able to take your full attack and then provoke an attack with a five foot step so you can get another swing in, especially once the retaliatory strike becomes a free action with Panther Claw.
Ryan Freire wrote:
No to much to totally scrap it for a cooler build. I'll check it out!
I had an idea for a build that would be built around maximizing the concept of dealing damage when you got hit. When I first had the idea I thought for sure that there must be a ton of spells like Thorn Body and Fire Shield that you could use to do something like this but there just doesn't seem to be that many spells like that and those spells don't seem like good candidates for focusing on since their damage is so small to begin with. I started looking around a little more and found that Barbarian has some stuff that can do this like Come and Get Me and the Fiend Totem, but that was about. I know there are some other feats out there that allow you to leave yourself open to attack or attacks of opportunity in order to gain some damage or punish creatures taking AoO, but I don't know what they are. Does a build already exist around this idea of taking damage in order to deal damage?
Ryan Freire wrote:
The problem is, as I understand it, is that you can't take Accomplished Sneak Attacker more than once.
avr wrote:
Well, the idea wasn't Rogue knife thrower, it was just knife thrower, and I figured Rogue would probably be the best class to do it with. Also, like I said, I narrowed down my options because I knew that I didn't want to play a divine class and the Swashbuckler doesn't really appeal to me, so that kind of left me with Rogue and Rogue adjacent stuff. But a knife throwing Rogue does sound super fun to me. I'm not looking for something super optimized. I was just hoping there was a way to use Scout to set up SA damage somewhat reliably. Giving up your extra \ iterative attacks is kind of brutal for your damage output though, so I went looking for a way to get those back somehow.
Claxon wrote:
Well this is one of the reasons I wanted to take Scout. It gives you a way to guarantee sneak attack at least on one attack. But losing the rest if your attacks is a pretty big bummer. That's why I was trying to find a way to maintain the multiple attacks while still exploiting the benefits from Scout
Well, like I said, the idea was to make a knife thrower. I know that a lot of different classes can do something like that, but I want to play a rogue for a number of reasons. Swashbuckler doesn't really appeal to me for flavor\RP reasons, I don't want to play a divine class because I play a lot of divine classes, and the party right now doesn't really have a stealth-er or a lock picker. I like to do something interesting with my builds also, try something I haven't done before, try to put something janky together and try to make it work, so the Scout\Knife Master build looked pretty interesting and could be made into a cool knife throwing build.
I've wanted to build a knife thrower for a really long time and I am taking the time to do it now. The build I am looking to try to make work is a Knife Master Scout UC Rogue. The issue (and trick) of the build is that, whenever you charge, and later whenever you move more than 10 feet, you get your sneak attack on one attack. However, when you charge, or move more than 10 feet, you can only make one attack, so you lose the benefit of all your off hand, extra, iterative, etc attacks. So, I've been scouring the books looking for a way to get over this, that is to say, I've been looking for a way to get something close to pounce for my knife thrower. The best I've found is the Rapid Attack ability that the Mobile Fighter has, but you need to take 11 levels in the archetype to get to it. Taking that many levels in fighter is really going to nerf my sneak attack damage, which is kind of what the whole build it built around. So, I am trying to find a way to make this all work!
I am looking to build a rogue\fighter but I would really like to find a way to somehow maintain the rogues sneak attack progression while taking the levels in fighter since that is probably where most of the damage output is going to come from. Is there some way to do this, even if it is at a reduced rate? The only thing I am aware of is the Accomplished Sneak Attacker feat, but it doesn't look like you can take it more than once (which I would be happy to do if I could). Is there any way to do this?
Diego Rossi wrote:
Right, but generally speaking specific rules override general rules, which might be the case here since the more specific rules within the tricks\talents seem to allow you to take it a second time.
Matthew Downie wrote:
This is a pretty good conversation about the topic. It's too bad it got muddled by Magic Missle. All three missiles hit simultaneously so even though you roll for each they all "impact" at the same time, thus the need for only one roll would make more sense.
Cevah wrote:
Right, I wasn't trying to argue that. What I meant was that, there are situations where you will beat a DC if you roll anything other than a one, but fail when you roll a one, not because it is a crit fail, but because it is the only number where your bonuses plus roll of a one wouldn't be enough to pass the DC.
Man I didn't realize my last post was just riddled with typos and i can't fix it now. Arg! Anyway... blahpers wrote: It's a little weird that taking 1 damage from each of 40 sources is trivial to concentrate through but taking 40 damage from one source is nearly impossible, though. Even taking only one damage you would need to be pretty high level to make this an autopass. The lowest the DC can be is 11 if you are casting a 0 lvl spell. So to make this an automatic success you would have to have at least a caster level of 10. But even you pass the check on everything but the roll of a 1, if you did really have to roll 40 times, chances are you are going to roll a 1 somewhere in those 40 rolls. In other words, even if the DC is low, having to make more rolls against it increases the chance of not passing, so if you are trying to stop an enemy spellcaster, it is beneficial to the players if the enemy has to make multiple rolls. On the other hand, having to pass one really hard check is also...really hard. So adding the ongoing damage together doesn't make things super easy either. Hopefully there is a real answer to this but if blahpers doesn't know...to whom are we to turn?
What makes me thing you need to make four is because in the rules specify making a roll against a source, but it is somewhere ambiguous. It says: If you are taking continuous damage...You must make a concentration check with a DC equal to 10 + 1/2 the damage that the continuous source last dealt + the level of the spell you’re casting. It seems like you could read this either way, but some clarification must have been made on this at some point.
Diego Rossi wrote:
I agree with you and it seems like a stupid rule to me, but pg. 193 of the CRB: Closest Creature: When it’s important to determine the closest square or creature to a location, if two squares or creatures are equally close, randomly determine which one counts as closest by rolling a die. I think this is supposed to simulate the "recklessness" of literally charging into combat.
I'm sure this has been answered here before but I can't seem to find a thread that addresses this specifically. So, you are a Wizard and you try to cast a spell. Unfortunately you are also on fire, bleeding, have magical acid on you, and you just took an attack of opportunity from someone standing next to you when you tried to cast. How many concentration checks do you have to make? I think the answer is four, one for each ongoing effect and another for the AoO, but then again it might just be two, if you take all the ongoing effects together and then add in the AoO.
E=Enemy
E2XXXXX
The question is, can you charge on a diagonal between two allies, one of which, on the grid map, is adjacent to you to the north and the other is adjacent to you to the west, and you are charging northwest, as it were? Or would the "If any line from your starting space to the ending space passes through a square that...contains a creature (even an ally), you can’t charge." rule prevent this?
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