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Chemlak wrote:
No. Haste includes a note that the extra attack it grants is not cumulative with “similar effects”, and something which says it’s like haste is about as similar as it gets.

Thanks


Hey guys I just have a quick rules question. If you use augmented Mythic heroism you get one additional attack per round when doing a full round attack. It says that this is just like using haste. So if you have haste up and augmented Mythic heroism up at the same time, do you get two additional attacks per round when doing a full round attack?


Gauss wrote:

Effects with a duration of instantaneous do not wink out when brought into an antimagic field. Once they are cast the magic is done.

CRB p209 wrote:

Creation: A creation spell manipulates matter to create

an object or creature in the place the spellcaster designates. If the spell has a duration other than instantaneous, magic holds the creation together, and when the spell ends, the conjured creature or object vanishes without a trace. If the spell has an instantaneous duration, the created object or creature is merely assembled through magic. It lasts indefinitely and does not depend on magic for its existence.

Thanks, this is helpful.


I just need clarification on how instantaneous conjurations interact with antimagic field. My reading of the spell leads me to conclude that I can stand outside of the field and cast into it, but the gm doesn't think that makes since because the field will stop summons. Am I misreading the spell?


What does necro'd mean, did I break some kind of rule out something


What does sla stand for


N. Jolly wrote:
And they're also not any better with poison than anyone else, so not sure why you brought that up in this thread.

Because they make poison at no cost that does con damage and their favored class increases the number of times per day that they can do so. One of the listed reasons to avoid poisons is the cost (which is prohibitive). This counters that problem, and if the gm let's you sell your poison, or trade it for other poisons that could remove the cost issue entirely. Remember, you can make it a number of times per day with no cost or time investment. As for stealth alchemist, it is a good combo with poison to make a more well rounded character. But to be more specific about the grippli (which I think are pretty cool) I will post on your guide


Berti Blackfoot wrote:

Or to freak out the good interlopers ... using anthropomorphic animal on a trained animal, and then teach it a few words like "help me", while it is attacking anyone trying to break into your lab. It doesn't know what it's saying, but any good-aligned people may think twice, that it is actually some poor human you transformed, and switch to trying to grapple/capture it. All the while being raked by it claws.

what an awesome idea! I will totally do that!


The stealth alchemist vivisectionist build can also out Ninja a Ninja since it gets greater invisibility at level 9


N. Jolly wrote:
This is probably helpful given the question..

The build advice you posted a link to says that grippli are bad alchemist and doesn't give a reason. I think the stealth alchemist build is awesome and it requires a grippli. 18 plus dex mod stealth at level 2 and it just keeps going up from there. If instead off using the archetypes the build recommends you go with vivisectionist and bogborn alchemist you get sneak attack with that this can out rouge any rouge and do lots of other cool stuff as well


Rub-Eta wrote:
Not only a necromancer, but a double poster as well!

sorry about that, I meant to edit my post but somehow posted the edit as a second post instead


The grippli gets to make poison daily at no cost and as a alchemist can make it do con damage. The dc levels with the character and favored class makes extra doses per day. You can make, store, and at gm discretion sell or trade the poison. If you go the bomb direction, give your bombs sinking cloud and cloud kill. Take the discovers that let you add poison to the bomb.when you get poison immunity you can throw that down and use it for cover while you do ranged attacks. There are tons of options for alchemist with poison. Sinking cloud, cloud kill and the poison your grippli makes cost nothing. Use this stealth alchemist build, it gets the poison abilities and stuff that compliments poison and is a great build in its own right with tons of options. You must think tactically with this build, but it is a solid build that lets you use poison to its full effect. http://www.myth-weavers.com/showthread.php?t=203818


The grippli gets to make poison daily at no cost and as a alchemist can make it do con damage. The dc levels with the character and favored class makes extra doses per day. You can make store and at gm discretion sell the poison. If you go the bomb direction, give your bombs sinking cloud and cloud kill. Take the discovers that let you add poison to the bomb.when you get poison immunity you can throw that down and use it for cover while you do ranged attacks. There are t tons of options for alchemist with poison and sinking cloud, cloud kill and the poison your grippli makes cost nothing.


Making weird creatures is mostly a flavour thing. I also want to fully use all of my abilities in game. Still mostly a flavour thing. I think I will find a cursed item of intelligence, put anthropomorphic animal on something as permanent(class ability at ninth level) five it the cursed item, wait one day, awaken it and remove curse. That isn't really what I want, but at this this point I have taken this as a challenge. I want to be able to do everything that it says followers of blackfingers who are alchemist do.


The double lives thing causes many alchemist of norgorber to set up shop as reputable alchemist and healers by day. They were designed to be villains and the book recommends vivisectionist alchemist for a follower of norgorber


Norgorber is the god. He is the god of murder, poison, greed and secrets. His alignment is NE. He has four aspects our ways that he presents himself. One of them is Blackfingers, and I wrote about that aspect above. The other aspects are a serial killer one called father skinsaw, a evil thief one called the gray master and a political self centered secrets/deception one called the reaper of reputations. They are all evil and followers hide their identities. Followers of the different aspects function almost like different churches, but they know it is norgorber behind all the mask and will sometimes work together. They do try to hide their identities from each other and mask are an important part of the religion. Most followers of norgorber lead double lives.


The quote is straight out of the inner sea god's book and is Canon, so there has to be a way to do it, I just haven't figured it out yet. It is like they want me to have to experiment to figure it out, just like my character has to. I will post if I find a solution, or maybe I will post this question in the rules forum and seek a round table if needed. Not sure how that works.


zainale wrote:

my way i can buy a dog at the local market and do my mojojjojo to it and if it fails no one cares.except maybe the druids better not let them know. your way could get you a wanted poster.... and if it did fail all i would have to do is get the sleep spell and what ever magic for the collar of true companion placed back on the collar and try again... maybe... if its not to expensive.

There is a reason that norgorber's religion is outlawed pretty much every where. "(The Blackfingers aspect of norgorber) represents unethical experimentation for the sake of knowledge and the harmful use of alchemy. ... all (alchemist) have at least heard of the secrets taught by Blackfingers. His alchemist breed spiders and scorpions with stronger venom, invent paralytics and memory fogging drugs to aid in criminal activity, and practice vivisection and surgery without anesthetic to discover secrets of the flesh or create hybrid monsters." I want to figure out how to do those things, but it sounds like I was looking at the wrong mechanics.


The Random Gamemaster wrote:
You could start fooling around with the ARG guide to creating races, or even the eidolon evolutions to mess it up some more, and just throw random stuffs onto animals :)

Great ideas. I am sure to find tons of options in those places and the list of eidolon evolutions should help nee figure out what I should be able to have at this level :)


"i added the week long deep sleep spell because i would think a slowed down version of alterself/anthromorphic animal would be painful as hell.

if you can think of a better cheaper way of doing this let me know. and if this would work also let me know. i have been brain storming it for a good long while."

I don't understand the part about combining collars, but the vivisectionist alchemist can make anthropomorphic animal permanent at level nine for a reasonable cost, so no need to combine magic items or find a way to put multiple effects in one body slot. The surgery is painful and involves no anaesthetics (at least for baleful polymorph and awaken, it is in the description) so I was thinking of using a memory modification spell of some kind

But actually, anthropomorphic animal gives a three intelligence to the patient and the ability to speak one language. You can awaken the patient afterwards as a vivisectionist, do that is everything that those collars do with no item slots, plus one language.


But how amazing would it be to have Moby Dick sneak up on someone with a great axe.... I can see the reactions now


Bob Bob Bob wrote:

Give a whale arms and make it smart enough to use weapons?

Oh, or go for broke and give Moby Dick arms and teach it to use weapons. Despite the clear inspiration, they're not unique so you can have more than one.

Either ways, whales are great for both the size and huge bonuses to strength (probably partly from the size).

as fun as that would be, I doubt the gm would allow me to have something that powerful. Maybe I could take the familiar version and make something with that to guard my home. How about a good sneaky land based helper. Although anthropomorphic animal would give the whale legs, and it does breath air, but it probably isn't sneaking up on anything


The vivisectionist alchemist gains baleful polymorph and awaken as surgeries that take a day and anthropomorphic animal as a surgery as well. Under norbringer's description as blackfingers it says that his alchemist make all kinds of weird creatures. What would be some useful creature creations for a grippli vivisectionist bogborn alchemist follower of norbringer? And how could I control and use them?
thanks


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I have a problem player similar to the guy you are describing. Long story made short, giving him room and being reasonable has lead to more problems and other players left without saying anything rather than deal with a confrontation. I only recently became a dm, so the other dms share the blame, but I regret all the chances we have given. We even suspended him for two weeks and gave him a list of written rules, and he was ok for a while, but he just had two outburst in two weeks so I now want to ban him from my game and I lost players by trying to work with him. Take my advice, be firm and fair and fix it now or have him sit this campaign out


I am looking at building a vivisectionist bogborn alchemist. these archetypes should go well together with the high stealth and sneak attack. Still in the early stages and open to all build advice, but am particularly inserted in the anthrophomoric animal, baleful polymorph, and awaken abilities. These surgeries take time and are not combat abilities. I am thinking of building my own monsters to help with flanking and other stuff. Maybe even taking leaerrship and building a cohort. No idea how to control them though. Any thoughts? What monsters would work?


I found this post and am still evaluating it, but it seems to be what you are asking for. It is a rogue build that looks like a ninja and uses a Grippli for optimization.

"What's the deal with the ninja? Well, the way to get the most out of them is to use their sneak attack damage to really pile up a bunch of d6s and rip the opponent apart.

The thing is that the best way to set up sneak attacks is by flanking and that really depends on party composition. If you have 2+ other characters that are regularly going to engage enemies in melee combat, then your damage will really shine, otherwise the 2-handed-wielding-7int-halforc-barbarian will outdamage you every single turn.

All this advice assumes that you have a party composition that allows you to flank regularly. A wizard/cleric/etc buddy with summon spells helps too.

First of all, the sad true about the ninja: The best ninja is just a Rogue! But not any rogue, at all. A small Sized, Knife Master, Scout that takes a couple ninja tricks! If you have no problem with just reflavoring your Rogue as a ninja (the ninja is a rogue subclass, after all) then read on. It can be done all ninja, of course, but it will come out less effective.

This guy's ideal race is Grippi. This little frog-dudes are the ultimate ninja assassins: http://www.d20pfsrd.com/races/other-...es/arg-grippli

So, basically, +2 DEX and WIS with only a -2 to STR. 30 ft regular speed, 20 ft climb speed, small (+1 to attacks and AC and +4 to stealth) and darkvision 60 feet. All the alternate racial traits all good and should be taken over the standard race features.

25 point buy gives a lot of flexibility on your stats. This is what I recommend (Grippi Racial adjustment already included):

STR 12
CON 14
DEX 18
INT 14
WIS 16
CHA 7

That's a lean, mean, sneak attacking machine.

So, your first level is Knife Master/Scout (by RAW you can combine 2 or more archetypes that don't replace the same class features). Your first level Feat is Two Weapon Fighting and your traits (if you are using them) should be River Rat (look it up, it gives +1 to swim checks and +1 DMG with daggers) and one of those +2 Initiative traits.

At second level you get a Rogue talent, I recommend Finesse rogue to start getting that flanking sneak attacks with your twin daggers. 3rd level gives you a feat; improved initiative is great at this point. 4th grants another Rogue Talent, so pick Ki pool (this gives you a Ki pool equal to your WIS modifier). At 5th you get another feat... I don't have a recommendation for this one, just pick what you like (more ki points can come in handy, toughness is ok too). At level 6 you get another rogue talent, so get Ninja trick and pick Vanishing Trick (Invisibility has OBVIOUS uses, such as setting up devastating sneak attacks).

The other crucial feats are the two-weapon fighting ones and the Ninja Trick Invisible Blade that you should take as soon as you can take advanced Rogue Talents (it upgrades your Invisibility to Greater Invisibility).

So... that's a damn good ninja right there.

Hope this helps."


I am building a lv 8 Spell Dancer archetype Magus (from the advanced race guide under elves) for a crystal spire campaign in which the GM has amped up the difficulty. We have had several player kills result from sorcerers and wizards, so I am trying to build a mage killing mage. I was thinking of a dex build (weapon finesse with a agile weapon) with the step up feat and disruptive magus arcana. I am still trying to flesh out the idea and have reservations that moving past the defensive line to the caster in the back may result in me being targeted by all the enemies. I would use the spells mirror image and displacement to counterbalance that threat, and have been talking to the other players about teamwork to keep this from happening, but I am still concerned that this may backfire. I need to have the character built before the game on sat 6/6/15 and am looking for feedback and suggestions. Any help would be appreciated :)


Mort the Cleverly Named wrote:
Restores100HP wrote:
If I were you, I'd suggest he make a Spell Dancer/Kensai.

Dancer/Kensai isn't an available option, as they both replace Medium and Heavy Armor Proficiency.

Orthos wrote:
If I remember correctly, the Spell Dance is basically a mini-haste. Speed increase, AC boost, and you can cast a buff as a free action. If you're going more skirmisher/movement-based than straight-up damage, it's a nice option, one my players are very fond of.

"Mini-Haste" is excessively kind. It is +10 enhancement bonus to speed and +2 AC vs attacks of opportunity related to movement. The speed bonus is awful, as it does not stack with other, much larger bonuses like expeditious retreat or haste, and could be permanently replaced with something like boots of springing and striding. The AC boost is fairly small for something so situational. The buffs lasts only a single round, so generally you would be better off simply casting the buff properly, then bringing it back with Spell Recall for the point you would have used on the Spell Dance.

Matrix Dragon wrote:
In my opinion, the ability to use Dimension Door as a swift action at 9th level is very good. Make sure you get the feat that lets you use all your actions after using Dimension Door, and you can easily get a full spell combat attack on the first round of every combat.

You are thinking of Dimensional Agility. Unfortunately, you need a swift action to start the Spell Dance and another one to fire off Dimensional Agility, by which point you should really already be in position. You also have the options of a Quicken Metamagic Rod or Dimensional Dervish to get the swift action dimension door, but without giving up an extremely powerful class feature.

The movement boost and AC bonus increase as you level. you gain another +10 to movement and +2 to ac vs attacks of opportunity from movement per 4 levels beyond 1st. that gets you the + 30 feet from haste at 9th level and more as you keep going. You only get blur, haste or fly for 1 round per dance, but the whole point is to be able to reach a target on the field at the start of the fight, no matter what is in the way. I am considering this build to be able to get to the caster in the back as my first move in the fight.


I am playing a Cleric of Iomedae who took the glory and sun domains because he hates the undead. Another player decided to make a Necromancer. I don't want to be a pain to the party but I also want to have fun role playing a Cleric whose religion says that undead are evil. Any advice on how to handle this in game?


I am also looking at the arcane archer, what do you guys think of the Magus, Myrmidarch archetype lv 8/ arcane archer from there?


A strait Fighter who has the right feats can do a lot in this regard. Just take the feats for whirlwind attack to hit everyone you threaten; lunge to increase threat range; combat reflexes to have lots of attacks of opp; stand still to stop things that try to move through threatened spaces; pin down to keep things from leaving spaces that you threaten (even with a 5 foot step); patrol to further increase your threatened area; dazzling display to use your intimidate skill to debuff opponents and set them up for bad stuff; and take your pick of disarm, trip, sunder, bull rush and similar feats. You become a whirlwind of disarm and standstill, plus it is fun to make an enemy stand there 15 feet away from you while you just keep pummeling him. And of course, use a polearm. They are great. With the ranseur, for example, you get +2 to disarm, which you do at reach so even if you don't have the relevant feat most enemies do not get to use their attack of opportunity against you (since most enemies don't have reach and can't touch you). :)