So first time dealing with the Cybertech rules, I imagine it could be for other folk too since I didn't see anything on it, but what happens when you get drained with Cybertech components?
Each piece of cybertech has an implantation value that indicates how invasive the implant is. The total combined implantation values of all cybertech implanted in a single creature can't exceed either that creature's Constitution score or Intelligence score—a creature's Constitution sets the physical limit of what its body can accept in the form of cybernetic implants, while the creature's Intelligence sets the mental limit of what its brain can control. An implant whose implantation value would cause the total to exceed either of these two scores does not function but still takes up a body slot. In addition, as long as a character has cybernetic implants installed whose combined implantation exceeds his Constitution or Intelligence, he takes a -4 penalty on all saving throws.
See the bold. So theoretically if a Barbarian had a cybertech leg got hit with some INT drain, they'd be unable to use this any longer, their leg would stop functioning right? Or are we saying this penalty, separate from the -4 to saves, only applies during installation?
Just want to be sure this makes sense before this comes up. Thanks to any & all replies in advance.
Hand of The Apprentice + Spellstrike. How does this actually work out? I had done some googling but everything I found was on it was nebulous how someone could get access to this, but thanks to the remaster this seems like a more legitimate option since you can choose it with unified theory but I had some friends cast some doubt on how this actually works so I'm not sure if I'm just misreading this or what.
At a glance; Hand of the Apprentice is a 1-2 action spell that requires a spell attack roll so it qualifies for Spellstrike. When you hit with your melee attack roll, your spell is coupled with the attack. So when you hit, you what? Your sword flies out of your hands to hit the target again before returning to your hands? Effectively hit twice, once with your regular damage (including your STR) then again but with your casting modifier instead of your strength for the Hand damage?
Is that all correct? What am I missing something that makes this a particularly good combo over another damage focus spell? I mean, it does seem relatively nice in that you can effectively do this a few times every combat with the remaster focus rules, and with a D12 weapon die and some property runes you'll get some decent damage.
So been playing a certain PF1e module again since we'd never finished it and ran into a situation with a Forgefiend, where said monster cast deeper darkness and since they didn't have a means of overcoming it (as their sorcerer had just walked into a trap that nauseated them for 3 round) folks were stuck fighting in magical darkness (a rarity for my group since it usually gets dispelled).
Now, no one was using the concealment to hide so despite being blind everyone had a general sense of where everyone was so no wasting time to find their allies (but all the other penalties for being in darkness). However, when the warpriest tried to use a cure spell to heal an ally it was brought into question whether they needed miss chance since it was a touch spell.
So, would they have needed to roll for miss chance in total darkness? Obviously you don't need to roll to "attack" allies with touch spells under normal conditions, but in ideal conditions both folks can help it hit. Here they're blind so it feels like there should be some miss chance since neither party can "let" the other just succeed in touching them. And is there some relevant text that clarifies things here? And FYI for the sake of keeping things moving we ruled that they wouldn't this time but we'd look it up for next time and outside of a 2e example I'm not really seeing anything one way or another for 1e.
On that subject, I know 2e is another system but the wording there is more clear there where concealment just says you have to succeed on the flat check for spells to affect them so friendly spells can just miss over in this situation which is why I sorta feel like there's something I'm missing here that would point to it working similarly here.
In any case, thanks in advance for any & all replies!
So going to report on my play experiences with my first the Exemplar in this thread partly for discussion purposes but also to keep a record of my own experiences. To start, I did a Pathbuilder build with the custom pack made by Yasesril that I found on Reddit, so I thought it'd be good to link it for reference so folks could see what I picked:
Character concept is part Disney princess (hence the singing) part demi-god and draws a good deal of inspiration from Karna from the Mahābhārata, save their brother killing them merely gave them their Body Ikon Scar.
This character joined an existing homebrew game with an ensemble cast of characters (Where PCs all have like 2-3 PCs that are part of a crew and folks rotate PCs around) and the PCs are largely level 7 but new character join at a level lower than the APL and this one was no exception. We play on Foundry so most everything was automated. Anyways the party went after a group of pirates who the crew had an existing beef with (they killed their old Monk) and the Exemplar. There were 6-ish enemies that were level 5 along with a crowd of jeering neutral-ish pirates who functioned like a Hazard (Routine seemed to be they could pushing people towards foes and either booed people when they rolled poorly or cheered them on when they rolled well as some sort of reaction). My Exemplar joined the fray and helped them fight the Pirates as soon as combat broke out, starting on the other side of the battle map than the other PCs. Not gonna describe every character in the scene but just the stuff directly related to the Exemplar.
Initiative - Put My Spark in my Weapon Ikon at the start of combat as part of initiative. Rolled a 19 and was middle of the pack in initiative. I think I may have started out with my Worn Ikon for the AC bonus since I rolled low-ish but idk for sure since positioning wise I wasn't near my allies.
Round 1- I drew my weapon, strode towards an enemy, then struck a nearby member of the pirates that I could put put off-guard/flank with our current Monk. This drew aggro from the pirate (they really didn't like persistent damage) and they attacked twice and hit me once, then stepped to make it harder for me to get flanking.
Round 2 - I stepped to get back into flanking, struck them, then used my Weapon Transcend ability to Drink of my Foes to recover some HP & switched over to my Body Ikon. The guy I hit still had his persistent damage from before and hit me again once but missed the second time & stepped to create room for his ally to flank. Another pirate saw said room and moved behind me, however this triggered my Reactive Strike and getting in a little extra damage. The flanker hit me again though.
Round 3 - I used my Transcend ability on my Body Ikon (No Scar But This) to heal up and thanks to Radiant Epithet I was able to help out the Monk with some passive healing, moved my Spark back over to my Weapon. I made a strike against the target I had been fighting already, rolled low but rerolled with my Hero Point to make it still hit. The Monk at this point stepped & flurried the guy who we had been working on for a while and downed him, triggering my Death Domain Reaction giving me some additional HP. The guy who had moved to flank me attacked (missed since we killed his flanker) but then ran off (no reaction to hit him since I already used Death's Call).
Round 4 - I delayed my turn because the Monk suggested he'd catch the guy who ran off, he chased him down and tossed him at my feet with a Whirlwind Throw after a flurry. I then attacked & crit them to finish them off, followed by another use of my Weapon Transcend ability to Drink of my Foes again after I killed them & switched things back over to my Body Ikon. Then Strode towards a remaining enemy in the encounter which ended up getting finished off at the end of the round.
All in all, I ended up with like 13-ish Temp HP and only 1 damage remaining (so nearly full HP). This was definitely an easier encounter, I think it was technically a Moderate encounter but felt like a Trivial with how the rolls worked (The Crowd Hazard affected the other PCs and not me due to rerolling my only bad roll and always fighting which made them "happy") but considering I was below the APL it probably was less so.
My first impression was the that economy was loop was very good and tactical, though a shorter encounter I felt like my choices of what I put my Spark into mattered a great deal even if the loop would have been similar (Like I missed my extra weapon Ikon damage the turn I too my Reactive Strike). My abilities felt powerful though and though I think I was hit my fair share of times (the monk got attacked about 2 times as often and was hit about half as many as well) my HP total at the end showed how powerful the mitigation was even if it was self-healing. Also having 2, good/versatile reactions was nice.
My Palisade Bangles felt sorta useless but perhaps if the positioning was better I could have started out with them. However after re-reading things I think that the Palisade Bangles Immanence doesn't work with Parry (Both Circumstance Bonuses) and the AoO/Reactive Strike would be better with Reach so I realized I would be better off with a regular Lance over a War Lance. Not sure if that's a bug, a feature, or just poor planning on my part and maybe should consider a different Ikon or give this one another chance. They don't necessarily fit into the combat loop but maybe the forced movement will be more appetizing in the next combat.
I plan on only playing another 1-2 sessions with this character since they were made for the playtest. I didn't get a chance to use Only The Worthy yet (it is sorta niche) but I'll keep an eye out for it too.
So expecting to have my Dhampir go up against a Shadow Collector relatively soon (I made the check to identify them at the end of the session, ended as a cliff hanger before we fight/talk to them) and wondering how people will rule these abilities will interact:
Dhampir wrote:
Resist Level Drain (Ex): A dhampir takes no penalties from energy drain effects, though he can still be killed if he accrues more negative levels then he has Hit Dice. After 24 hours, any negative levels a dhampir takes are removed without the need for an additional saving throw.
Shadow Collector wrote:
Steal Shadow (Su) A shadow collector automatically steals the shadow of any incorporeal or living creature destroyed, incapacitated, or killed by its claw attack. A shadow collector can also steal a living corporeal creature’s shadow with the steal combat maneuver; the shadow doesn’t count as fastened to its owner. Until the shadow is returned, the victim has no shadow or reflection and gains 2 permanent negative levels. These negative levels can’t be removed otherwise, even with magic that usually removes negative levels. When a shadow collector steals a shadow, it gains 2 shadow points. A shadow collector must expend 1 shadow point to use any of its spell-like abilities. A shadow collector generally begins an encounter with 1d3+1 shadow points. A shadow collector can release a stolen shadow as a standard action. A creature can touch the shadow collector to regain its stolen shadow, as long as the shadow collector is helpless or dead. A successful break enchantment (DC 23) can also restore a target’s shadow.
I am assuming that I'll be able to ignore the penalties from the negative levels indefinitely (That seems like a given), but I'm doubting they'll go away due to the fact negative levels can't be removed clause on the Collector's ability. However the fact that the Resist Level Drain ability isn't a magical effect(it's an EX) gives me pause since it explicitly mentions magical effects. What do people think?
Whenever your healing spells heal a target up to its maximum hit points, any excess points persist for 1 round per level as temporary hit points (up to a maximum number of temporary hit points equal to your oracle level).
Purify Body wrote:
You restore a number of hit points to the creature equal to 3d8 + 1 per caster level (maximum +20). If the healing would cause the target to exceed its maximum hit points, the target immediately gains half the excess healing from this spell as temporary hit points that last for 1 hour. These temporary hit points are lost first when the target takes damage (although some temporary hit points are lost even before these temporary hit points, such as the temporary hit points from the shell of succor oracle mystery or the shell of succor hex granted by the restoration spirit specialization).
Planning out some spells for my next level as an Oracle and was curious at the interaction for the above text... Would they stack? Normally my gut would say no, since it's the same spell causing the effect, but it's two different sources generating it (One being the spell, the other being the revelation). Thoughts? May only matter for the few rounds the Temp HP From Spirit Boost would linger, but may save a PC's life sometime so figure it's worth getting consensus on.
So I was starting up a new 1e Pathfinder game with myself as a player, and I referenced the SRD and saw that Dhampirs had a starting age equivalent to Humans. I thought that a bit strange as when I ran a game I recalled them being a long lived race, but it's been a few years so I chalked it up to an error on my part... However after doing some digging into something else I saw they had errat'd the ARG to change them and other races as well. That's fine, I guess but then while looking into it I saw that in 2e they changed back!
Archives of Nethys wrote:
Despite being living creatures, dhampirs respond to positive and negative energy as if they were undead, making them unwelcome in many holy communities and often driving them toward necromantic arts. Dhampirs aren't immortal, but age far more slowly than most mortals, with a lifespan similar to that of an elf. Dhampirs have difficulty producing children of their own, and those few born to a dhampir are never dhampirs themselves.
With conflicting rules and errata I figure this isn't a rules question as much as asking people's opinion, but what do people decide Dhampir's lifespans should be these days? Go with the newest source(2e) and the original ruling for their lifespans or go with the last 1E errata? Or does it just vary depending on parentage or some other metric? Let me know what you think.
This upcoming weekend I'm looking to do an actual play test for the new classes and I would like to run though some official modules since my homebrews usually are pretty curtailed to my own groups and thus are less valuable to testing imo. So anyone have any recommendations?
Ideally I'd like a path with a lot of enemy types and a campaign that covers a wide array of levels so I can sample the new classes at a few different levels. Failing finding a path that does both though, I'd pick up PDFs for a couple few but I'd prefer one package if possible. Basically I'd want the old RoRL which ranged from low levels up to high, but I'd like to stick to something official for testing right now rather than mess around with any conversions of old paths(for right now anyways).
Anyways, thank you for any recommendations in advance!
So I don't think I'm alone in being underwhelmed by the PF2 Magus, but since Gish is my favorite playstyle so I want to like this and I'm trying to dissociate it from what I know the PF1 Magus is(which FYI I think was the best version of a Gish I've played in any edition), but I don't think I can while it's named the same class and it doesn't feel like it to me. So this is partly me airing my grievances as well as a chance to have a dialogue about any misconceptions I might have about this new class.
So to start, I get that some things translate poorly to this system from PF1 like spell strike so I'll give striking spell some slack there since the sliding synthesis does help it stand out some + the MAP reductions, but it doesn't feel like the same class to me and the spellcasting is the biggest issue. The PF2 class gets full spell progression, but only 4 spells. Is this considered a buff to old spellcasting? I know there aren't true 1/2 or 2/3 casters in this edition(that I'm aware of) but with only 4 spells, I am seriously concerned about the PF2 Magus's staying power once you hit mid levels. Electric Arc doesn't feel like it'll cut it when the real wizard(or hell a sorcerer) is still slinging around some of the big spells and the magus is still behind the rest of the class. I get that spell damage needs to scale to full caster progression but I feel like there must have been a better way to do it and more in line with the 2/3s caster flavor of Magus previously. Maybe some sort of full casting but limited to only heighted spells within a certain level?
And part of why I'm concerned is that it's lacking a spell recall equivalent. Getting spells back was a core part of the PF1 Magus' kit as well as swapping spells around, which you get bit of that with Standby Spell, but with such a shallow spell pool I am genuinely shocked there isn't a spell recall feat for the PF2 Magus. Again, does this come from the idea that Magus don't need to recur their best spells since now they can spam scaling cantrips? I think if there was some sort of spell recovery mechanic it would help alleviate the issues with a shallow pool, but as it is Martial Caster seems an essential pick regardless of build and I don't like that since I think for the most part PF2 has done a good job avoiding essential feats that every build should take as far as I could tell anyways.
Also a key feature of the PF1 Magus was the arcane pool & the magus arcana. Which I figured would go away as feats replaced class features and the focus pool replaced other point mechanics, that's fine. It sorta has for the old Arcane Pools basic utility being swapped for focus points for potency, runic impressions, and spell countermeasures which are all replications of old stuff but where are all the other magus arcana? Arcane Accuracy comes to mind for one. Are there feats that we just aren't privy to yet? I didn't participate in the last playtest so I'm not sure how much they hold back from test to release, so maybe I just haven't seen them yet.
So those out of my system, I can't help but feel that as it is, it's not what I was looking for. So if the Magus is a new class I'm not in love with, why shouldn't I just run a fighter with a Wizard Dedication after like 5th level or so? I'll keep a close eye and maybe I'll change my mind as they change things, but for now I think I'll be looking elswhere for my Gish Fix.
Hello all, I'm having an issue with a Monk that is actually the first PC I had ever built(Yes I was playing a 3.5 Monk, I was innocent back in the Mid Aughts!), which was built for a long running 3.5 game that was VERY slowly converted to Pathfinder 1E (At this point it's Pathfinder in all but name, with 3.5 skills and a bunch of 3.X feats that got grandfathered in + some homebrew mechanics(Like one mentioned below)).
Background out of the way, my PC was built for a different time and place than where it is now but by virtue of playing in this game for over a decade, doing a bunch of cool stuff, and getting very lucky my monk has survived to be level 17 and has 5 mythic tiers. The issue is that he's starting to show his age, he's poorly optimized(He's a MAD Monk + I rolled low-ish stats) so his AB is lackluster compared to some of the other PCs. I can't re-train him(there just isn't the time for it in game, we're in a war vs some Mind Flayer-esque invasion) plus I had intended to make it all the way to level 20 Monk for RP reasons, so I wouldn't change my class anyways.
However, what I do have is a bunch of Destiny points, a Meta resource meant to reward good roleplay, that I had been stockpiling for a while. I can use these points to do a lot of things(Spend not to die from a fatal blow, nat 20 on roll, etc), but specifically I can buy extra feats(and I have enough that I can buy like 5-6 feats in a single go before the tank runs out). I also have access to a level 17 Mythic Wizard who can craft and a pile of gold.
So I am looking for something to make my AB better(I think my AC is fine at 49, with the option to buff it higher with mythic combat expertise & mythic dodge). My WIS is only slightly higher than my STR/DEX so that doesn't help as much as one might think to switch to WIS with Guided or something. If I'd somehow gone straight Dexer I could have focused on DEX or WIS more but I lacked precognition here to account for Mythic Weapon Finesse. And the best buff I'm working with currently is using a Scroll of Transformation(I have a few) to get full BAB but what I really need is a buff/ability to add another stat to another stat a few times a day or a few +4 attack buffs. Anyone know anything that does that? Or maybe some item that isn't an AoMF/Belt Of Perfection that would help AB? I figure going for manuals might be the next way to go but that's a lot of money for relatively little return right now, and maybe there is some chain of feats I'm just blanking on.
TL;DR - Playing a Monk who needs a few good buffs to attack, feats/wealth are no object, 3.5 Material is allowed.
And link to my Monk for reference, so people can see what I'm working with(Yes I have way too many feats already, I am aware):
https://docs.google.com/spreadsheets/d/1C5AG3ziSJJeOnxw7yZxNMBN42Dhbk9jIs6m TrCn8Rgc/edit?usp=sharing
I have a PC who needs to steal a soul for RP reasons. Now she isn't nearly high enough level to cast a spell like Trap Soul, but I seemed to recall seeing a lower level spell available to Witches that allowed you to do something similar. The problem is that it was on the d20srd but after they migrated servers I can't seem to find it.
Is anyone familiar with a spell like that? I think it also had some added restrictions(only worked on the recently deceased,the gem if they try are revived, etc). It also was from a Paizo splat book, not one of the main books. Help?
Okay, so I a player I'm playing with is playing a bizarre high strength Alchemist(vivisectionist w/ 4 arms)/Ninja build who specializes in stealth kills by dual-wielding Nodachis(at -4 AB for 2 non-light weapons) and full attacking till things are dead while blinking in and out of invisibility. It's, thus far, been much better than it may sound in terms of effectiveness but I'm looking to get him some better AC because he is certainly useless without buffs(Mutagen, Shield, Invisibility, etc).
I suggested that he use a Buckler(mithral Buckler) so that he at least has a decent AC item for ambushes but isn't in love with the -1 to AB when he already takes so many other negatives. So is there a way to eliminate the buckler penalty that I'm not aware of? Or is there another better AC option that won't interfere with his TWF nor eat his action economy like casting shield does? And no, TWD is not an option because he apparently doesn't have room for the feat and we want more than +1 AC if possible.
Okay, so fairly simple question that's been scratching my head and I was looking for a good answer.
A small PC decides to reduce person himself, and his already bad STR gets worse as he drops a size. Now, he should be okay but here's the kicker, at his current STR his light load is 13 lbs at his current size, the DM however rules that the bag of holdings weight stays the same regardless of Size and he can't carry one when tiny without it being a medium load. His reason is that, Bag of Holding is one of the few items who's internal dimensions and external weight are fixed, and the item is way too good for a smaller character then, so the item's weight stays locked.
I disagreed, saying that all items in their possession shrink also, thus the items(and there for the dimensional space) weigh less till the spell is removed and/or the items leave their possession. Especially since the weight of weapons, armor, everything should be increment out from medium size anyways, so the bag(and it's contents) should be 1/4 their usual weight. At 15 lbs(a type 1 anyways), it should be like 3.75 lbs when tiny imo since the item is scaled for medium creatures. I also cited the magical items resizing rule, as the intent imo is that a small gnome should be able to use a Giant's Handy Haversack just as well as the Giant does, but not more efficiently nor less so.
Thoughts? Also apologizes if this was already covered, didn't see anything after a quick search.
So I recently put one of my concept characters into play as an Elf Hexcrafter Magus as cohort to my Elf Witch and she's effectively become the tank(or at least off-tank) in the party and was looking for a way to get some more AC and given her high INT Canny Defense made the most sense.
For more details: She recently had a cool story thing happen to her and at the end of it she got a mythic tier. Since she was already emanating a Bayonetta vibe since she was based around prehensile hair, I was thinking of turning the Bayonetta flavor up a degree and have with her take the Enduring Armor path ability to grant her free AC(flavored as her hair forming clothes/Armor) since it would also free up some gold for other items. Now, I initially wanted to have her take Kensai, but upon review I realized that Kensai and Hexcrafter don't work together.
So while I don't mind wasting just wasting my armor proficiencies, I would like to get another source of AC and since she has high Int. I sorta wanna stay in class since her Hexes and Magus abilities all scale in Magus, so short of multiclassing and spells is there any way to get a sizable bump to AC for a Magus ala Canny Defense? I'm open to suggestions.
I had a weird encounter where I, as a player, jumped on a trampoline that was apparently magic, and was plummeted into the air into some spikes. I argued that I could use Feather Fall to slow my ascent, given I "bounced" up 200 feet in the round (which if I slowed my ascent, I could have activated my flight to get away). My DM ruled no, since it doesn't work going up, I argued that it'd work anyways since I was effectively falling upward and in free fall.
We quickly dropped it to not slow down game, and I lived so it was a relatively moot point, but at the end of the day I'd like to know 2 things:
-Can you feather fall to slow your ascent at all?
-In the area of a reverse gravity, does the fact you're actually ascending, in any way affect, how Feather Fall works?
I've recently been inspired by an anime/manga to run a campaign about incredibly high powered fantasy characters. By high powered I mean, throwing spears over mountains, cut through stone like butter, literally be immortal. That kind of crazy powerful. And by and large it seems like Mythic is the best way to emulate that kind of crazy over the top madness.
To that end, I'm thinking of starting them off at level 1 w/ Mythic Tier 7-10. Has anyone done anything like that before? I personally find the concept pretty funny and wonder how it'll work. Big downsides I could see would be the massive stat bloat(a level one fighter with 30 str could be an issue) and casters getting lots of additional spells via their swift actions(I imagine they'll run out of spells before mythic power) but honestly given the theme I think all the PCs will be a little out of hand which is sort of the intent.
What kind of issues could you guys imagine might spring up or path abilities that would need to be banned or restricted for this concept too?
So a search on this didn't pop anything up, but how do people feel about gearing dragons? I mean, they have Hoarde of gear, and given that said gear magically resizes it's self one ring style, with an exception to armor and magical weapons, there seems little to no reason not to gear up a dragon NPC.
So have you guys experienced this before? If not, why not? Dragons finding gear to be out of fashion or a sign of weakness? They need custom made gear because in your setting it doesn't resize and it's too much work? Or for most encounters it'd just be overkill? I'm thinking about doing it in my next game and Just was thinking about it since my group is fairly good at optimizing and figure it might kick up the power of a dragon encounter.
Recently on of my buddies decided to convert his 3.5 game to PF and in that game I played a Samurai/DuskBlade. So the easy fix would be build him as a Kensai... but I think we're keeping stats and he was Dexer and there is not really an option for a Katana user. Or I thought till I saw Swashbuckler and slashing grace. With a single level I would have my dexing Katana.
Anyone, try this yet? How is it? Is it worth it with Kensais reduced casting?
So I have a somewhat silly question... say you are a Magus, using spell combat with natural weapons, what happens to your regular attack sequence? Because last I checked, TWF and Natural Attacks were not interchangeable but yet there is even an FAQ to mention you can use them with Spell Combat.
So for example, say you have 6 BAB, and TWF. Your AB would normally look like this: +4/+4/-1. However, Spell combat forgoes one of those primary attacks(assuming you'll be spell striking) and then make your attacks look like so: +4/-1. Thus the magus is "Making all of his attacks" as spell combat outlines.
My question is, for the 2nd attack is an iterative attack in that sequence, does it even happen?
You normally don't get an iterative attack with Natural Attacks(what with them functioning very differently than regular attacks). You're not exactly getting a bonus attack compared to having a scimitar or the like either, you're just breaking the rules on how NAs usually work. There is also a precedent for special full round actions spell combat and the monk's flurry of blows making exceptions to the rules(flurrying with a single blade as if TWFing also comes to mind).
Personally I would be inclined to say no, but again, spell combat and other full round actions tend to act funny and it struck me as odd they called this out specifically in an FAQ, but didn't spell out how they might interact.
So both these abilities are awesome damage machines. The question I have is, since they both double damage, after calculation, do both their abilities stack as per the rule of multipliers(add up multipliers minus one) or they both go off?
So, for clarity, if I am criting with a scythe for x4 with both these abilities active, is it effectively x12 damage or x16 damage?
First, say I have a prismatic Sphere and I cast it around myself. It's Kosher that I am okay to walk in and out. Does this immunity to the damage of the spell extend to my familiar who's on my shoulder? I assume he has a chance, do to Share Spells. What of my Fighter buddy who started his turn next to me? Can he leave the sphere just fine?
Say it doesn't give them the option of leaving, as I suspect, are they at least safe in my sphere? Or did I accidentally kill my trusty familiar/fighter as all are subject to the saves?
Also what happens if am being attacked or move up to an adjacent foe? If I cast it and the fellow is inside the range of the sphere? Could I effectively trap someone inside the sphere and then move away?
I had always assumed binding a pit fiend, balor, or other big bad outsiders was possible due to the fact that they even have entries in the binding outsiders section. However, I've noticed that even such spells as Greater Binding & Ally both have a 18 HD cap, meaning that they can't summon & bind these creatures.
Is this a RAW mistake or does it just boil down to DM fiat for such instances in APs where they have been bound? Or is there some sort of spell/magic item combo that I'm missing?
Okay, so say you've been fighting a vampire and you finally knock him down to 0 HP, he assumes his mist form and is trying to book back to his coffin. What happens when you say, try and transform him back?
It's a (Su) so you can't dispel it, but at a certain level a Wizard can just cast Anti-Magic on the area. Or an Inquisitor Banish Seeming it back to it's original form?
This happened in my last game, and was curious as to what the RAW stance is. As far as I can tell, it totally works and results in the Vampires instant death(Since they can't get to their coffin). Thoughts?
So the BBEG of my homebrew is a Mythic level 20 Monk, and this really shouldn't be a surprise to my players at this point since they've encountered him a few times.
I come to the forum to critique my math and so on for the build and ask your opinions of him. Keep in mind he is a mythic character and I'm trying to optimize him.
Spoilers cause I still don't want my players looking at it:
Spoiler:
Caliargo
CR 30 /MR 10
Human Vampire(Mythic) Shaper Monk 20
LE Medium Undead (augmented humanoid, human, mythic)
Init +23; Senses darkvision 60 ft, True Seeing 120 ft; Perception +43
DEFENSE
AC 81, touch 52, flat-footed 51 (+8 armor, +5 deflection, +19 dexterity, +12 wisdom, +5 monk, +1 dodge, +21 natural)
hp 500 (20d8(max)+340); fast healing 5
Fort +29, Ref +38, Will +30
Defensive Abilities channel resistance +16; DR 10/epic and magic and silver and chaotic; Immune undead traits; Resist cold 10, electricity 10; Weaknesses vampire weaknesses; Improved evasion; Immune disease, poison; SR 40
OFFENSE
Speed 90 ft.
Melee Claws +43/43/38/38/33/33/28(4d8+1d6 bleed+29/19–20 plus energy drain)
w/ power atk/Expertise -6(-4!=Flurry) AB -> +18(12) dmg/+6(4) Dodge AC
AoO/Non-flurry Claw AB-> +40
Special Attacks blood drain, children of the night, create spawn & mythic spawn, dominate (DC 32), energy drain (2 levels, DC 32), mythic power (10/day, surge +1d12), negative energy focus(5 per round), scabrous claws, Mist shapes, mastermind, flight, blood omen(30 ft, dc 32), telekinesis, Eclipse
STATISTICS
Str 35, Dex 48, Con —, Int 31, Wis 34, Cha 34
Base Atk +15(+20); CMB +38(non-weapon)/+43(w/weapon), +2 on Grapples/Disarms; CMD 69(71 vs Grapple & Disarm)
Feats:
Alertness B
Combat Reflexes B
Dodge B
Improved Initiative B
Lightning Reflexes B
Toughness B
Power Attack 1
Deflect Arrows M
Weapon Finesse H
Improved Grapple M2
Combat Expertise 3
Weapon Focus(claws) 5
Improved Disarm M6
Feral Combat Training 7
??? 9
Improved Critical M10
??? 11
Dimensional Agility 13
Medusa's Wrath M14
Dimensional Assault 15
Dimensional Dervish 17
Snatch Arrows M18
Dimensional Savant
Weapon Finese(M)MR1
Improved Unarmed Strike(M)MR3
Stunning Fist(M)MR5
Titan Strike(M)MR7
Power Attack(M)MR9
Languages Common, (~30 others)
SQ change shape (dire bat or wolf, beast shape II), gaseous form, overcome weakness (garlic, sunlight, mirrors and holy symbols, invitation, running water), shadowless, spider climb, Ki Pool (27 Ki W/ FC)
Children of the Eclipse (Su)
At 4th rank, a mythic vampire can use its children of the night ability to call forth bat swarms, rat swarms, or wolves once per hour instead of once per day. Once per day, the mythic vampire can use children of the night to call forth 2d6 ghouls or 1d6+1 shadows. At 7th rank, once per day the mythic vampire can use children of the night to call forth 1d6 wraiths or mohrgs.
Mist Shapes (Su)
At 5th rank, a mythic vampire can summon and sculpt mist into realistic shapes as the major 220 image spell. A shape created in this way lasts for as long as the mythic vampire can see and concentrate upon it. In areas of particularly dense mist, this ability functions as mirage arcana instead of major image.
Mastermind (Su)
At 6th rank, as a standard action a mythic vampire can see, hear, and speak through the body of a creature it has dominated. The mythic vampire can use this ability indefinitely on one creature at a time, as long as it and the creature under its control remain on the same plane. A mythic vampire using this ability can't move, but is still aware of its surroundings and can end this ability as a free action.
Telekinesis (Sp)
At 6th rank, a mythic vampire can expend one use of mythic power to use the spell telekinesis with a caster level equal to the mythic vampire's CR.
Flight (Su)
At 7th rank, a mythic vampire can expend one use of mythic power as an immediate action to gain a fly speed equal to double its base speed (perfect maneuverability) for 1 hour. When it activates this ability, the vampire chooses whether to manifest bat-like wings or to float unnaturally. If it manifests wings, it gains a bonus on Intimidate checks equal to its rank. If it chooses to float, it gains a bonus on Stealth checks equal to its rank.
Eclipse (Su)
At 10th rank, a mythic vampire can expend one use of its mythic power to blot out the power of the sun in a 1-mile radius. This entire area is affected by the spell deeper darkness for 1 hour. The mythic vampire's can see through this darkness.
Does anyone spot any major goofs? Most stats include his gear and such(Didn't list it all cause I'm not done redoing that yet, but assume full AC gear, true seeing from goggles, stat boosting items and tomes, full enchantment, etc).
And I think I calculated the CR right(20 for HD + 2 for Vamp - 1 For only class HD + 5 for Mythic Rating + 2 for high base stats + 2 for Absurd WBL).
Also Thinking of switching out Mythic Stunning Fist for the improved initiative one, but think this is still a healthy initiative. Maybe spread my skills out too?
Lastly still have a few feats to burn. Was planning on crane wing, but find Expertise better for AC since nerf. Open to suggestions. If nothing clicks I'll likely pick up a Temple Sword Proficiency, since he flavor wise has a thing for Greater Demi Planes full of the things.
UMD has always been one of the best skills in the game and I was curious if there was anyways for it to fake mythic for the purposes of scrolls and magical items. Would it perhaps fall under the emulation of a class feature? If not, what DC would it be? After a quick scour through my mythic book I didn't see any such rule, but maybe I missed something?
Okay so there is something of a disparity between the saves among one of my parties, namely a few players saves are through the roof(The paladins and the Magus really) and was wondering has anyone ever has a monster with an ability that inverts the success of saves? Figuring it'd be a good way to mix things up for a fight or two.
For example on a 22 DC save, 22 or higher would fail and anything below a 22 would succeed. A nat 20 would be failure and success would be an auto succeed 1. Thinking it'd be a (Su) Aura. Thoughts?
Please don't read if you're one of my players. That out of the way...
I find myself wanting to make a Mythic Eidolon and am unsure if I should have them be a Mythic unfettered summon or actually have the summoner be the one mythic if that would result in a stronger eidolon.
Conceptually the Eidolon will have long since overwhelmed his Summoner and become the one in charge of their relationship. He is in charge of their organization seeking to cultivate their growing empire and wipe out rivals. Through his own actions the eidolon has achieved mythic-power.
The thing is, which do you think would better fit this concept? A mythic unfettered eidolon? I think it could be stronger potentially, but would I just give it a MR and augment it's abilities? Would I just be better off making a Custom Outsider at that point? Or could I give it tiers of it's own?
If I went the Summoner route, which path? Archmage doesn't look to add much to an Eidolon and Heirophant even doesn't look strong enough. Unless their a Synthesist it doesn't seem worth it, but then that's something I want to avoid, since I already have a Synthesist NPC in my game.
Okay, so Eldritch Heritage and its line normally give you a series of blood line powers. The mythic version lets you "gain ... powers of the bloodline tied to Eldritch Heritage as if your sorcerer level were your character level -2."
So if I am reading this right it completely bypasses the needs for the other bloodline feats by giving all the others at an appropriate level to you. Is that correct or does it only change the way you calculate them? Think it's the former, but just want to confirm it.
Say I'm a 12th level Magi with Empowered and maximized arcana. Can I use both on a single spell? They both say you can cast one spell as if it were modified by the feat and they each are limited to once a day and one can combine meta magic feats if they have the levels to. Aside from not mentioning they can be used with another, and both referring to a single spell, I Don't see why they couldn't be. Thoughts?
So said player is moving to Boston and way from our homebrew group and has requested that his character either die spectacularly or be adopted by another player(who doesn't really want to).
Now I'm more of a proponent of retirement, but he says he wants all out death(he'll only retire if he manages to live through whatever I throw at him). To that end I would like to hear how others have sent characters out with a bang.
My own idea is to drop the BBEG of the campaign, a Mythic Vampire Quinggong Monk, and see if he can manage to escape. The plus side of my plan is though I get to unveil the BBEG, give motivation to the party to want to kill him, and potentially fulfill him having a spectacular death.
Now of course I risk killing other PCs if they do something stupid, which is the part of the plan I don't like the most. I also feel like it's sort of guaranteed death which normally doesn't strike me as fair(since he's gonna be well above APL + 3) but considering the party usually takes on epic(+3) encounters I feel I could get away with it.
Okay, so we all know what Xill are, and they have Multiweapon Mastery among other creatures. They don't need TWF or Multi-Weapon Fighting cause of it, and cause:
Quote:
A xill never takes penalties to an attack roll when fighting with multiple weapons
Pretty neat ability imo.
My question is, how far does their "never taking penalties" extend? Clearly they don't take penalties for Dual Wielding Two Handed Weapons, as they can fire 2 Longbows at full AB. Though I wonders why the "main hand" wouldn't get another iterative attack, its clear they don't take penalties for such attacks.
So what about these other cases?
-Evil Eye: Would a Xill not take such penalties to their attack roll cause of such an ability? Assuming they were kept Full Attacking of course.
-Power Attack: Since it's another penalty, do they get a Free Power Attack? Mariliths would suggest they do, though for some reason their stat block doesn't seem to reflect power attack at all.
-Jotungrip; would a creature with MWM ignore all penalties when wielding 4 Large Bastard Swords?
Now RAI, it's probably just referencing the normal penalties for TWF & MWF. However I like to play devil's advocate and see what the forums take on the matter is.
So in my homebrew I'm planning out a Half-Elf Teleportation Specialist Wizard 10 who prestiges into Rift Warden for further Anti-Outsider-ness, giving him Esoteric Training so he's a full Wizard as far as Castings concerned. He is an NPC and meant to be a powerful Friend/Enemy to the party depending on what they do in an upcoming story arc(not really someone the party wants to fight, but could successfully restrain them if it came to arms).
Now for stats I was thinking(since I need the Charisma for the channel DC):
STR 8
Dex 14
CON 10
INT 18(+2 Half-Elf)
WIS 10
CHA 14
Now, I'm thinking for Prefered Spell & Spell Perfection I should pick up Summon IX, but is there really anything to gain from it? If not, what would be a better pick? Also, is +6 to caster checks & full casting level enough as far as getting through SR concerned? Would perhaps a different stat spread be in order?
So I've recently heard about the Esoteric Training & Eclectic Training traits from Inner Sea Magic and that they actually increases caster level and grants spells as such. So I was curious what's everyone's opinion on how it works with say, prestige classes?
I wanted to build a Wizard 10 / Rift Warden 10, playing in such a game with these guild fame & traits in play. Since Rift Warden is only a 7/10ths casting class, by using Esoteric Training I would once again be a full caster(makes prestiging look much more appealing as a caster).
However, assuming one actually earned the fame, could one select their prestige class as the secondary class to give you a caster boost? The "You may select a second spell casting class to gain a +1 bonus to effective caster level" line makes me wonder if one could select a prestige class, and thus boost their casting level even further. This line also doesn't expressly say that they are limited by hit die like the +3 portion, so I'm curious could I say effectively gain +4 caster level.
Now my gut says, no, that's not how it's supposed to work, or it's at least limited by HD still. Thoughts?
Could make things simple and just not apply the extra casting level of course, just curious on how it would work.
Is there anything out there that takes advantage of a character's speed/momentum and uses it for damage or attack? Surely there's something that grants extra damage or a greater attack bonus based on the distance charged...
Edit: I ask since a player is playing a monk and wants to see if there is any way for him to take advantage of it.
Okay, so a player rolled into a new ring of blinking, so I searched to see what the duration was on it and... results were mixed mixed and relayed mostly 3.5 material.
So, Does a spell command item like Ring of Blinking work continuously after its command word is spoken? Or does it merely last 7 rounds?
2 part question for you guys. Spoilers cause my players read my stuff and if you're one of them, please don't read the following.
Spoiler:
-First is on the fairness of sundering player's gear. I've heard that it's typically a "Jerk-DM" tactic but I don't see why they wouldn't do it in certain instances. This will literally be the first Sunder-er that I'm throwing at my players, so it's not something that's super common. Also, the particular NPC who's going to be doing the sundering has reason to do so, they lost to the PC I plan on targeting already because they couldn't get past their high AC. I think, it's the next logical step for them to try and smash through their armor and lower their defenses.
However I can't help but feel a nagging voice at the back of my mind saying this is an "unfair tactic". What are other DM & Players attitudes on the subject? Am I in the right to target their CMD since it will be substantially lower than their AC?
Secondly, I want to double check my numbers.
The Sunder-er is a Half-Fiend (Human) Fighter. His CMB to Sundering is:
Anything I'm missing? Or anything I shouldn't be adding? I was under the impression that you: "Add any bonuses you currently have on attack rolls due to spells, feats, and other effects."
And the only thing bonus they get to their CMD is their dodge & Deflection yes?
CE Tiny outsider (chaotic, demon, evil, extraplanar)
Init +6; Senses darkvision 60 ft.; Perception +14
DEFENSE
AC 21, touch 14, flat-footed 19 (+2 Dex, +7 natural, +2 size)
hp 39(1/2 of 79; "10" HD); fast healing 2
Fort +7, Ref +5, Will +8
DR 5/cold iron or good; Immune electricity, poison; Resist acid 10, cold 10, fire 10
OFFENSE
Speed 20 ft., fly 50 ft. (perfect)
Melee 2 claws +11 (1d3–1 plus poison), bite +11 (1d4–1)
Touch +13(Touch Range Spells)
Space 2-1/2 ft.; Reach 0 ft.
Spell-Like Abilities (CL 6th)
At will—detect good, detect magic, invisibility (self only)
1/day—cause fear (30-foot radius, DC 11)
1/week—commune (six questions)
STATISTICS
Str 8, Dex 14, Con 11, Int 11,Wis 12, Cha 11
Base Atk +7; CMB +5; CMD 16
Feats Improved Initiative, Weapon Finesse
Skills Bluff +8, Fly +20, Intimidate +3, Knowledge (planes) +6, Perception +14, Stealth +18, Spellcraft +10, Sense Motive +14
Languages Abyssal, Common; telepathy (touch)
SQ change shape (2 of the following forms: bat, Small centipede, toad, or wolf; polymorph)
SPECIAL ABILITIES
Poison (Ex)
Claw—injury; save Fortitude DC 13; frequency 1/round for 6 rounds; effect 1d2 Dexterity; cure 2 consecutive saves.
Now as I understand it, how do skills, saves, & feats advance for a Familiar?
-Do I use the HD(10 in this case) to determine if a character gets more feats and such? Since the core quasit is 3d10 character, I assume the 2 feats it has a it's 1st & 3rd HD feats. Would in this case I give it a 5th, 7th & 9th feat due to the "increased" HD? Among other things like skills.
As it is I haven't done so, I just would like to confirm that's the way its supposed to work.
-Also, I reverse engineered its skill ranks and unless I'm missing something Intimidate isn't a class skill for outsiders and demons don't mention it either... so it should only be +3 correct? Assuming it has 3 ranks across it's 6 skills.
And the master's skill ranks are: 10 perception, 10 sense motive, bluff 5, Spellcraft 10, Stealth 5.
Okay, so I was DMing my homebrew Sunday and 2 of my players did... well decided to jump off a building in game and I'd like to ask for your opinions on the matter.
My players traveled into my homebrew version of the Under-Dark, a Subterranean nation located under the south pole; on a mission to assassinate the Matriarchs in hopes of bringing order to the Drow and allowing a lawful faction of the Drow to take control. The aim isn't to make the drow good or anything so lofty, but manageable enough so they can treaty with them to save the world. Regardless of whether or not that'll actually work, that's their current aim.
So the party consists of the following:
-A LE Half-'Elf' Magus
-A LE Drow Cleric
-A CN Were-Bear Inquisitor
-A LG Tengu Monk with the Glide Alternate Trait
-A CG Sylph Samurai
All level 6. The initial gambit was to have the Drow Cleric bring them into the matriarchs posing as a slaver. As the first Matriarch was a Witch w/ Arcane Sight; she immediately saw the magic auras on the Were and deduced something was up. She instead however joined them in exchange for her survival, seeing this as a chance to off the other matriarchs and get a position in the new order.
So fast forward most of a session, the next matriarch(a Sorcerer) nearly TPKs do to a miscalculation on my part(Black Tentacles & Cloud Kill is NASTY) so one of them dies(the Tengu Monk). Needless to say, I feel a revival is needed since I under estimated the encounter. So the Magus suggests the Witch uses their attack on the Sorcerer to get the next Matriarch(a Demonic Cleric) to revive the Tengu to find out who's behind the attack. A good bluff and bad sense motives allows them to trick her into reviving the Monk, atop her Spire.
Now, upon reviving the monk, the enemy Cleric gets by his reaction and those of the others that something's up... so she just casually casts Air Walk and begins walking up into the open air. Realizing she's caught on Combat begins; She summons a bunch of spiders while walking higher and straight off her tower. So far, nothing spectacular...
But 2 players are determined not to let her get away. The Tengu, who's just been revived decides to jump off the spire to try and grapple her. However, he misses her touch AC and doesn't initiate the grab. Then the Tengu fails his fly check for Glide(He rolled a 2) and fell 150 feet to his death(or unconsciousness, we later realized he had something that would soften the blow by 30 feet).
Next the Magus finally nails his dispel magic on the Air Walking Cleric and she begins to descend, I roll a 3 so she'll fall 180 feet(over 3 rounds) till she tastes dirt) and away from the tower. At this point, the Were's still having none of this getting away, so she jumps off the Spire, trying to ride her Sword down the wall to the ground below. Now, since there's nothing in the rules about this I figured it'd work sort of like a slow-fall and given they made a 29 STR check(Huge Creature after Enlarge) I let her take only 10d6 instead of 15d6 or 14d6 & 1d6 nonlethal... But I rolled really well and did ~46 damage. Enough to nearly drop the player.
At this point, I called the session because given previous events I think we needed to re-think how the encounter was going. However I made clear the enemy Cleric was likely going to use a blast spell on the Were next turn and finish her off(assuming she makes her concentration checks). This has apparently upset the player, and thus has lead to great unrest out of game by the Were's player, he's particularly unhappy with this turn of events.
So I ask you guys, do you think that I handled that fairly? I only allowed the sword thing cause of the Rule of Cool of it all, so I think that alone was Generous. Plus there are two characters who actually have Feather Fall to use, so the bear didn't need to jump. But I still feel like it's my fault in a way, especially since the were's player is so upset about it all. Plus, factor in that I did sorta throw an unintentionally hard encounter at them earlier, I feel it might have tainted the 2nd encounter and lead to their crazy actions. The Tengu I mostly chalk up to bad rolls though, since had they rolled 2 higher they would have glided safely down.
So ultimately, how do you guys handle suicidal players? Do you let them hang themselves so to speak? Or do you bend the rules to try and accommodate their craziness?
So, a player of mine is playing a Sylph Samurai and wants to take the Eldritch Heritage feats. Particularly, he's interested in the Draconic Bloodline.
Personally, I'm fine with the flavor of this since the easiest explanation is he's descended from one of the Extra-Planar Dragons, particularly a primal cloud dragon.
Now, of course that's not actually a thing so.. I think I've come to the decision to homebrew one. Now I was thinking, since a Cloud Dragon's resistant to electricity and his breath is electricity as well as being the same CR as a Blue Dragon, it would essentially be a re-skinned blue dragon with a 30ft cone instead of a 60ft line. However, I feel I could do better, like make it Sonic or something interesting.
How would you guys do one? Perhaps I should make up a whole new bloodline or something for them...
Hey, building a dragon disciple and could you some more help. Or if nothing else a sounding board.
Okay, so the concept is a Dragon Killing Dragon Disciple, who uses Dragon Style. Basically someone with a fight fire with fire attitude about dragons. Now I've consulted the guides and... am terribly torn about which martial classes to go.
I initially wanted them to go sort of... Fighter/Barbarian-y; but then I realized that to get Stunning Fist, a prerequisite for Dragon Style. So I went back to the board and caved in for a MoMS dip. But I also decided on a Ranger Dip for the Favored Enemy bonus(To get in that Dragon Killer feel).
The problem is, I feel like I've spread myself too thin. Monks get a lot of cool stuff at level 4 which I think I'm missing out on. On the other hand Ranger feels like a class I should dip in harder for the Aspect of the Beast for permanent claws. Not to mention my casting feels week as a DD because I've gone so Martial Heavy. To top if off, my BAB feels weak since I'm pulling in at 1/2 BAB @ Level 5.
Right now I'm at: Sorceror 1/Ranger 1/MoMS 3/Dragon Disciple(DD) 7
Feat wise though(aspect of the Beast aside) am in what I'd consider a good place but am still open to suggestion.
So with all that in mind... What suggestions do you guys have for smoothing out this character? A different level split than the above? Another way to get Stunning Fist? I'm all ears.
I've been working on an NPC Aasimar Paladin who goes into the Hellknights. The order is sorted already, as I already revealed to my players that the Knights from the Order of the Godclaw(plus its the only think that'd make sense).
However, I'm not sure when I should transition from Paladin levels to Hellknight levels from an optimization standpoint. I'm building them to level 15, and I was initially thinking I could leave Paladin at level 12 and pick up 3 levels of Hellknight for the domain(Glory since it fits with her god). However I can't help but feel there'd be a better alternative to split levels. Of course I could also leave Paladin at level 5 for 10 Hellknight levels for the fire immunity... But I'm not sure it's worth it.
So I'm building another Duelist and thematically Lightning Stance would fit really well... But frankly, it stinks as a feat. I have to double move or withdrawl to get concealement. Wind Stance is easier to activate but since it only works on ranged attacks it's also the pits.
So I as these forums, how would you abuse Lighnting Stance? I was looking for a feat that'd let that'd let you make a single attack or something when withdrawing but sadly I haven't seen one... Any Ideas?
Okay, so I'm interested in throwing a small band of pirates at my party since they're traveling by sea(if they are unfortunate enough to roll into the encounter). I'm thinking most of the pirate crew should be throw away mooks(CR 1 or 2 warriors). The captain however, I'm thinking will be a 9th level Buccaneer(the human archetype). Problem is, cause of Sword and Pistol(Which thematically is very cool) there are some concerns with the build.
First, the archetype becomes incredibly MAD. Dex is primary... Then Cha for Grit & Pirate's Jargon... Then Con for Grog for Grit, AC & Saves... Then you need STR for DMG & Atk on for melee. Basically the only thing you can dump is INT. Right now, still not sure how I should break down his stat allotments.
Also the logistics of Sword & Pistol makes TWFing sorta needed... but then I can't use any of the good Pirate-y weapons(Cutlass for example) since all firearms are one-handed weapons(unless I wanna swing a -6 on all my attacks). Also reloading's really cheesy right now(Drop melee weapon as a free, rapid reload as a free w/ alchemical rounds, quick draw new melee as a free). So right now his feats are all over the place:
H TWF
1 Point Blank Shot
1B Sea Legs
3 Quick Draw
G4 Rapid Shot
5 Rapid Reload
7 ITWF
G8
9
9B Sword And Pistol
So any tips? Like feats to get around the MAD, ways around the TWFing penalties, and ability spreads would be appreciated.
Okay so for my homebrew the party could come up against a NPC member of the Organization they're chasing next game, and in this case he's meant to be as crazy and twisted as possible. Barely resembling an Elf, he's a twisted abomination, who takes pleasure in defiling those he captures with his sick experiments.
To that end, I've picked as many horrific alchemist things as I could take; and Vivisectionist just makes sense. However I could use some help with feat/discovery selection if possible, since it's not strictly optimization and I'm not too familiar with the class. For the record though I want him to be effective & resilient, but creepiness trumps effectiveness.
Level 13 Elf Vivisectionist
His stats(20 pt buy)
STR 10
DEX 16->18(r)->20(lvl 8 & 12)
CON 16->14(r)
INT 14->16(r)
WIS 9->10(lvl 4)
CHA 7
Feats:
1 - Weapon Finesse
3 - Extra Discover(Tumor Familiar)
5 - Die for your Master
7 - Extra Discover(Vestigial Arm)
9 - Extra Discover(Parasitic Twin)
11 - Extra Discover(Greater Mutagen)
13 - Extra Discover(Bleeding Attack<the Rogue talent>)
Between the apparent fast healing, mummified appearance, his extra arms, his talking tumor buddy, Insect Wings, and his creepy deformed twin... I think that he should be fairly imposing if nothing else. Anything I'm missing?
On the effectiveness end, He can pump his dex with his mutagens and all his extracts are going to himself. Flight gives him a good escape option, Fast Healing gives him staying power, and preserve organs and die for your master will save him from lucky crits.
Hey everyone, been looking into the Sound Striker Recently since I've never really built a Bard NPC and it caught my eye. However as it's written it kinda sucks so I have a few questions.
However I have some question(no, not about DR, read that all already):
1: Weird Words as written is a (Su) ability. However, you make several ranged touch attacks. Do you provoke AoO's as you are making ranged attacks? And how many?
Cause I always thought you'd make 2 AoOs when casting something like Acid Arrow(1 for the spell, 1 for the ranged attack it gives you). However since it is a Supernatural Ability it does not provoke an attack by itself, but then you make 10 ranged attacks... So is that potentially 10 AoOs on you? Better hope they're not a Kensei with Combat reflexes...
2. Do I need or benefit from Precise Shot?
Say my ally is engaged in melee and I want to use Weird Words. I make my Ranged Touch Attack against the opponent at... -4 correct? On all of my attacks?
Now, normally I'd just get point blank shot and Precise Shot to ignore the penalty... But since everyone points out its NOT a weapon do you even benefit from Precise Shot? It mentions ranged weapons, so I'd say no, since that's the same thing most people call out on Point Blank Shot no working for them either. And as it is, that really cripples the effect.
However an alternative ruling would be since it's not a weapon, it doesn't take the attack penalty either, since shooting into melee only mentions weapons too... So which is it?
Run into a bit of a corner case and just want to clarify things for my players. What's the general stance on persistant spell affects and how they affect invisibility?
Say a player casts a spell such as Spiritual Weapon or Cloud Kill, both effects that would attack/break Invisibility when cast at a creature. Now here's the part where things get tricky: If the casters casts Invisibility afterwards, do the subsequent damage/attacks break invisibility?
For reference:
Quote:
The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. Exactly who is a foe depends on the invisible character's perceptions. Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear.
It's clear that the effects that are created do harm and would be considered "attacks" but the problem is the casters not making them while cast. So:
1) In the case of Spirtual Weapon, would it be akin to a summoned monster, and considered an indirect attack & thus safe?
2) Would directing it to a new target as a move action, break his invisbility?
3) In the case of cloud kill: Would the fact the cloud moves of it's own volition(10ft a round, preset direction) into enemies cause it to break invisibility?
4) Would any effect cast BEFORE the caster cast invisibility later go on to cause an "attack" that would break invisibility?
My own opinion on the questions:
Spoiler:
This may be a hard lined view, but I would think that all of these things would break Invisibility. Greater Invisibility exists to get around that kind of limitation. I'm a bit on the fence on 4 though, especially for spiritual weapon. Searching has turned up mixed results at best.
Been searching the forums to see if there are carification for upgrading specific magic weapons, and have found that for the most part it seems to be up to DM fiat whether or not you can do it.
However, I still have 2 questions:
1-If you were to do it, how would you? Would you try to rebuild the weapon and itemize the cost of the spefic effect and go from there?
2-Now, has there been any additional clarification on the matter? I do recall SKR doing an FAQ that I can't seem to find... Does it in any way affect specific items?