Hellknight

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So, it should have been written "a forgemaster can craft mundane metal items quickly, using half their sp(instead of gp) value to determine progress" Also, it would have been easier to understand if it said mundane crafting and magic crafting takes half the time. If it's half the price, it's half the time.

Meaning that it's intended that an Adamantine MW fullplate takes 8 years to craft. 4 years with the Master Smith feature...

I'm wondering if anyone is reading this the same as I am, but it doesn't really matter since mundane crafting is pretty much just for rp, the real interesting thing is magic crafting which takes a reasonable amount of time.


Hi,
I looked back at my class features and saw this.

Master Smith (Ex)
At 5th level, a forgemaster can craft mundane metal items quickly, using half their gp value to determine progress, and can craft magical metal items in half the normal amount of time.

I'm think about mundane crafting. It says a Forgemaster use half the gp value of the item to determine progress of mundane crafting.

Mundane crafting progress is supposed to be determined by using the full sp value of an item. Does it mean the Master Smith is crafting mundane items basically 20x faster? Or is it just badly worded?
If it is, this actually makes mundane crafting doable in a normal campaign where you don't have months of downtime. I was considering simply buying weapons and armors to enchant them afterwards.


It just poped through my head. Are you allowed to bargain crafting materials? At first I didn't think about it since crafting is already a big price cut, but you still need to go buy to a merchant steel, wood, leather for raw materials which you can normaly bargain for. Same goes for magical supplies required for magic item creation.
What do you think? Is it possible to craft mundane items down to 1/6 of the base price and magic items down to 1/4 of the base price?
Is it written somewhere that the craft cost for the materials required for items creation are fixed and cannot be bargained?


A new crafting question:

"Item Requires Skill to Use: Some items require a specific skill to get them to function. This factor should reduce the cost about 10%.

Item Requires Specific Class or Alignment to Use: Even more restrictive than requiring a skill, this limitation cuts the price by 30%."

I can't think of magic items that follow these rules. Can I just stick a "Lawful only" or "you need to be trained in survival" to my magic sword and save 10%-30% on the price? Seems a bit too good to be true.


Meirril wrote:

Cost wise that is casting a 3rd level spell (haste), as a 10th level caster with continuous activation (x2000), but 1 charge per day (1/5th). So 3x10x2000/5=12,000. Boots of Speed happen to cost 12k,and be CL 10. So the though process seems to match with the designers.

It kind of makes sense. But there's a note for continuous activation for spells that lasts in rounds to multiply the cost by 4. Which would change the cost to 48,000. But this might actually be the correct recipe. I will talk about it to my GM. I think 48,000 gp for a free action spell is much more appropriate than 12,000 anyway.

I was also thinking about checking the rod of quicken to get an idea of what to do. Maybe adding limitations to cut the price.


Hi,
I want to do a crafter for my next game and there are some rules that I would like to use but can't find.

Two items that were used in a game that I GMed were using free action and swift actions. When I saw them in play, I thought they were totally overpowered and of course I want to make some of them now. :p

Boots of speed:
As a free action, the wearer of boots of speed can click her heels together, letting her act as though affected by a haste spell for up to 10 rounds each day. The haste effect’s duration need not be consecutive rounds.

The Forbidden Name:
Each of the yellow ribbons that spill from the joints of this jaundiced suit of +3 studded leather armor bears one or more haunting runes. Three times per day, a cleric (or other class with cleric domains) with the Rune domain can use her blast rune domain power to mark one of the ribbons rather than a square. Such blast runes last until the next time the cleric prepares spells and cannot benefit from other domain abilities such as spell rune. As a swift action while wearing this armor, the cleric can cause one of the ribbons to lash out and touch an adjacent creature, triggering the blast rune as if the target had entered the warded square. When marking a ribbon with a blast rune, the cleric can instead expend two daily uses of The Forbidden Name’s ability to also apply the benefits of another Rune domain (or subdomain) power such as spell rune or warding rune to the blast rune.

The prices seem very cheap for granting a spell for a free action or swift action. I couldn't find rules that allows to craft this kind of items. Are there like very few items that do that, are "unique" and that we can't craft anything similar? Of course I could just craft them as they are, but the joy of crafting is making something new. I would love a free action whatever spell for 10 rounds.


I'm following an adventure path. And yeah, the ennemies pretty much all have very unique characteristics.

What I'm thinking of with the basic template is to forget about the feats, forget about the barely useful spells, forget traits and all the things you have to look up to be sure what bonus they grant.
Simply average hp, ac, atk, dmg, saves, skills. Try to make it minimal and still working. And only keep unique spells or abilities.


Has any GM tried to simplify his combat encounters?

I never experienced this need as a player since I just had one character to know every rules about, but now that I hosted about 20 games as the GM, I feel like simplifying everything for my hundreds of different characters would help a lot.

I was thinking about making basic templates for the ennemies instead of having to learn all the new feats, spells and items everytime a new monster appears. Keeping their unique traits in notes would be easier than learning the whole creature. I will still take the time to learn how bosses work, but I will not bother with henchmen and random encounters.

Has anyone tried something similar? How did it go?


Amazing!
No matter what alignement my party wants to be, I will be safe.
Good Abadar, Neutral Asmodeus with the trait, evil Asmodeus.

Also, seing all of you talking about the concept of capitalism makes me think of all the possible adventures that might happen in the campaign.


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Hi,
I was thinking about interesting cleric ideas and I started to imagine a good cleric that praises only capitalism. He would be your casual friendly priest, but he would spend lots of his time talking about how great money is, trading items, praising competitive markets and philosophising about the economy. He would avoid ripping off people, but still consider haggling an important concept.

I would like some suggestions on how to build it.
I want to buff the skills that matters for a great economist. Appraise, bluff, diplomacy, senses motive, maybe profession something.
Please, send me anything you believe would do great for the theme of the character.


Thrawn82 you got it right. So the holding bag trick does not work. But then there are all the magical ways to travel to the dreamlands, like plane shift.

Here's how it went:

- I decided to not let them bring back most of the stuff from the dreamlands saying it's bound to this plane and can't get out.

- But, since they ****ed up Thrushmoore so bad, Thrushmoore got sacrificed to Hastur and there is now a copy of Thrushmoore in the dreamlands. Everything they found in dream Thrushmoore I let them bring back using plane shift. Since it's stuff they should have get anyway in the first place.

- So everyone is happy. They got to bring lots of loot from the dreamlands and it doesn't change the gameplay or the story much.

* And here I just look at the rules again and I find this
"Regular methods of planar travel like plane shift do not offer transit to the dream world"

Welp.... Too late!


I really want to tell them no, but why?
What's the in game reason for that?
What if they hide the stuff and latter use plane shift to retrieve it?
I might just end up making up a random reason why they can't get the items, but I would like a logical reason from the game.


Hey,
so my group is trying to bring back items from the dreamlands.
They asked me "What if we put the items in the bag of holding, which is another plane? Could we bring them back from the bag of holding in the material plane?"

We ended the session and I said I'll think about it. What do you guys think?
It makes sense, but I'm pretty sure the gold per level for them will be completely unbalanced after that.


Free/swift/move actions.
Every game we have to talk about it.
Opening a door in combat, picking up a key, multiples situational skill checks...


Hi,
I've noticed something with my players. Most of them are not scared of dying.
When a player's character dies, he makes a new one and join the party sometime after. I feel like this is part of the problem, but I'm expecting them to roleplay like they are not going to come back from death like that.

How do you make your players fear death? I feel like mine are playing too aggressive, which leads to unnecessary players death or very quick encounters clear.


In the universal monster rules:
https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rule s


Well, no staircase for my group.
They decided to use 3 weeks of downtime while I was telling them many citizens where disappearing and Lowls was getting further away from them.
I doomed Thrushmoore and they rushed the manor to get as much as they could, but they completely ignored the 2nd floor and the attic.
Not knowing Lowls complete route, they decided to go to Caliphas first then they'll try to go to Cassomir, which they know Lowls will go. I gave them a quest at Caliphas where they can find another staircase. Caliphas seemed to be the kind of city where a cult of Hastur would do pretty well.

They will be able to go back at Iris Hill in the dreamlands since it got sucked up by it.


It annoys me! No matter how I look at it, you are right!

Even creatures with the Brain Cylinder template(immobile and can't defend themselves) would be able to "dodge" your attacks even though all of it's AC is from the armored glass casing...

So, coating a creature like that in an ability that deals damage on "any weapon that strikes" would somehow be able to dodge the attack...


Hi,
I'm looking at giant worms creatures that have some retaliation damage when they get hit. The one I used was a Delver and the ability:

Corrosive Slime (Ex)
The delver’s skin is covered in an acidic slime that it uses to dissolve stone and defend against enemies. The slime deals 2d6 acid damage to flesh, 4d8 damage to metal, or 8d10 to stone or crystal. If the delver hits with a natural attack or grapple, it automatically adds its slime damage, and the slime continues to deal 2d6 damage per round for the next 2 rounds. Armor or clothing worn by a creature grappled by a delver takes the same amount of acid damage unless the wearer succeeds on a DC 22 Reflex saving throw. A quart or more of water can wash away the slime. Any weapon that strikes the delver takes slime damage, as does a creature grappling or attacking the delver with natural weapons (both Reflex half DC 22). The saves are Constitution-based.

Since no where in the ability it is mentioned that the "weapon strike" must be a succesful attack and that the creature is basically just a mass of natural armor, "misses" are more like "you hit, but the skin is too tough", I'm thinking the corrosion always apply on melee attacks. Am I wrong?

But then I looked at a similar worm. The Death Worm:

Venomous Skin (Ex)
A death worm’s skin secretes a noxious, waxy substance. This venomous sheen poisons any creature that touches a death worm, either by making a successful attack with an unarmed strike or natural weapon or with a touch attack. A creature that grapples a death worm is also exposed to the creature’s venomous skin.

It's basically the same creature with tons of natural armor, meaning it's technically impossible that the creature "dodges" an attack and will take the hit with no damage, but somehow, if the hit is unsuccesful and deals no damage, the skin is suddenly not venomous?
I know there are some creature that are immobile and only rely on armor for protection. If they have similar abilities, I'd like to be sure how misses work on them


It's kind of situational for me, but I usually give individual initiative to every creature until it's unmanageable.
My group likes to make big explosive entry, alerting everyone around. So group init there.
3 soldiers: 15 init
2 archers: 19 init
3 mages 17 init
...


I really like the Combat Advice feat, haven't heard of it before and it looks great even for other builds.

Meirril, thanks for helping with "how to play the character". I will find a good obsession for the game.

Keep the advices coming!


Hi,
me and my party talked about a Kingmaker-like game that we would play someday.

Everyone seems to be willing to play a kind of evil party and I suggested to be the naive good ruler that is being manipulated by them to do evil decisions. They agreed that it could be fun and would play with it and avoid killing me for no reason.

I'm fully aware that I will be backstabbed and I don't mind. I would like some advices from you to make it as late as possible. I was thinking, even if my character has a different alignement, if I'm too useful as a ruler to be killed, and since my character wouldn't realise that the other players are advising me to do evil things, I could live a couple of games.

Advices?


Revan,
I am wondering the SAME thing right now. Except my players are really pushing their luck.

They went to Iris Hill first when they started Trushmoore. They destroyed one gate to the manor, but I succesfully pushed them back because I didn't wanted them there right away.
They then invaded Fort Hailcourse.

My Risi also escaped.
One of the kidnapers escaped and alerted Melissen of the PC.

Now, not only Melissen knows the PC are coming.
They decided to take a loooooong break to craft magic items and retrain some of their feats and class levels. I think they spent over 10 days of downtime even though I told them Lowls is getting farther away from them and that kidnappings are still occuring while the're doing that.

So, I can assume the star stelae under Iris Hill is getting close to be fully charged if it's not already. What happens?
I was thinking, maybe, that the charged star stelae attracted more weird monsters making the last fight under Iris Hill harder.


I had a couple ideas, but by the second book, three out of four of my players died and are now playing new characters.


My group Just climbed the fort and bursted in the second floor. No stealth at all, the barbarian charging in and screaming, the pistolero was not sparing any bullets.
I'm not sure if I made the correct decision, but I asked them
"You guys were really not sneaky, and a gun is loud. Don't you think pretty much every ennemy on the floor got alerted by your entry?"
They said it made sense and were ready for consequences.

I sent them 3 waves of juju zombies, fishmen and the fish men boss of the floor with an average of cr 5 per wave. They managed the fight beautifully.

This is why I asked on the forum how loud are guns in PF. Somehow, by the rules, they would not be louder than a sword...


Actually, my player is a gunslinger with rapid shot and two-weapons fighting. So it's more like 2-3 shots per six seconds... Pretty noisy.


Hi, one of my player just made a gunslinger and I'm wondering how much the noise will impact the group.

If they invade a fort and start shooting everything, would this alert every soldiers in the fort? Should I punish them everytime the gunslinger is so loud?


You guys are amazing. This is very helpful.
I'm new at dming and my players are very experimented at playing, so they also suggested some of your advices, but they are also prepared to counter a couple of them.


Hi,

I ran into a situation for my last two bosses. They got blinded and rendered pretty much inoffensive...
I'm not so familiar with magic in the game and the first time caught me by surprise. To see my boss beaten by the first roll of the fight. The second one lasted a bit longer. It was more a fight of command, suggestion and fear, but inevitably, the boss had to get in the fight, and got blinded on the first round...

My players seem to enjoy it, so I don't mind too much, but it does feel a tiny anticlimactic. I know I can't fail my save everytime, but does anyone have some advice for fighting blindness? Or anything that I might encounter that would beat my bosses in one hit. Whether it's for a caster or a martial boss?

Thank you.


Hahaha!
Like YugoZuno said. No shop in the asylum.
One of my player got Leprosy, Ghoul Fever AND Filth Fever! If he survives the asylum, I will let them buy a potion of remove disease from the alchemist in Thrushmore.

Last session, they captured Zandalus and tried to get informations from him and next session they will fight the Tatterman.
The sick player has 3 Constitution Score. I really hope he will survive, but he will need to be very careful.

I'm also surprised that the Tatterman concentration on spell-like is 23! It's insane! Does that include his combat casting feat?


Welp!
My Zandalus got pretty much defeated in round 1.
The Wizard had highest initiative, cast Blindness, Zandalus fails the save = Zandalus defeated.
Anyway, Bag Lady was tough and the oneirogens almost killed two party members. I guess they can have an easy win sometimes :P


Hi,
I have a quick question about the star stelae and the yellow sign.
What kind of yellow sign is required to use the star stelae?

- Is a non-magical cultist yellow sign enough?
- A powerful cultist magicaly crafted yellow sign
- Or only Hastur's official yellow signs are usable?

"A creature bearing the unholy symbol of Hastur can make use of the following effects."

"Hastur’s cult is associated with decadence, disorder, and nihilism, and its symbol is the Yellow Sign. The least varieties of these symbols are non-magical—and somewhat inaccurate—representations of the sigil, though the more powerful cults possess methods by which they can craft fully functional Yellow Signs. Unlike those created by Hastur, a cult-created Yellow Sign can be resisted with a successful DC 23 Will save (as if it were a 9th-level spell)."


mmm, yes yes yes!
Now that the tatterman is so close to the camp, he must have a better idea of why the survivors are immune to the nightmares.

There are a couple non-hostile apostles next to the survivors camp. The players talked to Winter to let them enter the chapel but no one there wants apostles in. They agreed to a non aggression pact. So, the Tatterman might influence the ex-apostles in their dreams to thrash the chapel. Maybe add in a doppleganger or a haunt in the chaos.

YES! I think I got it. The timing, my players strenght and flaws, they will need to choose carefully what to do and all might end well. I will keep the details secret until they face it.

Thanks Isthill, that helped.

Kadance: Funny story about that pile of corpses... My players actually burnt them all in the furnace(because Paladin). They took a whole day to clean up the place and catched filth fever. One of the players is still affected XD. They now use a rope to get in and out of there.


Hi, I would like some suggestions from you guys.

My party managed to dismantle the apostles in orpiment and they captured Zandalus(permanently blinded). Zandalus is restrained in the cell the players started the game, there is always 2 people watching him and they did their best to fortify the survivor camp.

Now, I'm wondering if I should make some kind of attack on the cells before the players decide to kill Zandalus. He's been sitting in the cell for two days, while the players were trying to get informations from him.

What do you think? Should I let my players end Zandalus and proceed to the next fight? I'm also thinking the Tatterman could have prepared an escape plan by speaking to people in their dreams, but I'm not sure what is best for this situation.


Vigilante is the "Hero" class, so we need it for Batman.
Investigator, because batman is the best detective in the world and investigators are pretty good in melee too.
And maybe some rogue or ninja levels, but I don't think it's necessary.

The only problem is the money "cheat" batman has.
I don't think he's too powerful by himself, but he can buy magic items of CL 20 if he needs to fight someone more powerful than him.


From what I read of Tremorsense and mirror image, it should work fine. I never heard of that redefinition of "Pinpoint" in Pathfinder so I started to look for any rules specific to the definition of "Pinpoint".

Here is the only thing I found in the Perception skill, and it's not even official:

"Pinpoint Sound: If you exceed the Perception DC to hear a sound by 20, you pinpoint the source of the sound, learning the exact space the sound came from."

Here, I see that pinpoint is used with it's usual definition. I'm still looking for the "Pinpoint means a square".

So, now, we need to figure if "exact space" means an exact location or a 5 foot square.

edit:
- Fuzzy-Wuzzy did found the only place in the rules I could search where pinpoint is defined as a 5 foot square. This rule is for perception checks against invisibility though.


He sure can.
From the bed in F3 to the farthest wall in F2, that's 125 fts.
With a 10ft. radius burst, it makes getting close to the oneirogen a bit more threatening. It's just that the line of sight is not very large for Zandalus from his room. It will only work if the players charge at the oneirogens.

Lullaby
School enchantment (compulsion) [mind-affecting]; Level bard 0, psychic 0

CASTING
Casting Time 1 standard action
Components V, S

EFFECT
Range medium (100 ft. + 10 ft./level)
Area living creatures within a 10-ft.-radius burst
Duration concentration + 1 round/level (D)
Saving Throw Will negates; Spell Resistance yes

DESCRIPTION
Any creature within the area that fails a Will save becomes drowsy and inattentive, taking a -5 penalty on Perception checks and a -2 penalty on Will saves against sleep effects while the lullaby is in effect. Lullaby lasts for as long as the caster concentrates, plus up to 1 round per caster level thereafter.


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I don't know, it seems to be a very long fight considering they go through bag lady and oneirogens just before fighting him and the Tatterman.
I also have the intention to start Zandalus as a social encounter.
I was thinking he could be using Lullaby constantly from F3 to F2 when the pcs start fighting the oneirogens, making the fight a bit harder. It might not do much anyway, my group has an elf, immune to sleep and a wizard and a paladin with high will saves.


I also have a super Paladin in my campaign. He's butchering every encounters but it's not really a problem in my opinion. Sure, he's an unstoppable war machine, but that's all he is.
Drop him some hard puzzles that he can't figure out alone. The paladin only have 2 skill points + int. Find a way to add skill checks that are going to put him at a disadvantage. You need to show him that if he wants to optimize his martial abilities, he's going to miss on other things.


My players made a couple decisions I was really not expecting and so far it’s a delight. First, in the dream in part 1, the Investigator used a potion of Expeditious Retreat and ran first straight into the fog trying to escape whatever was following them. The others followed him but were more careful and didn’t ran, leaving the investigator alone pretty far from them. Whack!! The Investigator is unconscious. Now the others are really scared.

After fighting “DOCTOR” ILESI SCAEN, the players spared her, knowing she was a doppleganger and saved the man on the table. When the doppleganger ran away when entering the asylum from B1, the survivors attacked her instinctively assuming she was bad since she was running away and the players defused the situation by finishing the doppleganger. They didn’t wanted to kill the dopplegangers in the area and almost started a serious fight with the survivors, but in the end they accepted. Oh the Chaos!

The paladin bought a portable ram for his starter gear. They are rarely unlocking doors, instead they bash through them.
It was inevitable, the paladin broke the door in C15 to D6 even with the scary blood clues unleashing the wall of blood on himself. The others were hiding in the storage room in C16. No one wanted to go through the blood. The Paladin, once again, showed his portable ram and destroyed a wall, with the assistance of the Investigator who made an engineering check to make sure nothing collapses. They enter Lieklan room through the wall.

While fighting Lieklan, the sorcerer got hit by the silencing thing and Lieklan started confusing the other players with the sorcerer voice. The sorcerer had the ingenious idea of using the incense of open thoughts to keep communicating with the players.
The Paladin was the only one who interacted with Brenton in the chapel. He knew his name but didn’t remembered that. I made him roll a d20 int to remember Brenton, he rolled a 1. So they left the room with no idea who brenton was found out when entering their old room with their name written on the door.

They got reckless in the whole E area. They used all their buffs before entering E1, thinking it was a boss fight. Elbourne had to prevent them from murdering the cult and the players rush the plot points in E1 and skipped E2 and E3 to keep their buffs. They ran through E5 and E6, triggering the wall trap, murdering everything in their path to go straight to the oneirogen in the tower killing it with their last seconds of buffs. That was insane!


Slyme,
THAT is helping me a TON!

I didn't understood that Racial Heritage was purely in the blood. I assumed you'd get some physical characteristics from the chosen race like pointy ears for elves, scaly skin for Kobolds, etc. I was wrong on that.
But the feat you just showed me is fantastic to correct that. Thank you.

Wilding:
"You were touched by nature at an early age and share a kinship with wild creatures. Your body might bear animalistic features, such as bestial ears or a tail, or your presence may be subtly unlike that of others."

Since we're talking about that, I saw that Tail Terror feat wouldn't work because neither the feat or Racial heritage gives a tail by how they are described/worded.

Their is another feat that does something similar to Tail Terror.

Agile Tongue (Grippli):
Prerequisites: Grippli.
Benefit: You have a prehensile tongue with a range of 10 feet. You can pick up items weighing no more than 5 pounds, make Sleight of Hand checks, perform the steal or disarm combat maneuvers, or make melee touch attacks with your tongue.

The difference here is: the description says "You have a prehensile tongue of 10ft." instead of "You can make a tail slap attack with your tail".

Would this feat be usable by a human with the racial heritage feat? The feat says "You have", but since the racial heritage feat didn't actually gave you a long tongue like a Grippli, does that mean taking this feat would give you a prehensile tongue with a range of 4 inches? :D Now that I think of it, I do wish it works like that. Just imagine a human trying to grapple you with his 4 inches tongues! That would make a hilarious character.

What are your thoughts on that?


Hi,
I'm attempting to make a Human Dragon blooded fighter with the Kobold racial heritage feat.
I found a lot of cool synergies in there.

1st nice bonus I saw:
Favored Class Bonuses
Kobold Add +½ to damage rolls the fighter makes with weapon attacks against an opponent he is flanking or an opponent that is denied its Dexterity bonus to AC.

Take the Dragonheir Scion Fighter archetype:
Every feature in this achetype fits well with the concept and the Kobold racial Draconic feats. I really like the arcane strike + draconic strike features.

We're a fighter and got a lot of feats to spend, add the kobold tail terror feat to get a tail attack with a kobold tail attachment.

Since we got a nice bonus on damage rolls from the favored class and arcane strike, I'm thinking two-weapon fighting might be a good idea.

All I'm looking for, now, is a way to get more flanking to benefits from the favored class bonus. I think the Lunge feat would improve that to some degree by extending the threat range.

What do you think of it? Any suggestions?
Are there mistakes in here?


Thank you. You are definitively correct.
I understand now. The Ghast enters the threatened square not provoking an attack of opportunity and applying his stench ability. Continuying his movement, the ghast leaves the threatened square whether to get closer to the player or move in another direction. Now the player gets his attack of opportunity.


Hi,

I'm wondering what comes first:

- The Ghast stench ability(10 ft. radius) that affects the player once close enough

or

- The player attack of opportunity from the Ghast that entered his threatened squares(because reach)?


Hi,
I was looking through the sorcerer bloodlines and after reading the serpentine bloodline 1st level blood line power, I thought it would be awesome on a melee character with the eldritch heritage feat.

I believe the class that is most dependent on constitution is the barbarian. Raising HP and also the save DC of the fangs poison. Might get some charisma for intimidate and more uses of the bite attack.

Anyone wants to help me build it? I never made a barbarian before, so I don't know a lot about rage powers. Is there a rage power that would benefits to the serpentine fangs?

"Serpent’s Fang (Ex): At 1st level, you can grow fangs as a free action. These fangs are treated as a natural weapon inflicting 1d4 points of damage plus your Strength modifier (1d3 if you are Small) plus poison (Bite—injury; save Fort DC 10 + 1/2 your sorcerer level + your Constitution modifier; frequency 1/round for 6 rounds; effect 1 Con damage; cure 1 save). At 5th level, these fangs are considered magical for the purpose of overcoming DR and the poison damage increases to 1d2 Con. At 7th level, your poison requires 2 successful saves to cure. At 11th level, your poison damage increases to 1d4 Con. You can use your fangs for a number of rounds per day equal to 3 + your Charisma modifier."


Hi,

I'm wondering if the speed weapon special ability would grant a +1 to the critical threat range to a Focused attack. You could take the Improved critical feat to also get the double critical threat range.

On a Fighter you would end with 11–20 critical threat range (18–20 for a scimitar, 15–20 for improved critical feat, 11–20 for giving up four attacks with Focused Attack and a speed scimitar with the improved critical feat.

https://www.d20pfsrd.com/feats/3rd-party-feats/rogue-genius-games/combat-fe ats/focused-attack-combat/

https://www.d20pfsrd.com/feats/combat-feats/improved-critical-combat/

https://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abi lities/speed

Is it even worth to give up all attacks to get a super good critical threat range? Or is it broken and we shouldn't use this 3rd party feat?


Haha! Nice one Nirdish!
Does it stack with Lunge(Combat) to get a 20 ft. prehensile tongue?
Also, a frogish cleric is in the theme of a disease/plague cleric. I like it!


Hey,

i'm starting to think about the build of the Disease Cleric we talked in another thread and a lot of the thematic spells are melee touch.

I never made a melee touch caster or seen one of my friends playing that.
How do you build a melee caster? Is this a bad idea after all?


What about True Neutral then?
Would a Neutral cleric of Phrasma be allowed to choose channel positive ennergy and cast Good And Evil spells?


Hi,

I asked for a build in advices and got a very interesting idea from Adjoint.

The core of the character is "A specialist who cures diseases and inflicts them to foes."

Adjoint suggested a Cleric of Pharasma with Healing and Plague Domains.

My concerns are about the spells that inflict diseases. Most of them have the Evil descriptor.
Can a Good cleric use Evil spells? All the threads I looked for that say no or don't give a final answer, but when I read the rule, I don't understand why.

"A cleric can’t cast spells of an alignment opposed to her own OR her deity’s"

"OR" indicates an alternative, so would a Good cleric of Pharasma be able to cast Evil spells? I see that Pharasma is Neutral and can go to Neutral Evil in alignment. Or is my ability to read English too bad to understand?

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