I need some advice about a major plot hook in my home brew campaign. The party is busy trying to save the world and all, as usual, and consist of a paladin(f), bard(f), rogue(f), and barbarian(m). Now, one of the BBEG the party will face is themselves from a different timeline. This Anti-party will de led by the anti-paladin as she is the reason they jumped timelines and has an assassins guild full of anti-paladins. The Anti-party will consist of an anti-paladin, bard, rogue, and bloodrager. But I'm struggling with how to build the Anti-party. All of the party members are quite charismatic, so I'm thinking of building all the members with 2 anti-paladin lvls. But what do you think, should the Anti-party all have at least 2 lvls of anti-paladin of would that be a waste of lvls? The Anti-party will be roughly lvl17.
For my homebrew campeign, I wanted to do a GoT style invasion of the continent the PCs are on, in the same manner as Danny from GoT did (albeit a bit more evil aligned, as is "cleansing" the continent). She has her dragons as well Drogon, Rhaegal, and Viserion and a massive army to invade the continent.
The PCs will have to do their best to rally the countries (who are at war with each other) to repel the attack or be whiped from the map. Eventually, if everything is going according plan, the PCs win and "Danny" will have to retreat back to her continent and the PCs will follow and deal with her once and for all. The only thing I'm struggling with is the classes I'm giving her, since I can't directly recreate Danny in Pathfinder, and I don't want an exact copy of her. I wanted to do a Fighter1/Sorcerer4/Dragon Disciple9, do you have any advice on what feats, spells, archtypes perhaps, stats?
I now have base stats of
STR 18
DEX 14
CON 16
INT 14
WIS 9
CHA 20
But I don't know if I already took the DD stat boots into this and age bonuses (no penalties), so I have to do some calculations on that part.
I'm looking for advice for choosing which classes I should give to the mother and uncle of a PC. A little background info on the Homebrew game:
The duo (Cepheis and Celeste) are childeren of a Tiefling (abyssal) Eldritch Knight Donny Stardust, who himself is a "spontanious generatio" child of the CN God Azatoth of the Stardust. That god would destroy and recreate the earth every ~1111 years and would sometimes (unintenionally) leave a little divine energy behind during the proces. Out of this energy, people could be born when it would come in contact with some DNA (in the case of Donny, with demonic blood). He's now an advisor on Elysium and fathered two childeren. The childeren are normal humans, but they both have the divine spark within them and a little of the Stardust heritage. Now, the son (Cepheis) has fully accepted his lineage, but the daughter (Celeste) has not. Cepheis would travel the world and planes to follow in his father's footsteps, Celeste choose to remain on the material plane and join a nomadic group to live out her life in peace. The nomadic group, however, got ambushed by orcs and, as orcs do, raped about. She got pregnant and her son Tarak the half-orc, is a PC in the party I'm DMing for. Every player gets some nice buffs on lvl 3, 9 and 15 and Tarak gets:
PC specific boosts wrote:
Tarak “Void touched” Stardust
3rd Void Child: You gain resist Electricity 5 and resist Cold 5, and wind effects as being one step less severe. At 9th level, you treat wind effects as two steps lower and as a standard action you can gain the effects of a constant Air Walk for 10 minutes per character level. This effect can be dismissed as a free action.
9th Void Build: You gain a +2 inherent bonus to your Constitution. This bonus increases to +4 at 13th level, and to +6 at 17th level.
15th Void breach: As a full-round action you can become a living void breach and move in a straight line up to 10 times your speed. You do not provoke attacks of opportunity while moving in this way. Creatures do not block your movement but solid barriers do unless they are reduced to 0 hit points. The Void breach inflicts 1d6 point of damage per character level; half of which damage is cold and half is force. Creatures or objects in your path receive a reflex save (DC10 + ½ character level + your Constitution modifier). You can use this power once per day for a number of rounds equal to your character level.
Now, I want to have both Cepheis and Celeste be mayor players in the storyline of the homebrew campeign, but I can't really deside which classes to give them. I was looking for a chaokineticists for Celeste, which seemed pretty neat, but other than bloodrager, I'm completely blank for Cepheis.
Do you guys have any fitting and awesome ideas for classes for these 2 NPCs?
The Mad Magic prerequisite states that Bloodrage class feature or the perfect clarity rage power is needed for this feat.
And with this feat you can:
D20PFSRD wrote:
Benefit(s): You can cast spells from any class that grants you spells while in a bloodrage, and you keep your rage benefits when using moment of clarity during a rage.
Now, as a rage prophet (core barbarian + oracle), I don't have the bloodrage class feature, but I do can get perfect clarity to qualify for the feat. I don't have any bloodrage spells, so I won't be able to cast them during rage, BUT, I would be able (with this feat) to keep my rage benefits when using moment of clarity, right? That means I can cast one oracle spell during rage, using the moment of clarity rage power, while still keeping the rage benefits, right?
I'm running a homebrew campeign (where there will be a Hellish civil war taking place on the material plane), and one of the players is the grandson of semi-demi-god (Donny Stardust, a tiefling Eldritch Knight on Elysium).
The group will learn of the "Zodiac Towers", which are 12 towers on the material plane, constructed by Donny Stardust. The idea is that after the 12 Zodiac towers are "completed", a final Zodiac tower will erect from a central island on the continent, which will aid and be the key for the party in defeating the feindish raids and wars on the material plane.
Now, I've found a way to rename the zodiac signs to kind of stall the moment the group will realize they are inside the zodaic towers:
- Resurrection (Ram/Aries) [the first tower they will encounter, which will erect the other towers]
- High Priest (Fishes/Pisces) [a water based tower]
- Lawgiver (water bearer/Aquarius)
- Sacrifice (Goat/Capricorn)
- Savior (Archer/Sagittarius)
- Judge (Scorpion/Scorpio)
- Redeemer (Scales/Libra)
- Messiah (Virgin/Virgo)
- King (Lion/Leo)
- Deliverer (Crab/Cancer)
- Sons of God (Twins/Gemini) [Donny is a twin with Danny, who became a vampire)
- Lord of Hosts (Bull/Taurus)
Now I'm looking for puzzles/quests/objectives and rewards for each tower, which kind of relate to the theme of the tower. One tower (Sons of God) will be 2 large statues of Donny battling Danny (who is clearly portrayed as a vampire), as they are descendants of the CN god Azatoth of the Stardust. Sort of like the Argonath of LotR.
Could you help me out with ideas and advice for each tower?
The party consists of a Bard, Rogue, Paladin, and a Barbarian. The barbarian is the grandson of Donny. The Bard is the daughter of the first Dragon Desciple of Apsu, the Rogue and Paladin are sisters who are descendants of a powerful and wealthy family the Silversmiles.
Any help is much appreciated and many thanks in advance!
I just read a thread about the spell Caustic Blood and I thought it would fit my Gnoll anti-SorcaDin Disciple perfectly (Green Dragon). However, his favo spell at the moment is Blood Armor. How would the 2 blood spells (Caustic Blood and Blood Armor) fair when they are both cast on the same person? Does the one negate the other? Do they overlap? Does it provide an enhancement bonus to the enemies armor? Do you have to roll (50%) to see what effect is used? Does it damage the enemy and the afterdrizzle provides you with an enhancement bonus? I'd say the later, but I'm not sure, could you help a fella out?
So currently I'm playing a Rage Prophet (Agree to disagree that it's a trap), but I've got a question about the Lame curse ability of the Oracle class.
Lame Curse:
One of your legs is permanently wounded, reducing your base land speed by 10 feet if your base speed is 30 feet or more. If your base speed is less than 30 feet, your speed is reduced by 5 feet. Your speed is never reduced due to encumbrance.
At 5th level, you are immune to the fatigued condition (but not exhaustion).
At 10th level, your speed is never reduced by armor.
At 15th level, you are immune to the exhausted condition.
It says that at 5th level, I'm immune to the fatigued condition, and at 15th level, I'm immune to the exhausted condition.
Does this mean I can sleep in medium armor? Sleeping in medium armor (without the endurance feat) makes you fatigued, but the oracle is immune to fatigue.
Does this also mean I no longer have to sleep? Or do the sleep deprivation rules kick in?
sleep deprivation rules:
Sleep Deprivation
A character can stay awake for a number of additional hours beyond its normal waking hours (16 hours for most characters) equal to her Wisdom bonus without suffering any ill effects.
For each hour that a character remains awake beyond this amount, she must attempt a Wisdom check (DC 10, +1 for each previous check) or take 1 point of sanity damage (see the sanity rules). Characters who have taken sanity damage from sleep deprivation are drowsy (see below). The severity of this condition is based upon the total amount of sanity damage taken from sleep deprivation—she has minor drowsiness if she has any amount of sanity damage from sleep deprivation, moderate drowsiness if her sanity damage from sleep deprivation exceeds half her sanity edge, and severe drowsiness if her sanity damage from sleep deprivation exceeds her sanity edge. If a character’s sanity damage equals or exceeds her sanity score, she becomes comatose (as if she had a Wisdom score of 0) for 48 hours if at least one-quarter (25%) of that sanity damage is the result of sleep deprivation.
Sanity damage from sleep deprivation can only be recovered by sleeping (see below).
Sleep Deprivation and Madness
As with all sources of sanity damage, sleep deprivation can induce madness (see the madness section in Chapter 5 of Pathfinder Roleplaying Game: Horror Adventures). Lesser madness caused by lack of sleep takes the form of delirium, fugue, hallucination, or melancholia, while greater madness takes the form of amnesia, catatonia, psychosomatic loss, or schizophrenia.
Recovering from Sleep Deprivation
Sanity damage from sleep deprivation cannot be recovered until the character gets sleep. No magic that restores sanity damage short of wish or miracle heals this damage. A character doesn’t need to make Wisdom checks to avoid sanity damage while she is unconscious or sleeping. A character who gains two consecutive nights of good sleep heals a number of points of sanity damage from sleep deprivation equal to her Wisdom modifier (minimum 0) + 1 point per consecutive good night’s sleep. A character who has become comatose from sleep deprivation (see above) heals an amount of sanity damage equal to this amount upon waking up, as if she had gotten two nights of good sleep.
I'm making a lvl 16 Divine commander warpriest (DCWP) for my campaign, who has an Elk as mount. IMO, Righteous Might is one of the best offensive spells for a warpriest and I like the flavor of it as well. However, when the DCWP is riding his mount, he can't use Righteous Might (this will crush his mount). There is one druid spell, Animal growth, which would make casting Righteous might possible, but, as stated, is a druid spell and not available for the DCWP.
Is there a combo, magic item, etc, that would make it possible for the DCWP to be able to cast animal growth? I'm looking for other options than UMD and scrolls of Animal growth, more in a way of Page of Spell Knowledge, excpet for prepare casters.
I'm looking for some awesome boons I can give my player in my campaign. The plot is as follows: centuries ago the ruler of Hell (Balthazar) was (and still is) possesed by mortal (Roy Firebinder) and Roy became the new ruler of Hell. During the possession ritual, a portion of Balthazar's soul escaped and formed a new plane (Infernus) below the city in which the ritual took place. Balthazar is now regaining strength and will "unleash Hell" upon Hell to reclaim his throne.
I'm currently running this campaign with 4 players (APL 3) but they all descend from demi-gods or their parents will play a major roll in the campaign, and I want to make my players feel special (because of their heritage, they are drawn to eachother and will be the hero's who save the earth).
1 half-orc barbarian: The grandson of a demi-Emrpyreal lord (one of my first characters, a CG tiefling Eldritch Knight who settled in Elysium aprox. 7000 years ago and is now on par in strength with some empyreal lords.
1 Gnome bard: the daughter of immortal dragon disciple with the blood of Animitas (Apsu variant), the NG God of Dragons.
1 half-elf rogue: Daughter of a warpriest and a witch, who will seal Balthazar/Roy back in Hell (depending on whom of the 2 will win the battle). The warpriest is also a descendant from a really wealthy and powerfull family who in secret guard earth.
1 half-elf paladin: Also daughter of the same warpriest and witch. She's a paladin of Ragathiel.
For the Bard I was thinking of something similar to Daenerys Targaryen, making her blood of the dragon with a constant aura of "Charm Dragon" (DC 10+lvl+CHA), or something like the Dragon Disciple class features.
For the Barbarian, I was thinking of the the abbysal bloodline features (especially the strength boost) and a manifesting halo overtime.
For the rogue and Paladin I'm not really sure on what to give them as boons, but I want it to be on par with the other boons, yet I can't really think of any good ones in accordance to the story line.
And don't worry about that I'm making the PCs to powerfull, I'll have that covered with the CR of their encounters.
So my questions:
- Are the boons for the bard and Barbarian good boons, and on what lvl do you think I should give what boon?
- What boons shoud I give the rogue and Paladin sibling in regards to the story line and on what lvl what boon?
I've been pondering on this for a while now, but what happens to Paladins, Clerics, Warpriests, Inquisitors and perhaps Oracles who's diety died or was killed? I assume they loose their spellcasting, because the spells were powered by their deity, but what happens to other Class features?
And if the deity dies, could the character switch to a similar deity and regain the uses of the class features?
For instance, a warpriest of Cerncunnos with the Animal and Good Blessing. Cernunnos gets killed, could the warpriest (after mourning ofcourse) pick up on Desna's faith? Could the character still use all the warpriest class features, and just switch the Animal blessing to a blessing of Desna? Or does the character lose the use of the Animal blessing?
In my current campaign, I want to make a anti-pal/Dragon Disciple (for flavor), but I was wondering if the class ability Blood of the Dragons would count for both bloodlines if he character is a crossblooded sorcerer?
More info, the anti-pal is a Gnoll, and I want to give him both the draconic (obviously for DD) and Orc bloodlines.
Or would it be better to invest in the Eldritch heritage feats (for the ORc bloodline)?
I know there have been threads about this before, but all without conclusive answers and I don't want to be a necromancer and bring deadthreads back to live. So here goes:
Some classes have abilities that can be activated as swift actions (for this example I will be using a warpriest).
A warpriest can 'activate' his weapon as a swift action when reaching lvl 4. A warpriest can also use his fervor ability to cast a single spell on him as a swift action. A warpriest, upon reaching lvl 7, can activate his armor as a swift action (spending 1 fervor and you can activate your weapon as a free action).
If, for some unbeknown reason, you're in battle and used a immediately action in your previous round, you can no longer activate your armor or weapon as a swift action.
How is it not possible to use you Standard Action (StA) to activate your armor and weapon?
I know the rules say you only have 1 swift action per round, but isn't that more to imply, when you take your normal actions, you only have 1 swift action? I.e. one move action, 1 StA, 1 swift or 1 full round and 1 swift.
I totally agree that a move action is NOT submittable to perform swift class ability or swift spells (mental stress is different for a move and swift action), but a StA could easily be submitted for such a swift action, right?
Let's get the exmaple even more clear:
You get into combat and roll low initiative, but you have combat reflexes, and have Flexible Counterspell. The big bad tries to cast a save-or-die spell on your party, but you dispel that attack with your felxible counterspell (immediately action). Now, it's your turn, and you've spend your swift action, so you can't activate your armor and weapon (which is a regular swift action) but you CAN cast a spell, which is mentally more stressing AND more time consuming!.
I've build a rage prophet and we are now lvl 10 in game (2 lvl Barb/4 lvl Ora/4 lvl RP), resulting in CL 7 (so spells per day as a 7th lvl Ora).
However, with the 4th lvl RP class feature "Ragecaster: a rage prophet's spell grow more potent when he rages. When using moment of clarity, he adds his barbarian level to his cater level", it states that, when raging and using MoC, I can add my Barb lvl to my CL, resulting in CL 9. Does this also mean that I can cast spells per day as a 9th lvl oracle (i.e. lvl 4 spells as highest spell instead of lvl 3 as highest spell?
It would make RP awesome if, with ragecaster, I can add my barbarian lvl to my caterlvl resulting in more spells per day (I've read all the "Rage Prophet is a trap, don't do it!!one!!11!" treads, but I begged to differ when I read "Ragecaster". However, if it does not provide the increased spells per day and spell lvl, than it might actually be a trap (i.e. losing 5 caster lvl in total).
Otherwise I would like to make a tread in explaining why and how a RP is an absolute beast.
Could you all provide some insight in the "Ragecaster" matter?
I've build a rage prophet and we are now lvl 10 in game (2 lvl Barb/4 lvl Ora/4 lvl RP), resulting in CL 7 (so spells per day as a 7th lvl Ora).
However, with the 4th lvl RP class feature "Ragecaster: a rage prophet's spell grow more potent when he rages. When using moment of clarity, he adds his barbarian level to his cater level", it states that, when raging and using MoC, I can add my Barb lvl to my CL, resulting in CL 9. Does this also mean that I can cast spells per day as a 9th lvl oracle (i.e. lvl 4 spells as highest spell instead of lvl 3 as highest spell?
It would make RP awesome if, with ragecaster, I can add my barbarian lvl to my caterlvl resulting in more spells per day (I've read all the "Rage Prophet is a trap, don't do it!!one!!11!" treads, but I begged to differ when I read "Ragecaster". However, if it does not provide the increased spells per day and spell lvl, than it might actually be a trap (i.e. losing 5 caster lvl in total).
Otherwise I would like to make a tread in explaining why and how a RP is an absolute beast.
Could you all provide some insight in the "Ragecaster" matter?
I always liked the idea of a fighter/rogue mulcitclass to utilize the BAB and featrichness of a fighter with the fightingstyle of a rogue.
So after some pondering and thinking, I've made a Dirty Fighter build, but I'd like to get some feedback from the community, to see if anybody likes the build or that it has to many flaws and setbacks.
- At first lvl, you'll be a regular fighter with with two Kukri's (crit range 18-20).
- At 2nd lvl, with Bravado's Blade, you can forgo the 1d6 from sneak do demoralize the opponent (make him shaken) as a free action.
- Then there's a bit of a gap, but at 7th lvl, with Quick dirty trick and Debilitating Injury, you'll be able to blind the opponent (Dirty trick) with your first attack and make sneak attacks (i.e. Dex loss due to blindness), demoralize him with your sneak attack, AND injure him with the debilitaing injury.
In other words, once you've reached 7th lvl, you're opponent is going to be your punching bag who's barely able to attack you.
The dirty trick feat tree can also be replaced with two-weapon feint tree, making more use of the Rake's smile class feature (i.e. bonus on bluff), depending on you style preferences.
What are you opinions on the build? Please let me know
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