Curtis Davis 320's page

No posts. Organized Play character for 8 Red Wizards.



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I don't understand the wording between the ability of the Celebrity bard called Shining Star. Can you use the Fascinate ability in the middle of combat with the Shining Star ability to fascinate a target without it breaking or can you only Fascinate the target before combat starts and he just has to make a harder save to break the fascinate while combat is underway?

I'm thinking about playing one if the Fascinate ability can work in the middle of combat such as 4 rounds into the fight I attempt to fascinate some enemies.


The only main source of traits I know of are in the Advanced Player's guide and the campaign books that require you to be a certain race, but I'm hearing those aren't racial traits. Also the person I am talking about doesn't mean the Races actual abilities.


10, 13, 13, 12, 13, 10

DM said he rolls the players stats, and I said ok "in my mind that put up a red flag." DM said you get one set and that everyone else got one set, and I said ok and he rolled the above so I got up and made it to the door before he asked where are you going and I told him I'm not playing those they are less than a 20 point buy in. I asked him if I could reroll, because I didn't want to waste a character sheet on those stats and he said no because no one else did so I left.

I would like to add the lowest stat on the other 2 player's character sheets was 12 and going up to 18.


If you put Claws on a Biped Eidolons feet and they have claws on there hands also and can get 4 natural attacks could the Eidolon get all 4 claw attacks?


I changed the rules a little I'm still looking to get 32 people, but as soon as I get 12 than I'm setting a time right now I'm still at 4/12.

32 challengers, 5th level, 32 PB, Max hp first
Books: Core, APG, Ultimate Combat/Magic/Equipment, ARG, 1 archetype limit (so no Quigong/Sensei or whatever?),

Limitation: full rd action to "summon" mount/animal companion, familiar into fight

Special variant: Dueling and spell dueling rules in place (immediate action parries and counterspells)

Duel counters/dodge: http://www.d20pfsrd.com/gamemastering/duels
Wealth: as level 5 character
Note: End of match victor get 1 level and 1 piece of equipment off fallen enemy, and gold to upgrade.
Background of character, possible video story of character?
Include tactics/special move/contingencies.

Submit to Fightingfestival13@yahoo.com?

I will be running the fights so I ask if you have a special tactics/contigencies to include it.

crafting rules: Use FAQ benefit that crafting feats count WBL for crafted items by crafted price not market price.


Please check out this video for details.

Link provided http://www.youtube.com/watch?v=zTp3kUyvOIQ

Build strong, fight fierce and except the challenge.

My name is Curtis Davis, on YouTube I am reissuing Sean Connors Challenge to the community by creating my own gladiator match so please take part in the Fighting Festival 2013.


I'm not sure if I posted this in the right spot, but I'm looking for an editable character sheet app I can install on my Samsung Galaxy Note. So I can keep better track of my characters, and was wondering if anyone had any ideas or suggestions? thank you and I'm sorry if I put this in the wrong place.


Just wondering if you could gate in a monster with 7 HD and some class levels if you have spare HD in the spell.


Long Campaign running for planescaping, and the group is a Githyanki Ranger with a Large Red Dragon, a Zodar fighter type, a goliath barbarian and an intelligent magical item with Sorcerer levels.

We captured an airship and we are wanting to keep it, but we want to plane shift it. So we came up with the bright idea to have the dragon try to carry it as equipment with the ant haul spell, but we need to find away to reduce the size of the ship so the dragon can actually carry it because it's bulky and it'll tip over. Right now we can get the dragon to carry up to 16,800 pounds, but we need to reduce the size any ideas or input would help thank you very much.


I keep looking at Brood Master and thinking this has to work some how, but it keeps looking like the brood master gets really weak at level 6ish. I think it would be awesome to have a few Edilons, but I was wondering if anyone has any ideas how this an work.


I'm sure I found a feat a few months ago that let you be treated as another race for feat prereq's, but I can't remember where I was wonder if someone else might know the name. Thank you for any help or humoring me.


I'm looking for all the metal type spells I can't find to many spells like that and I'm trying to make a metal sorcerer like the title says. To put something more orignal into our group instead of the regular elements. I'm gonna be a fighter type sorcerer also so thank you for any help you can offer.


In a game I am running we are using 3.5 Books and Pathfinder, and we have a summoner in the group. So I'm trying to expand it's spell list a little to add the other books. We have all the 3.5 books so any spells not on the list I would like to hear them so I can look at them to add to the list. Here's what I have so far and the level of the spell I was thinking about putting it at. I'm looking for spells I should add or remove and what level the spell should be.

1st Level
Spell Comp
Ectoplasmic Armor
Nightshield
Resist Planar Alignment
Benign Transposition
Blood Wind
Expeditious Retreat, Swift
Mage Hand, Greater
Wings of the Sea

1st Level
Complete Mage
Summon Component

2nd Level
Spell Comp
Alarm, Greater
Portal Alarm
Scintillating Scales
Baleful Transposition
Create Magic Tattoo
Fins to Feet
Fly, Swift
Fuse Arms
Heroics
Razorfangs
Wings of the Air

Level 3 spells I'm thinking about putting on the 2nd level list
Mage Armor, Greater
Mage Armor, Mass
Regal Procession
Servant Horde
Girallon's Blessing

2nd level
Complete Mage
Attentive Alarm
Incendiary Slime
Crystalline Memories
Heart of the Air

Level 3 spells I'm thinking about putting on the 2nd level list
Repelling Shield

2nd Level
Player's Handbook 2
Dimension Hop

Level 3 spells I'm thinking about putting on the 2nd level list
Evard's Menacing Tentacles

Thank you for any help and it's appreciated


My group has a few games we enjoy playing that has gone into level 20+ and still have desire to keep playing those characters. I'm wondering how others have handled Legendary damage and divine score, and I would like to hear other peoples experience and what they decided to use and not use. I'm going to make Divine score do something else besides raise someone to the level of a god though some ideas I had was a bonus to save DC's, AC bonus, Attack bonus or save bonus not really sure yet.


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I just noticed that and wondered does anyone rolls to see if there weapons are glowing, because I never noticed it in 3.5 either


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I'm just wondering if they can, because to me it's unclear so I'm just looking for anyone who might know for sure.


Can a player be in 2 permanent telepathic bonds and choose which one he wants to communicate through. Thx for any insight


I picked up Half Elf for the extra points. I was wondering if the Eldritch Heritage tree would be worth it for a synthesist, and what Bloodline would be worth taking with it. Also would Augment Summoning boost up my Synthesist bio-suit if I used the ritual or summon eidolon spell. If you can think of any other feats that would be worth putting in there or better than what I posted I would like some input.

Half-Elf
1 - Skill Focus
1 - Extra Evolution
3 - Power Attack
5 - Improved Natural Attack
7 - Arcane Strike
9 - Extra Evolution
11 -
13 -
15 - Extra Evolution
17 -
19 - Extra Evolution


I am running a game and about to move past 20 and the players still want to go on, and I'm about to move it to a planar realm, but I was looking for some epic ideas. Right now I'm planning to use the 3.0 epic handbook, and the pathfinder core books beyond 20 suggestions to replace some old stuff.


This has been plaguing our group for awhile if a monster has 3 primary attack such as Werewolf Claw, Claw, Bite do those attacks take a -2 to hit or regular BAB. I know Secondary Attacks take a -5, but I could use a few opinions for clarification.


2 questions popped up for me when I was reading Improved Damage Evolution and the Synthesist. if you had 2 pairs of claws would Improved Damage Evolution increase the damage of both pairs of claws such as 4 hands or 2 hands and 2 feet?

If the Synthesist took the Improved Damage feat would that stack with the Improved Damage Evolution?

thank you for any help!


If you had the Exotic Weapon Feat and had Two Weapon Fighting could you Dual Wield Bastard Swords with just a -4 to attack?


I'm making theme armors for my Anti-Paladin, and I'm trying to find something that does fire damage to the attacker when I get hit.

Thx for any help and support

P.S. forgot to mention I can use 3.0, 3.5 and pathfinder books


I don't understand the purpose of the Slayer ability, because it looks like the Judgements are always at the maximum bonus. I don't see anything that makes me think they go down any help would be great I'm sure I'm missing something.


We play pathfinder and 3.5 together

One of my players is a Master Summoner (Ultimate Magic) and uses the Eidolon to heal, player took Major Magic Evolution (Cure Moderate Wounds) and wants to take the following feat (from Complete Champion)...

You can channel divine energy into healing with a touch.
Prerequisite
Ability to cast 2nd-level spells,
Benefit
As long as you have a conjuration (healing) spell of 2nd level or higher available to cast, you can spend a standard action to touch a target creature and heal 3 points of damage per level of the highest-level conjuration (healing) spell you have available to cast. You can use this ability only on a target that has been reduced to one-half or fewer of its total hit points. The effect ends once you've healed the subject up to half its normal maximum hit points. This ability has no effect on creatures that can't be healed by cure spells. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting conjuration (healing) spells.

Feat says "Ability to cast 2nd-level spells", and his defense is the evolution says "An eidolon learns to cast a major spell as a spell-like ability", and selected Cure Moderate Wounds (Which is a second level spell). Since spell-like abilities are cast would this be a legal feat because of this ability for the Eidolon?

Thx for any help

So far I'm tempted to give it to him, because of the wording. Although I wouldn't mind a little assistance on the matter.


First I wanted opinions about the Team Work Feats and than Suggestions also, because no one in my group uses Team Work Feats. I understand why since they are depending on someone else to take the feat also. Unless you actually coordinate your character with someone else, and even than there are better ways to build teamwork than taking the same feats.

I was thinking about removing the part that both player's have to have the same Team Work Feat to use this feat, and let the feat work normally after that.


I'm thinking no, because I already spent to much time looking for it. It just feels like a bard would be the primary choice to use such a weapon.


Since the familiar is a Witches spellbook I'm trying to give it some more survivability.


White Haired Witches hair does 1d4 points of damage and is a natural attack, but if you took monk level with it and you were a level 2 White Haired Witch/ level 4 monk would your hair do 1d8 points of damage and could you perform flurry of blows with your hair?

I kinda think yea it's a natural attack kinda similar to hands in this case.

I'm thinking about making a White Haired Witch 8/Monk 3/Assassin 9


Sometimes they have to many archetypes to read through them all or you miss something, but I was looking to make a witch who was a people person.


Just looking for some opinions nothing much

Rip
School Transmutation; Level Sorcerer/Wizard 5
Casting Time 1 Standard Action
Components V, S
Range 20 yds. + 10yds./level
Target 1 creature or object
Duration 6 Rounds
Saving Throw Will negates (Object) or none; see text; Spell Resistance yes (object); see text

This spell telekinetically moves part of an object in one direction while moving the rest of the object in a completely different direction. The resulting tug tears the object into two separate pieces, killing most creatures outright. Creatures or objects weighing more than 1,000 lbs. are not affected. As the movement is not especially rapid, damage builds up slowly.
If cast on a creature, no save is allowed against this attempt, but spell resistance applies normally, use your caster level in place of your Combat Maneuver Bonus and Combat Maneuver Defense, and add your Intelligence modifier (if a wizard) or Charisma modifier (if a sorcerer) in place of your Strength modifier, granting no dexterity bonus on Combat Maneuver Defense. Each round the subject may attempt a Combat Maneuver Bonus or Escape Artist check to end the effect as a standard action. The first round the creature takes 2 hit points of damage; on the second, an additional 4; on the third, an additional 6; and so on. By sixth round, the target has taken 20 hit point damage (2+4+6+8+10+20). This spell has a maximum duration of 6 rounds.
If you attempt to cast a spell while under the affect of this spell you must make a concentration check with a DC equal to 10 + 1/2 the damage dealt + the level of the spell you're casting. If the last damage dealt was on the final round of the spell, than the damage is over and does not distract you. (pg 207, table 9-1, Continuous damage while casting)
If cast on an object, the object requires a successful item saving throw or be torn in half.
As noted above, the movement is not especially rapid, and bystanders are in no danger from flying debris. A dispel magic dissipates the ripping force but does not repair damage already done. Once the rip is cast, further concentration by the caster is unnecessary.


I'm making a Catfolk Ranger, and don't play Rangers as PCs usually only NPC's kicking party butt. I my real question is would you pick ranger spells or bonus feats at level 4, 8, 11, 14. I look at the healing spells, and think those would be nice, but we got a cleric so I'm just looking for some opinions.


I am in a two person game Level 6 Arcane Sorcerer(Me) and Ranger, and so far this is what I got. I'm trying to be a buff Sorcerer. I picked Spectral Hand since I can use Vampiric Touch as a Spell Like Ability and Healing Touch so I can heal kinda. Thank you for any suggestions!

0 level
-Amanuensis - Spell Comp
-Detect magic
-Ghost sound
-Mage hand
-Mending
-Read magic
-Prestidigitation

1st level
-Identify - Bloodline Spell
-Power Word Pain - Races of Dragon
-Comprehend Languages
-Enlarge person
-Targeting ray - Spell Comp

2nd level
-Invisibility - Bloodline Spell
-Spectral hand
-Bull's strength

3rd
-Healing Touch - Spell Comp


I'm just being sure I'm understanding this right, but does the Q-Monk get all of those abilities as ki-powers when he reaches the listed levels of 4, 6, 8, 10, 12, 14, 16, 18, 20 or does he select powers at lvl 4, 5, 7, 11, 12, 13, 15, 2 powers at 17, 19, 20.

there is a large gap between level 7 and level 11 where level 8 and level 10 category powers are just being ignored, because a monk just skips them in the progression. I could use a little clarification and thank you.


Title pretty much says it, but whips get a bonus to Trip and Disarm. So can a Spiritual Whip still perform those actions?


I'm making a High Dex and Low strength Rogue/Cleric, and using bola's for range trips. So I'm hoping there is a feat out there I can use my Dex for CMB's instead of my strength. Thank you for any help.


Title pretty much says it, but if a character had power attack feat and cast spiritual weapon could he use that feat with the attack action of the spell?


on page 549 in corebook it talks about Magi Item Gold Piece Values mainly asking about Item Requires Specific Class or Alignment and Item Requires Specific Skill to Use. Does the 10%-30% reduction go to cost to create hence making an item cheaper if you put a requirement on it or market cost to purchase from a store?


I personally do not ban leadership, because it expands on gaming options of Mass combat (Invading another country), building a church or guild, constructing your own city). Although I would like to hear from other people to see if I am alone.


I've always wondered what other people use for Houserules

Base Class Rules
Warlock
- Class Hit Dice is now 1d8 up from 1d6

Feat Rules
- Leadership - Cohort is Player/DM collaboration based on players overall idea, although Cohort still remains under player control.

Prestige Class Rules
- All 5 level prestige classes that require spellcasting ability that do not have "existing caster level" gain +1 level of existing spellcasting class at every odd level.
- All 10 level prestige classes that do not give full spellcasting progression now give "+1 existing spellcasting class" at levels 2 and 8 unless they already gain full spellcasting progression.

The Thrall of Graz'zt
- Dark Charisma can add an enhancement bonus on certain Charisma-based skill checks when dealing with nongood creatures instead of only evil creatures.

Spellcasting Rules
- No Spell components required to cast spells, unless the component costs 5,000gp or more.

Special Abilities
- Fast Healing now continues functioning below 0 hit points.
- Regeneration the player may pick 3.5 or Pathfinder version for their character and may not be changed later unless a future update comes out.


My question is probably really obvious to everyone but me, but if you take Spell Perfection with a 7th level spell say Delay Blast Fireball and than you put Maximize and Empower spell on. Would you be able to get the maximize for free and the Empower would only raise it up 2 levels up to a 9th level spell.


Has anyone out there ever looked at the Craft feats and thought I'd never have the time to make a magical item. Well looks like you can pump out a lower level version of you or anyone else you can sculpt of half there level or Hit dice. So all you would have to do is get a magical lab and a few Simulacrums and put them to work while you make magical items.

I'm sure I'm not the first one to think of this, but I was wondering if anyone has taken this to a higher step.


Title says it all I was wondering if you could take a Free action or swift action before you ready an action?


I think I saw a feat that changes Wizards familiar to Animal Companion along time ago, but I can't remember if I'm thinking right or just making up random feats in my head.


Our group uses 3.5 material with Pathfinder I'm sure like a lot of groups. I just need suggestions about Researching this Spell for a Paladin, and if anyone would allow it.

Name Whirling Blade
School Transmutation
Level Brd 2, HB 2, Sor/Wiz 2, Wmg 2
Sources Complete Arcane on page 129, Spell Compendium on page 238
Short Description
Make an attack on a line of foes with your slashing weapon.

I was thinking about raising the spell level to 3 or 4, but if you would leave it at level 2 please say so. Thank you everyone

Edit: I should of asked would you allow a player to research this spell in there game on top of that.


This feat is in Ultimate Combat

Devastating Strike (Combat)

Pitting all of your strength and resolve against your enemy,
you deliver a strike that is impossible to ignore.

Prerequisites: Vital Strike, base attack bonus +9.

Benefit: Whenever you use Vital Strike, Improved
Vital Strike, or Greater Vital Strike, you gain a +2 bonus
on each extra weapon damage dice roll those feats grant
(+6 maximum). This bonus damage is multiplied on a
critical hit.
-----
My question is if you are using a Great Sword with Vital Strike, Improved Vital Strike and Greater Vital Strike. Would the damage of all the combined feats be 8d6+6 or 8d6+18?

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