Magma Dragon

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So typeless damage with a stagger? That's awesome, my druid is going to enjoy that in a level!


So I was recently looking over the druid spell list and came across Explosion of Rot. I thought it was a pretty cool alternative to Flame Strike, but was confused when looking at its damage. It just says it does damage per level, but never states what type of damage it is. I assume it isn't physical as B, P, S aren't called out, so does that make it typeless damage that can't be resisted, or have I missed something?


I will do the thing. I explained my reasoning to my GM, and he has ruled for our game that he sees no problem with the logic I presented above, though I am still curious as to how it actually is supposed to work.


1 person marked this as FAQ candidate.
Lune wrote:

Yep. I declare this official as having become circular. I at least can see both sides of the discussion even though I strongly agree with one of them. Without stronger rules support we are left at this same impasse.

You both have hit FAQ, right? ;)

Hey Lune/Reod, long time no talk! I actually was just looking up this exact same issue for a campaign my buddy is running. Its not PFS, but we like to use only official rules and home rule as little as possible.

Our specific case is with my druid, whom is focusing on wild shape combat. I was thinking that if I grabbed a +1 shocking amulet of mighty fists, I could use it in wild shape simply by activating it before transforming. As once its activated, "the effect remains until another command is given," I thought it would be considered a constant bonus. So I wouldn't be able to turn it off, or activate it if I'm already transformed, but otherwise it would be fine.

My GM said to look to forums to see what I could find, thus here I am.


Quatar wrote:

Flaming and Shocking need to be activated though. Most groups just ignore that I think, but by RAW they have to be activated. Therefore the shocking or flaming would stop working as soon as it gets melded into the wildshape.

A normal +1 enhancement on the amulet would keep function however, as that's a constant bonus that doesn't need to be activated.

Why would the effect stop working once wild shape is active? After activation wouldn't it just be a constant effect? Though I suppose if one forgot to use it before wild shaping, then it would be a problem.


James Risner wrote:
Why do you want Gargantuan so bad? It doesn't make you hit that much harder and you have more penalties.

I think it has more to do with the concept than the mechanics really. If someone wants to turn into a big dinosaur and mess stuff up, Jurassic Park (at least the first one) showed us that the T-rex is the poster dinosaur for that. Its iconic. That being said, reflavouring an Allosaurus fits the bill for that as Baha-who and other mentioned.

For me personally, gargantuan is more about the fact that its cool to be so giant vs the actual gameplay advantages.


I'd love to see a feat or archetype that covered this as I'm both a big druid and dinosaur fan. Correct me if I'm wrong, but I believe the only way to become gargantuan in Pathfinder is to be a synthesist summoner with both size evolutions, then casting enlarge person. Not mentioning the fact that most DMs don't allow that anyway.


It's rather funny, I'm usually the person in our group who never finds dumb, potentially game breaking nonsense :P


So while searching up options for a natural attack Tiefling Bloodrager tonight, I referred to my Unchained book to see if any variant multiclass options would be helpful for them. I came across an odd potential loophole with the sorcerer multiclass.

The Bloodrager's bloodline reads "If the bloodrager takes levels in another class that grants a bloodline, the bloodlines must be the same type, even if that means that the bloodline of one of the classes must change. Subject to GM discretion, the bloodrager can change his former bloodline to make them conform." This lead me to wonder, are the bloodline powers you'd receive from the multiclass bound by the same rules? I'd tend to think not, since by RAW you aren't taking levels in another class, you're simply gaining the benefits of another class.

So in theory, one could take the Abyssal bloodline from the Bloodrager class, then benefit from the powers from say, the Abberant or Orc Sorcerer bloodlines to gain the crazy reach or strength from each respectively.

I realize that RAI this probably doesn't work, but I thought the idea was cool enough to actually get some opinions on whether it works or not.


This


Thank you for all the suggestions! I will look them over and see what I like. Side note, yea, Graveknights are badass, would love to see one in a game at some point.

Also....Hi Reod!


Yea the Zombie lord template was what I was going to use to make it. I just read that psionic undead can't use psychometabolism on themselves which is disappointing, since that makes every Vitalist power he has except Steal Health useless.

I suppose I could just say screw it and make this a super unique case, but since I'm building a creature out of effectively a dead player (I'm actually using his old character sheet for reference on stats etc) I kinda wanna play by the rules here.

That being said, I suppose I could just swap and go 10 levels of Abberant, but that somehow doesnt feel right, it loses the flavour. Maybe a Ghul template instead, since they still have a metabolism and such?


Hello Messageboards!

I am currently GMing RoTRL, and have a really cool idea in mind, but I'm not sure how to implement it. Also, all kinds of spoilers, so you've been warned, stop reading now! There will be TL;DR periodically, as I'm sure this will be rather long winded for some.

So the set up, my initial party consisted of A Dwarf Fighter, Human Samurai, Elf Ranger, and Human Vitalist (yes the psionic one). Non of my players seemed keen on being the "healer" of the party, until one found the Vitalist and was interested by it. I rather like psionics, so I had no problem allowing it. I just rationalized it story wise that psionic people or creatures are rather rare within Varisia, and none of my players had an issue.

SO! During chapter 2, at the misgivings, this Vitalist fell prey to haunt which causes the afflicted character to jump out of a 3 story window off a 300 foot cliff. Astoundingly, both he and every person in the party failed every save and check they needed to save him, and he regrettably fell to his death on the rocks below.

>>TL;DR Vitalist got his mind messed with and died.<<

The party was somber, but met up with a Druid (the players new PC) and have been adventuring with him and his sorceress girlfriend for a while now and having a grand old time.

Now, the party hasn't actually removed Vorel's spirit from the house yet, and has been preoccupied planning a trip to Magnimarr. They were also never able to find the Vitalist's body, which is what spawned this idea.

Imagine, if you will, Vorel's spirit, enraged at the PC's intrusion of the house, as well as them destroying Aldern, raises the Vitalist back to life, using the "Zombie Lord" template, and sends him to rain hell on the farmlands to draw the PC's back (after Magnimarr, but before Turtleback Ferry, as they have more than enough reason to return to Sandpoint in between; mostly that one of the PCs knocked up Shayliss, but that's another story).

>>TL;DR I want to bring the Vitalist back as a badass undead enemy.<<

My initial idea was to leave him as a 5th level Vitalist as he died, while adding 5 levels of Aegis Abberant (another psionic class archetype, which alters his own body into a monster to fight), and the Zombie Lord template. This would make a powerful creature indeed, far too strong for them to take down in their current state, but I'd rather them try to reason with him and remind him of who they are to deal with the issue.

This whole thing came about because a couple party members pondered (before quickly dismissing) the idea about him coming back as undead, and I thought that was awesome.

>>TL;DR Classic "remind the monster who he is so he doesn't murder you" scenario.

I think it would be a cool plan, but since it deviates a decent sight from the RoTRL story, I wanted to throw it up on here to get some opinions or suggestions about this. There is also the issue that the character that died happened to be psionic, which typically don't mix with undead. I just like the idea of an undead creature using psychic powers to warp his body into tentacles and spines and using it as a un-living weapon (I've seen my best friend play WAY too much Resident Evil).

>>TL;DR Necromorph/Nemesis inspired thingy.<<

So what do yall think? Dumb idea? Cool idea? Better/different way to do it? Feedback, go!


The build could instead use the Infiltrator path, which gains Minor Meta without the use of a feat. However, I don't think what you have laid out here works. Unless I am mistaked, doesn't expanded knowledge only grant you a power one level below what you can already manifest at the time you take it? At level 9, a PsyWar has 3rd level powers, of which Meta also is, and only gains the ability to manifest 4th level at 10?


Hello Messageboards!

I have been scouring the psionic classes from Dreamscarred recently, and have really taken a liking to the Psychic Warrior. As such, I have been working on different builds for the class, as I will eventually be using one for a PC in a campaign I'll be playing in sometime later this year.

I've settled on the Meditant Archetype, since I'm a big fan of monk/feral type characters that fight using their own body as a weapon. Combined with the Feral Path for augmentable natural weapons, this is probably my favourite character concept I've ever come up with.

The PsyWar also caters to my other preference for a character, customization. Most of its powers are buffs, which increase your power or give you extra abilities, which is awesome. The whole class actually makes me think "build a superhero workshop."

I am very pleased with this class, and I absolutely think I could play one of these things from 1-20 and thoroughly enjoy it. Buuuuuut, I have found something else which has peaked my interest. The Metamorph! I've always been interested in shapeshifters, and to me, this seems like the ultimate example. They can change aspects of their form to suit their need, while maintaining all the powers of their old form as well.

Now, this class does seem like an obvious progression of a character who has levels in Egoist Psion, but I'm wondering how viable it would be for a PsyWar to prestige into it. Thoughts?

I believe you would have to take your 11th level in PsyWar to get Metamorphosis via Expanded Knowledge (since that is when you can take this feat as a 3rd level manifester), making it so you could only achieve level 9 Metamorph. Unless of course, I misunderstand and you can take the feat which is required for the prestige AND a level in said class at the same time (this is something I have never completely understood).

So that was a lot of words. Any feedback is greatly appreciated! :


Bump!


Hello Messageboards!

I have been scouring the psionic classes from Dreamscarred recently, and have really taken a liking to the Psychic Warrior. As such, I have been working on different builds for the class, as I will eventually be using one for a PC in a campaign I'll be playing in sometime later this year.

I've settled on the Meditant Archetype, since I'm a big fan of monk/feral type characters that fight using their own body as a weapon. Combined with the Feral Path for augmentable natural weapons, this is probably my favourite character concept I've ever come up with.

The PsyWar also caters to my other preference for a character, customization. Most of its powers are buffs, which increase your power or give you extra abilities, which is awesome. The whole class actually makes me think "build a superhero workshop."

I am very pleased with this class, and I absolutely think I could play one of these things from 1-20 and thoroughly enjoy it. Buuuuuut, I have found something else which has peaked my interest. The Metamorph! I've always been interested in shapeshifters, and to me, this seems like the ultimate example. They can change aspects of their form to suit their need, while maintaining all the powers of their old form as well.

Now, this class does seem like an obvious progression of a character who has levels in Egoist Psion, but I'm wondering how viable it would be for a PsyWar to prestige into it. Thoughts?

I believe you would have to take your 11th level in PsyWar to get Metamorphosis via Expanded Knowledge (since that is when you can take this feat as a 3rd level manifester), making it so you could only achieve level 9 Metamorph. Unless of course, I misunderstand and you can take the feat which is required for the prestige AND a level in said class at the same time (this is something I have never completely understood).

So that was a lot of words. Any feedback is greatly appreciated! :)


Lmao just recently started posting on here. Just started DMing a game of Pathfinder so I figured I'd pick up some useful tips and what not :P
Small internet dude.


I saw this prestige class a while back and searched if anyone had converted it to PF as I really liked the concept. I agree that Extraordinary Wild Shape as a whole would be broken, however as per I3igAl's suggestion, making a list of usable abilities such as how wild shape does now would help with that.

As to whether it would be worth it? Well that depends on what you want your character to be. Since I tend to play melee druids, I would absolutely take this, but it does significantly stunt the druids ability to spellcast.


Bumping this when people may actually be on :P


Addition: After looking back over flurry of strikes, I noticed you can normally expend your psionic focus to flurry with natural weapons. My question before was concerning feral combat training allowing you to do so without expending such.


So today I learned Pummeling Style is a thing, and it is the best thing ever :D Am I also correct in thinking you are able to flurry with Claws of the Beast then as well? Because that would be just silly and obnoxious...and amazing!


Bump


Hello Paizo Messageboards!

I'm building a psychic warrior for an upcoming game I will be a PC in and have been debating what kind of path I want to go down. I'm not really interested in going with two-handed fighting, since I feel that is somewhat boring for a psionic.

That being said, 2 different options have caught by eye. One is the feral warrior path, which would obviously focus on natural attacks and buffing them up.

The other is the meditant archetype, probably using the infiltrator path to gain the minor metamorphosis power. This path would focus on unarmed strikes and buffing up the characters power in general.

I'm not sure which choice is more efficient. I feel like the Claws of the Beast and bite attack are much better in the early levels, especially since you can augment them to start with, making their base damage high. The downside I can see is that this build would be more power point intensive, since manifesting the natural weapons would take a decent amount of points to make them powerful, which takes away from the other powers you could use.

On the other hand, the base damage of the unarmed strikes of the meditant are steady. They may not be able to burst up as high, but you do not need to use any points to use them. This would leave more points free to buff up in other ways such as animal aspect or expansion. It also benefits from iterative attacks later on with flurry of strikes, which grants far more attacks than its natural attack counterpart.

So all that being said...halp! :P


Skylancer4 wrote:
Slayer PrC allows you to maintain a very good manifest level and get a better BAB and HD. I believe that was what I did for my elan melee caster.

I'm not familiar with whatever that is, can you link to it?


Anzyr wrote:
With Vigor + Share Power on a Psicrystal + Share Pain, any Psion who wants to can be the healthiest person on the planet.

Oh of course, I only meant frail in the sense of base HD and BAB concerning melee :P I'm aware that psions have the most versatile power set available to them.


Slithery D wrote:

I think PsyWar is a better choice than Egoist unless you really want to change shape. But even then, Claw of the Beast/Bite of the Wolf will do a lot more natural attack damage than the best Metamorphosis claw/bite you can get.

If you just want to slug it out, Aberrant Aegis is probaly the way to go. If you want more tactical choice, the PsyWar. Check out stuff like Vanishing Strike (hit, teleport and be invisible) and especially Thundering Step (it's possible to chain together Daze lock downs on a melee group and totally disrupt them).

If you're playing with a team that has at least two other melee/archer characters you might also consider the Tactician. I think the best Tactician builds focus on manifesting team buffs and the occasional low level debuff, but you can do some melee support with 3/4 BAB, d8, the same buffs you just gave your team, plus the teamwork shared feats later on.

I thought the egoist was a bit frail to be considered for a melee role, so thank you for confirming that. I like the idea of the Aberrant in that it maintains a certain level of power all the time, although after thoroughly examining the PsyWar's power list, I feel they are capable of buffing themselves to be much more powerful, that is, given enough time.

I think the Aberrant would be better suited to a tank role, what with a higher HD and more constant level of power, where the PsyWar is more useful utility and damage, as it can dish out an insane amount in a short period of time, but needs a bit of set up time to do so.


Klaive wrote:

I have just gone through all of my books and then did a web search for homebrew archetypes of the druid. I do not see any that are designed around elementals specifically. Even the races such as undines, and sylphs that are part elemental in original origin only have archetypes that revolve around creatures that dwell in that element.

IE - Undine's must choose and animal companion with the swim ability and when the take the shape of a creature with the aquatic or water subtype they are counted as being +1 level higher. Sylphs must choose an animal companion that has the ability to fly, and when the shape into a creature with a fly speed they are counted as being +1 level higher.

I did a search myself and was also interested to find that not even a home-brew of this idea existed. Odd as I feel I'm not the only one who has thought of such an idea.


Hello Paizo Messageboard!

In the current campaign I am GMing, I have been using an NPC Vitalist to assist my players as no one was interested in the role of healing. Doing this, I realized Psionics are far cooler than I originally thought, and now am considering building a melee psionic class for a campaign where I'll be a player in the coming months.

However, I have no idea which melee psionic is for me, and as such, have turned here for advice! :D

The Psychic Warrior using the feral path, Aberrant Aegis, or Egoist Psion all jumped out at me somewhat, but I'm not sure which I like best. Each certainly has advantages and disadvantages though:

Egoist seems to be the most versatile in terms of powers, also being able to access more buffs that the PsyWar. That being said, its 1/2 BAB and d6 are smaller than the PsyWar and frail compared to the Aberrant.

Aberrant has no innate manifesting ability, but has access to things like tentacles and enhancement bonuses to its physical stats through customizations. The benefit I see here is no buff time, they just transform and wade into battle, especially with full BAB and d10 HD.

PsyWar seems like a middle ground between these. 3/4 BAB and d8 falls right in between the others, with medium power progression. It gains certain buffs faster than the egoist, but does not going the powerful metamorphosis powers they do. They also require several rounds to match the Aberrant's level of power, which is a big deal.

So, any suggestions? :P


Today I learned Treesinger druid is a thing, and I'm very intrigued by it. While I think I like the idea of the regular druid more on the whole, this gives me a great idea for a character in a future campaign I might be joining. In addition, this makes me wonder if there is a "Elemental Druid" I've also missed that has easier access to the elemental forms normally attained at high level through wild shape?


leo1925 wrote:

I have GMed RotRL (first half using converted original and second half using the AE) and it's a very good AP, there are some issues but let's discuss those later (and in the RotRL subforum).

About the space issue, only the first two books have (serious) space issues, at 3rd book and after you should be ok with large and huge (gargatuan might be a problem until you hit book 6), RotRL ends at level 17 (nearly a full "dungeon florr" and the final battle).

I don't have the time right now to check the dragon exemplar class, if i find the time i will check it later.

Thanks for the input! The Exemplar only becomes large at level 8, so that should actually end up working out well as far as progression of level/space to fight goes. And likewise gargantuan is level 16, so I figure that'll be book six if the adventure ends around 17.


Huh, yea upon a look at the race builder, 20 RP is in fact, Christmas :P


If someone makes a convincing argument as to why they want to play something and I feel it won't make things unbalanced I have no problem allowing whatever :)

I was surprised this class/race was from Rite and not from the Race Builder upon seeing it the first time; I actually think what Rite has done is really cool.

The Exemplar class can learn the "Humanoid Form" at level 3 from Draconic Gifts, but I suppose I could grant that at level 1 instead and just not give one at level 3. The only problem is that in human form, he won't have any way to fight things other than to just punch them, which wouldn't be very effective. "Animal Form" however, would allow for reduced combat ability for greater maneuverability, but less so from a role playing standpoint.

"Lithe Movement" would allow for a huge creature to take up the space of a large creature, so that isn't bad either. And I suppose he wouldnt only need that at level 8 and after, since before that he would be medium or smaller.


Well that's always good to hear!

Yea I have no problem using 3p stuff as long as I don't feel it will mess with the story or balance of the game. The one set on playing the dragon is the next most experienced aside from me, hes played in 2 games before, once till level 10 and the other to level 6, so I'm fairly confident he knows what hes doing. I'm pretty confident he will do the character justice since he seems pretty adamant about playing it.

The other players in the group aren't as experienced, though all of them are familiar with Pathfinder and all of them have played at least once. I've already run by them the idea of having a dragon in the group and they didn't have a problem with it, so I feel that should be okay.

Your two cp are appreciated!


Don't worry about rambling, I tend to go on tangents all the time! Your thoughts are appreciated :) I agree that being a dragon has the potential for some awesome RP, and since the "Animal Form" and "Humanoid Form" can allow him to shrink or disguise himself, I feel that could work well.

I will discuss this with him and say I will allow him to play as the dragon, but strongly suggest one of the alternate form abilities and note that sometimes fighting will occur in cramped locations.


Under the Draconic Gifts section of the class, there are two abilities for the dragon, "Humanoid Form" and "Animal Form" which function like "Alter Self" and "Beast Shape 1 and 2" respectively. Along with the "Lithe Movement", which allows him to squeeze into places with reduced penalties, I feel like him taking at least one of those will make it playable 80%+ of the time, even while in dungeons. Thoughts?

The narrow frame and Sword Saint are both great suggestions! Either of those should so nicely to fix that issue.


Thanks for the reply! Puts my mind at ease a little bit about using an AP, there are a lot of mixed reviews about them.

As far as the 3rd party material, it really comes down to the Exemplar and possibly the psionics if the "healy" one decides to play vitalist. I've had a vitalist in party before and didn't have a problem with it, so I'm not concerned with that one.

The exemplar on the other hand...The player who wants it owns the book made by Rite and I looked it over. I have no problems with it as far as balance goes, it is just a matter of dragon size vs dungeon size that may become and issue. I have suggested to him alternates such as Dragon Disciple or even Saurian Shaman Druid, but he really has his heart set on playing a "dragon".

I don't want to deny them that if it can be helped, although for their own sake I'm debating it. I don't want a big dragon always stuck outside while all his friends are inside adventuring after all :P


Hello Messageboards!

I've read a lot of threads on here over the last several years and this is finally my first post!

I've been a PC in 3 pathfinder games over the last 3 years, and even though 2 of them ended rather early, I found them very fun and have been trying to get another group together for some time now. I finally have a group of reliable people who are excited to play, but I am the only person in the group who is willing, or has the experience, to GM. I am willing to do this, as I want to get the group going, so I'm looking for any advice for a first time GM.

I'll lay out the situation:

I want to run an Adventure Path as opposed to a home-brew. While I understand this does limit me somewhat, I think I would prefer the structure for my first run, especially since most of my players will be playing their first or second game ever. I've heard that Rise of the Runelords is a good adventure to start with, so that's the one I have picked up. Though this leads to a concern I have with the character choices my group has initially come up with.

My focus of this is to make sure my players have fun and enjoy playing their characters, (that's how you GM right?) and in the interest of that, I have some worries about what they have told me they want to play. I have allowed all classes/races and select 3rd party material, and so the current choices they have made are:

Taninim Draconic Exemplar from Rite Publishing (aka a dragon if you are unfamiliar with the material) Class Info Here

Human Samurai with a Hawsie

"Something sneaky" (ninja/rogue/etc)

"Something healy" (cleric/paladin/vitalist)

The healy and sneaky I think will be fine, but the samurai and "dragon" are where my concern lies. Draconic exemplar starts as small, and grows as it gains level.

Now, I love dragons, which is why I want to allow this choice, but my concern lies in the later levels when the exemplar grows to huge and gargantuan size (I doubt we will reach 20 to give it colossal). The samurais horse also falls into the same category.

From what I've read and seen so far, RoTRL seems to favour inside encounters over outside ones, and I'm afraid the dragon and horse won't get to see much use. Albeit the dragon can gain as skill that makes it better at squeezing in small spaces and the samurai can fight without a mount, I don't want my party to be disappointed if they aren't able to effectively use their characters.

All that being said, I'm wondering what some other opinion's on this situation might be? Will the dragon and horse/samurai be fine with their occasional restrictions or should I suggest the players pick a different class.

I've also read that spellcasting can be very helpful in this AP which we don't currently have much of, so thoughts on that are also welcome!

Like I said, this is my first post, so hopefully I didn't muck it up too bad :P All advice is welcomed and appreciated.