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Grand Lodge

Should an Arcanist take a dip into wizard and select a school, does the opposition schools restrictions in preparing apply to the arcanist spells as well? Obviously there is the penalty for crafting with the opposition schools, this is about the spells specifically.

Thank you

Grand Lodge

What if the ability is on armor such as a silken ceremonial robe? Do the robes "turn off" during the spell as well?

Grand Lodge

Don't worry, this is not a "Does Mage Armor stack with regular armor" question, clearly the bonuses do not stack.

No, my question is if the wizard has something like Deathless Bracers of armor and casts mage armor. Does he lose the Deathless ability as well as the bonus from the bracers or just the bonus, effectivly giving him +4 Deathless armor?

Thank you

Grand Lodge

Does a Biped Eidolon appear naked when summoned? I know some people do not bother with clothing, the answer to that question should tell us the general equipment rule.

(Personally, I would say yes, eidolon specifically keeps the items it is equipped with when not summoned)

Grand Lodge

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The often ignored part of Detect Magic: Seeing Auras

Player A: I cast Detect Magic
GM: The Aura is too powerful, it overwhelms you.
Player A: Guys, I think this might be important
Player B: I roll a KN History check
Player C: I roll a KN Local check
Player D: I roll a KN Nobility check
Player A: I roll a KN Arcana check

Together, with some good rolls, they figure out what the item is.

Grand Lodge

Alchemy Manuel has a number of alchemical items that will boost specific schools/spells when used as additional material/focus. Not always CL, but some of them are CL.

Cheapest option is the Spell Tattoo, which boosts your CL with 1 school. However, it is a feat, not equipment.

Edit: Ninja Snowblind beat me by 26 seconds...

Grand Lodge

Kensai Magus, Int to AC, Weapon Focus as well as proficiency, and some spells (Hello Vanish and a few pearls of power 1)

Warpriest works too, if the weapon is a favored weapon of a diety.

What is the weapon, that may help us find a specific class or race.

Grand Lodge

Inquisitor or Hunter would be my choices.

Flurry of arrows and Bane is a +2 to hit and +2d6+2 damage PER SHOT. It is great. Plus a lot of skills and some fun inquisitions or domains.

Hunter can get you a pet, which some will tell you is an investment to make good, but a Deinychus pet is simply awesome. It also gets you Gravity bow, which should stack with the ki pool making the arrows deal unarmed strike damage.

Grand Lodge

Secret Wizard:

Claw and Bite are both primary weapons, thus they do not take the -5 penalty if the person is ONLY using natural weapons. If the tengu uses a club, dagger, or any other MANUFACTURED weapon, he does suffer this issue.

That said, constructs, undead, elementals and oozes are still going to love you OP. Love eating you that is. Yes, you can pack Holy Water and Alkali flasks, but that does get pricey after a while. I would dip 1 level of alchemist. Vivesectionist if you wanna improve sneak attack, regular if you want a construct option.

Grand Lodge

Basically, chain your summoner back up and take him away from society play. Summoners get no love there.

I do not know if the Monstrous Companion feat is legal either, but it will likely be your best option.

Grand Lodge

167. On causal examination, you find everything listed here and more. However, once you examine anything closely, you realize the entire place has been a large illusion.

Once discovered, the illusion dissolves and you find yourself in a large cave, a lightly snoring tarrasque in front of you.

A magic mouth appears and says in the wizard's voice, "What? You thought that dump was my home? Fool!" Which promptly wakes the tarrasque.

Grand Lodge

Pirates on the ocean or pirates in Port X this week?

If on the ocean, a Storm Druid is one of the best options available. Everyone needs a weather witch when out at sea ya know. Also, storm druid is very casting focused.

Since you can spontaneously cast your domain spells, you can prep most of your slots as healing, trading out as needed for your awesome spells. Many domain spells are strong choices for ship to ship combat.

Also, there was a feat back in 3.5 that gave druids the ability to spontaneously cast cure spells. See if your GM would allow it. (IIRC, the pre reqs were: Non-Evil, 4 ranks heal, able to cast cure spells) If the GM will allow it, it frees you to prep nearly exclusively utility spells, trusting to your ability to swap them out for offensive domain spells and healing spells.

If you are going from port to port, with most encounters happening off the ship, Storm druid is not as great a choice, but is still strong. Others too look at are Urban and Goliath.

Even if you do not go Storm, urban or Goliath, domain will be better then pet for this type of campaign. Customs being what they are in regards to pets and the aquatic ones being limited in port.

That said, for more encounters in town, Oracle is a slightly better choice, imho.

Grand Lodge

Sawtooth Sabre, Ranger, mithril Agile Breastplate.

Kirito is a strength based 2 weapon combatant. He is also a "solo player" and thus needs some self sufficiency.

Stealth is a must.
Self Heals (ranger spell list)
Utility "Skills" in pathfinder would be spells, ranger spell list works well.

There is a ranger archetype that would give you the weapon proficiency.
Also, you could go Half Elf to get the proficiency too.

Grand Lodge

My path for this would be Inquisitor 5/Monk X.

Tengu race (Dex and Wis boost)

Irori as Diety

Use your fists, and your beak. Pick up an agile amulet of mighty fist and use it with your beak as well.

Do not forget a Bane Baldric, and Monk Robes.

Grand Lodge

125. Clones in large test tubes of the rest of the PCs. Each has a mannequin next to it with a copy of every piece of equipment the corresponding PC has.

Grand Lodge

Gregor Greymane wrote:
Dafydd wrote:

Enlarge Person for another +2

WF (grab linked attack) +1
Buffs (such as Haste) variable, but usually a +1 at least
Flanking +2

AoMF +1 or +2, depending on how much cash you have for it

So there is another +8, for a grand total of +36 (assuming biped). Not bad over all.

Linked Attack is a feat, I take it?

Never mind, I got it. Not a feat. :P Derp*

You seem to have deciphered my gibberish, but for those who have not and read the thread for help:

When you make a combat maneuver because of an attack or with a weapon, you may add any bonuses you have with that weapon to your CMB.

For example, someone with a +1 whip and weapon finesse and weapon focus may use their DEX instead of STR and gains a +2 over what their CMB would normally be counted at. +1 from the Weapon Focus feat and a +1 from the magic of the whip.

In the specific example of grappling eidolon, taking WF with claws/bite and getting the grab ability on that attack allows you to count the +1 bonus from the feat. Same with an Amulet of Mighty Fists.

Conversely, the penalty from Power Attack or Combat Expertise would also apply, if you used either of those.

Grand Lodge

Enlarge Person for another +2
WF (grab linked attack) +1
Buffs (such as Haste) variable, but usually a +1 at least
Flanking +2

AoMF +1 or +2, depending on how much cash you have for it

So there is another +8, for a grand total of +36 (assuming biped). Not bad over all.

Grand Lodge

Does the Green know about the giants?

If yes, I would have the green ally with the giants or make it's attack coincide with the giant's assault.

One of the big things is TIME. Dragon life spans dwarf most other races. This Green more then likely has the time to side line for a while and study the party.

Small threats designed to test the party more then threaten them.

Options include the dragon become the leader of other small local bands of creatures. Frost Giants, Hobgoblins, Wild Elves. Other options include gnolls, drakes (Ice, Forest and River all sound like they might be native) and of course the classic Kobold legion that would jump at the chance to serve a god directly.

Some of those would even agree to relocate to help the dragon (kobolds especially). Thus, if they are not in the native area, that is not an issue.

Grand Lodge

62. An alchemist lab, complete with the Wizard's pet alchemist.

63. A golem construction bay, optional half built golem.

64. Bound Succubus with large feather bed (and stock of restoration and a wayfinder with a clear spindle inside)

Grand Lodge

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58. A list of the other PCs, their tactics, associates, equipment, other abilities and weaknesses.

59. A list of possible ways to destroy each of the PCs, including back up plans, and back up back up plans.

Grand Lodge

No one mention the Wizard Shadow School Power?

RTA, gives EVERYONE the concealment you need to disappear. The only counter is darkvision, so that *can* be an issue. Still, it is an option. One that also has easy access to Vanish. Oh, and Blindness/Deafness. That is also an easy way to gain the concealment.

Of course, both those options are limited to that 1 target, but it still gets you there.

Grand Lodge

As far as I know, touch attacks NEVER add STR or DEX to damage. They simply do not work that way.

Touch attacks are all about just touching the foe. There is no punching through a body's resistances or hitting a vulnerable pressure point.

Only way to get STR or DEX with a touch attack is to deliver with an unarmed/natural attack or pick up 2 levels of magus. Of course, the attacks are no longer touch attacks at that point.

Grand Lodge

Honestly, with no eidolon and no summons you are gonna be a sub standard buffer with an occasional battlefield control.

In essence, you would be better off as a Bard in those roles. They get a better buff (sure haste is 4th level for summoner, but bards can do their performance) and 2-3 times as many skills.

Grand Lodge

Basically, as has been said.

You Teleport to catch it now.
You fire your arrows, likely at max distance
You track it over a couple miles.

Grand Lodge

Anything that is Huge size.

Also, anything of Large Size if you have the Undersized Mount feat.

Basically, look at Dinos and Megafauna for your mount.

Grand Lodge

Key Points in Hunter Builds

You Get Lead Blades
You Get Gravity Bow
You get the FULL Animal Companion List
In other words, you get the Roc and Deinychus as pet options
You can get Precise Shot for FREE at 2nd Level
Or you can get Outflank for free at 2nd Level, 2 levels sooner then anyone else
You can make use of the totally awesome Lookout/Bodyguard interaction to ALWAYS act in the surprise round

So this leads to a couple AWESOME builds

Melee, crit/AoO fun with the Deinychus and a high crit range weapon and pack flanking.

Charging/mounted fun, with a lance and flying.

Archery, with a pet to keep foes at bay. Alternatly, you can sit on your flying pet and rain death from above.

Hunter is also, arguably the BEST class to take a 1 level dip in. By that, I mean the amazing benefits of Verminous Hunter's Worm Focus.

Grand Lodge

Per the rules, if the tower shield was sized for you, the answer is No. Tower Shields are never anything more than an improvised weapon, at best.

If the tower shield is small for your size, then maybe, as an improvised weapon. However, you are not gaining all the benefits of a tower shield. I would probally give it damage of a heavy shield, maybe a large heavy shield. However, we are in GM fiat, and I know many who would still say NO.

If the shield is big, even for your size, the answer is a flat NO. Even as an Improvised weapon, NO.

Grand Lodge

Avadriel wrote:

all these methods you guys have listed have one major flaw, they don't leave you with a tarrasque.

Best way to deal with a tarrasque is to summon an infernal duke using gate, have it melee the tarrasque once, banish it, then use handle animal to tame the tarrasque. Since drain does not heal naturally, the tarrasque will be tamable with handle animal until it somehow gets that point of intelligence back. now you have a tarrasque for a mount and you can resume conquering the world while the heroes that threw a tarrasque at you in an attempt to halt your conquering armies quake in fear at the new weapon they have given you.

While the beastiary Tarrasque does not list it, the Inner Sea Gods version has immunity to ability drains as well as damage. Nice Try.

It occurs to me that it may actually be easier to kill it's master then it is to kill it.

Additionally, you may not even need to kill Rovagug. You just need to siphon off it's aspect of destruction. Gaining Disaster too would not be a bad idea. Then, with those aspects, you could claim to be the Tarrasque's master, defeating it, and even unmaking it if you so wanted.

Grand Lodge

Rainor

Or if you do not wanna read that...

I went with Kensai and Bladebound. This gave me a free magic weapon as well as allow me to focus better on DEX and INT.

There are some things I would do differently if I could redo him, but he has been very fun.

In combat, he trips or disarms, using the combat maneuver to deliver Rime Frostbites and Chill Touches. First causes Entangle and Fatigue, which combine with the trip apply a -6 to hit with melee, -6 to DEX, -2 to STR, unable to make ranged attacks, as well as getting in 1d6+5 cold damage (nonlethal, but usually that does not matter).

So a melee STR fighter has a -7 on their attack and armor class and their CMD has dropped by 4.
A melee DEX fighter has a -9 on their attacks and -7 to armor class and their CMD has dropped by 4.
A ranged fighter is unable to attack and has a -7 AC, as well as the -4 to CMD.

Also, if it is a barbarian or bloodrager (or anyone using rage) they just lost their rage bonuses.

Next level, he finally provokes (7th) and his battle field control becomes even greater.

Grand Lodge

Banished Family

These dwarves are members, perhaps the last of the clan, that was banished for a certain amount of time. Now, that time is up and these children are finally returning to their home lands.

Lost Team (military or something like Mining Team)

A scout patrol or maybe even the remnants of some legion that was "lost" in the last great war. Finally, they think that have found a way home.

Alternatly, they could be a team or merchants/craftsmen/etc that were sent out to create some cultural ties and set up new trade routes. Successful (or not), it is time to go home for the dwarves.

Why they were "lost" is up to you. I kinda like wild magic that has tossed them through time/space away from home.

Grand Lodge

True, but the dress will not stop him from ripping your guts out the second he wakes up. His shiny new alignment would.

Grand Lodge

It may not kill the Tarrasque, but putting a helm of opposite alignment on him would be very funny.

Mind, this would only work on the Godspawn version. Also, there is a strong chance he would resist the helm. However, that 1 in 10 chance would be very very funny to see.

Grand Lodge

I like Idle Champion's suggestion. Let the players make their seconds and be sure to say these cohorts are only going to be involved IF they do not show up.

Grand Lodge

Drunken Master Monk?

Oh drunk out of character?

MR KaBoom
10th level Alchemist
Drop LOTS of BOMBS, while flying.
Elf, probally. Tiefling is also an option
Point Blank, Precise Shot, Rapid Shot, Two Weapon Fighting, Improved Two Weapon Fighting for Feats.
Precise Bomb, Explosive Bomb, Wings, Fast Bombs (something else fun, maybe force bomb or infusion)
Dex Mutagen
Focus on DEX and INT for abilities.
A Blink Back belt would not be a bad idea, as well as a good dagger (+1 Agile is my suggestion) so you can save bombs for big bad guy/be a demon in battle once bombs are gone. Will either be 5 bombs a turn or 5 dagger tosses.

Blink Back Belt, INT headband, +1 agile dagger, armor, cloak of resistance, ring of protection. For the armor cloak and ring, whatever you feel comfortable spending on the trio. Or whatever you have left over from the prior items.

Grand Lodge

Hazrond wrote:
Dafydd wrote:
LazarX wrote:
Dafydd wrote:
Quote:
An afflicted lycanthrope can assume animal or hybrid form as a full-round action by making a DC 15 Constitution check, or humanoid form as a full-round action by making a DC 20 Constitution check. On nights when the full moon is visible, an afflicted lycanthrope gains a +5 morale bonus to Constitution checks made to assume animal or hybrid form, but a –5 penalty to Constitution checks made to assume humanoid form. An afflicted lycanthrope reverts to its humanoid form automatically with the next sunrise, or after 8 hours of rest, whichever comes first.

So you have to make a check to change, and get a bonus to go wild when there is a visible full moon. Thus, they never "need" the moon to change, it just helps.

However, you must be aware of the condition to make the change, which an afflicted is not until the morning after their first moon, and even then, they must make a will save to remember/be aware.

It also means that if you conciously embrace the change, you shift into it's alignment.
Yep, which means no alignment change. Lycans have no alignment restrictions like undead do. The werewolf in the book is CE, but that does not mean every werewolf is. They are still humanoids after all.
Well, lycans have a natural alignment that is sorta forced on them, they have to make will saves every time they shift to avoid shifting one step towards that alignment

Would you be so kind as to point this line out in the beastiary? I have looked and can not find it anywhere. Neither that they have a "natural alignment" nor that they need to save vs shifting towards that alignment.

However, I do not have the Blood of the Moon book (or what ever the skin walker book is called) so if it is from there, that is why I have not seen it.

Grand Lodge

LazarX wrote:
Dafydd wrote:
Quote:
An afflicted lycanthrope can assume animal or hybrid form as a full-round action by making a DC 15 Constitution check, or humanoid form as a full-round action by making a DC 20 Constitution check. On nights when the full moon is visible, an afflicted lycanthrope gains a +5 morale bonus to Constitution checks made to assume animal or hybrid form, but a –5 penalty to Constitution checks made to assume humanoid form. An afflicted lycanthrope reverts to its humanoid form automatically with the next sunrise, or after 8 hours of rest, whichever comes first.

So you have to make a check to change, and get a bonus to go wild when there is a visible full moon. Thus, they never "need" the moon to change, it just helps.

However, you must be aware of the condition to make the change, which an afflicted is not until the morning after their first moon, and even then, they must make a will save to remember/be aware.

It also means that if you conciously embrace the change, you shift into it's alignment.

Yep, which means no alignment change. Lycans have no alignment restrictions like undead do. The werewolf in the book is CE, but that does not mean every werewolf is. They are still humanoids after all.

Grand Lodge

Summoner

It is debateable at high levels which is more powerful, the standard action summon or the eidolon.

This is assuming you can swap a high stat into CHA.

If no summoner, there is Hunter.

If pet dies, you get a constant focus until you replace. Go vermin hunter to have the Worm Focus (Fast Healing) and you may never actually want the pet back.

Oh, and you will not want 2 pets. It is a large drain on gold, and a lot of book keeping.

I do not know the VMC for summoner, but I HIGHLY doubt it is very good, considering the same book gutted, reanimated and then urinated on the summoner (this is my oppinion, and not directly related to the OP's questions, as such, lets avoid de railing the thread into Summoner is Bad)

You might be wanting too much on the shadow bloodline AND arcane bond. That said, you can get the arcane bond with 2 feats. Skill Focus and Eldritch Heritage.

Grand Lodge

Whip, Improved Whip Mastery, Improved Trip, Combat Patrol, Combat Reflexes.

Toss on enlarge person to help expand your reach and patrol and a wide area.

As they try to move through your no fly zone, trip them. They have just spent their move action that turn. If they spend another move to stand up, you can use your other AoOs to disarm them. Most people trying to move into melee have a large chunk of metal or wood to hit people with. When deprived of it, well, they might as well retreat as their shiny weapon is no longer in hand.

Grand Lodge

Well, mechanical side aside, I would play him as displaced in time. Why? Magic/Tech, stuck in a cryo chamber or Icy Tomb for the last few centuries. Thus, a RP penalty to KN Locals, and even KN History being off as the history books have changed over the years. See if you can find the azlanti names for various places. Cities/towns will be long gone, but regions should be... similar(?) still.

Grand Lodge

Quote:
An afflicted lycanthrope can assume animal or hybrid form as a full-round action by making a DC 15 Constitution check, or humanoid form as a full-round action by making a DC 20 Constitution check. On nights when the full moon is visible, an afflicted lycanthrope gains a +5 morale bonus to Constitution checks made to assume animal or hybrid form, but a –5 penalty to Constitution checks made to assume humanoid form. An afflicted lycanthrope reverts to its humanoid form automatically with the next sunrise, or after 8 hours of rest, whichever comes first.

So you have to make a check to change, and get a bonus to go wild when there is a visible full moon. Thus, they never "need" the moon to change, it just helps.

However, you must be aware of the condition to make the change, which an afflicted is not until the morning after their first moon, and even then, they must make a will save to remember/be aware.

Grand Lodge

Most casters are better off as small creatures. Wizards and Witches have Wayang for INT boost. Oracle and Sorcerer have their choice of Gnome and Halfling.

Alchemist also enjoys being small. Bombs care not about your size, and throwing distance is set at 20ft, no matter your size.

Druid and Cleric *can* be small, but they lack a wis boost race in small size sadly.

The thing to keep in mind is that most damaging spells do not care if they are cast by a pixie or by a giant, they do their set damage. A favorite example of this is the Flame Blade spell in the fire domain and druid list. It deals 1d8+1/2 CL, targets touch AC (so the target AC to hit is never all that high) and the +1 AC from size makes you a little harder to eviscerate.

Also, the dex bonus many smalls get help with their range touch attacks (helping negate the need for point blank/precise).

Grand Lodge

Beast Shape 2
+4 STR
-2 DEX
+4 Natural Armor
Large Size
Grab
Low Light
Scent

Lycan
23 STR
21 CON
13 DEX (or your own if it is better)
+8 Natural Armor
+2 WIS
-2 CHA
Grab
Low Light
Scent
DR 5/silver

So depending on your base stats, Beast Shape is much better. The DR is a little unbalancing prior to level 7-9. The Natural Armor is strong, but the Beast Shape gives half as much.

I will give you that they are different. However I maintain that if you want the "Turn into a Bear, At Will" your choices would still be, drop 2 levels vs party or get mauled by a werebear.

Grand Lodge

Imbicatus wrote:
Give it the ability to cast Fiery Shuriken as a staff, using the wielder's Ninja level and Cha as the caster level and DC. Allow it to be recharged by spending a ki point into the wakazashi.

A ninja that is actually able to cast Firey Shuriken! Can I +10 this suggestion?

Grand Lodge

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Well, your question is basically, "At what point would you allow a player to be a werebear?"

Thus, my answer would be, either, when a werebear mauls you or if you wanna skip 2 levels vs the other players.

Grand Lodge

Well, per the custom item rules, you could ask for a modified Flame Tongue. Normally, it is a longsword, but you can ask for a wakizashi version.

Other then that, the only fire based item that works for a ninja is a cloak that lets you turn invisible when hit with fire, once per day. Cloak of Firey Vanish.

Grand Lodge

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wait... Wait... WAIT....!?!?!?!

Are you telling me that it is not possible to create fun, flavorful characters with backstory and multiple role play opportunities who are actually strong at what they do mechanical wise?

Oh My Gods!?!?!?!

Every character I have ever built is wrong!?!?!

Quick, I need to find ways to completely dump the RP aspects on a number of characters, then find ways to make my other characters absolutely suck at everything they do so they can Role Play.

Grand Lodge

Crystal Rapier: +1 Rapier made of a special crystal. This crystal acts as a tuning fork while using or under the effect of bardic performance involving audio components. While under those effects, the rapier deals an additional 1d4 sonic damage (+1d8 sonic on a critical).

I either price it as a +2 weapon or a +1 weapon made of a special material. Thus, it is possible to upgrade the item later. ALso, sonic is a rarely used attack type, but even less often used defense type.

If you do not feel the above is enough, adding on Lingering Performance from the crystal resonance is also an option.

Grand Lodge

ShaperMC wrote:


So, the spidery is unrelated to Orcus. I kind of sent off the PC's to a barn where a bunch of people were cocooned to the walls/ceilings (think Aliens)... so I need to figure out where that came from and I'll probably make them a reoccurring enemy/theme.

While they are not spiders, there are the Akata which coccoon themselves to last centuries, and infect those they bite with "Void Worms." I could even see them cocooning Void Death victims for later "use."

As another side quest Idea, I would actually adapts some lovecraftian type things. Akatas (I think, or at least for me) do say lovecraft. Adding in some evil cults hiding under Oppara devoted to Demon Lords, Outer/Elder Gods and some other evil demi gods. Zyphus is a favorite, especially for random "events" in town, like a piano falling on the party.

Grand Lodge

See, I saw the world concept and instantly went for Summoner (chained if you can swing it).

Plus, it gives you the flexibility of if 3 people did not show, you can pick up almost all the slack, or if all 7 show up, you can fade to the background and be awesome support.

Plus, KN Planes, Celestial creatures/angels/archons/azatas will be even more powerful then normal thanks to smite evil powers.

Grand Lodge

Normally, I also steer new players away from prestige as well. However, Nature Warden is simple and would help a low casting/non natural attacking druid.

On a side note, did you try to tempt her with Hunter? It is very similar to Druid, and is slightly stronger for archer style with Gravity Bow and free Precise Shot.