Droogami

Draeke Raefel's page

Goblin Squad Member. Organized Play Member. 724 posts (728 including aliases). No reviews. No lists. No wishlists. 3 Organized Play characters. 1 alias.


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Raw scion of humanity does not work with assimar :( only works on humanoids not outsiders.

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2 people marked this as FAQ candidate.

It states that you lose blessing of the faithful if you wear armor but doesn't list what blessing of the faithful is. Or did I miss it?

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Cleric archetype ecclesithurge missing blessing of the faithful ability description? If you wear armor you lose it, but it doesn't say what it does. Or am I missing something?

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Very.... Purple!

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Spell Resistance + Saving Throw means that at later levels blasters lose effectiveness by quite a bit.

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Dragonborn3 wrote:
There's a Dragon sub-domain? That's going to be something to see!

Dragon Subdomain

Associated Domain: Scalykind
Replacement Power: Dragonbreath. At 4th level, you may use a breath weapon once per day as a standard action. When you gain this ability, choose acid, cold, fire, or electricity—this determines what kind of damage your breath weapon inflicts. Once you make this choice, you cannot change it later. Your breath weapon fills a 15-foot cone, and inflicts 3d6 points of damage—this damage increases by +1d6 every even number level you gain beyond 4th level. A creature hit by your dragonbreath attack can make a Reflex save (DC 10 + half your cleric level + your Constitution modifier) to take half damage. At 9th level, you can use this ability two times per day, and at 14th level you can use it 3 times a day. This ability replaces the serpent companion ability of the Scalykind domain.
Replacement Domain Spells: 3rd—draconic reservoir (Advanced Player's Guide 217), 4th—dragon's breath (Advanced Player's Guide 217), 6th—form of the dragon I.

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Or you could just use targeting head/legs/wings/hands. It's pretty insane, but it does take 1 grit.

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I'd completely forgotten about touch attacks not being reduced by dr... That might make it worth it in the long run for not being able to use Deadly Aim...

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swift note about the fighter/gunslinger idea. In the introduction to the play test it is stated that gunslinger is a variant of fighter and you cannot take bother gunslinger and fighter. Or ninja and rogue, samurai and cavalier.

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As a side note, targeting is a swift action that only effects your next shot. So you can't target torso more than once per round. Also, improved critical doesn't stack with any other effect that changes the crit range of a weapon. So you can't use improved critical and torso to increase your threat range to 17-20 by raw( If you could it would only be 18-20 as both would work on the original crit range of 1 and not the modified crit range ). Thanks for the play test info though! Those were fairly minor details and don't effect the overall feeling of the class.

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Umbral Reaver wrote:
BobChuck wrote:
In fact it's "musket and 50 shots" OR "two pistols", as both of these options are worth right about 2,000 gold.

If this is the case, good luck being a pistolier. You're going to have to get used to using anything but your pistols. Before you can reliably afford to upkeep them, you'll have put more investment into some other weapon and probably multiclassed since you get absolutely zero out of gunslinger.

By then, you've probably also asked the DM to let you retrain your starting gunslinger level, too, since it's utterly worthless.

Congratulations.

:P

It is indeed one musket and ammo, or 2 pistols. You'd have to spend some of your initial funds on ammo and Secret stash is a must.

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And everything else as guns are a physical attack. Any method of preventing a gun from hitting would work just as well on a sword.

Or just cast Protection from arrows.

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The gunslinger does not seem to be designed as damage dealing class. They seem to be a fun utility class. At high levels, I'm not grabbing signature deed: lightning reload. In fact, I doubt I'd have lightning reload at all. What I would have is signature deed: Targeting. No save, no spell resistance. That's pretty insane if you ask me. While I won't be doing the most damage, a 4d8 + x touch attack that automatically confuses, knocks prone, or disarms my foe seems pretty nice( I intentionally didn't mention the 2x crit threat range as this seems a silly option to take when compared to the other options ). There are a lot of other deeds that help make the class very versatile and a valued member of the party. DPR is not a valid way to bench mark a class that has so many utility options.

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Sean K Reynolds wrote:
Caedwyr wrote:
Sean K Reynolds wrote:
Have Wand, Will Travel: Giving a level 1 character a 750 gp magic item is way too good. Even a regular wiz only gets a masterwork weapon as an arcane bond item, and that's not intended for direct combat. And then you get the weirdness of "I used up that wand, so now that aspect of my class feature is useless."

Fair enough... but unless you're going to have the gunslinger character start play without a gun, that's what you have to do.

And giving someone a non-charged expensive item at level 1 is different than giving someone a charged expensive item at level 1 (the latter is eventually used up, erasing the class feature).

Of course the Wizard in question could receive a masterwork musket as their bonded item...

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Ganymede wrote:

I just thought of something, and it may have been covered by other posts.

Is it possible to have a spell that, for example, would cast inflict light (to a single target) and cast cure light (to the caster)? Or other similar thoughts?

Like: would spells that create "hurricane gusts of wind," perhaps a lightning storm (a la electric fireball or call lightning), and allow the caster to fly be possible (albeit at a higher level)? Because from what I'm understanding, such a spell would (under the current rules) create the winds and deal the damage to the targets, and then imbue those same targets with the ability to fly.

Is that understandable?

(I realize it is a danger, but before there is an argument about subverting the action economy, there are legacy spells that allow the caster to fly and shoot lightning bolts at the same time, not to mention simpler spells such as vampiric touch. More bang for my turn is not what is being sought...)

It's actually thoughts like this that make me cringe at the new system. It just doesn't make any sense for me that you could be casting a fireball and healing spell in the same spell. If you are essentially casting 2 different spells you should have separate targets. But having 1 spell do multiple vastly different things seems silly to me.

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The way it is currently set up, the flavor of the spells created by words of power seem to be very... wacky.

I would see words of power as modifying and customizing a main effect rather than just sticking a bunch of random words together to make a spell that fries your enemies and allows you to see magic auras.

I'd probably have a target word, a set of primary effects of which you can only have 1 per spell, and a list of secondary effects that you can add as you see fit. This way you can't have really wacky spells that do completely unrelated things. At that point you are pretty much casting 2 spells at once and you might as well allow separate targets.

For instance, using my proposed change, you could cast a spell with a primary effect of <cold damage> and a secondary effect of <slow> and <decreased visibility> in a small cone.

Seems this change would allow for a more cohesive magic system than the current throw words into a cauldron and stir until you have a big goopy mess.

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Creation?

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hogarth wrote:
I think the idea is that electrical damage is supposed to be more awesomer because it's a less common resistance. But I don't think that's particularly true.

Yeah, that's what I thought.

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Maybe Spatial, Temporal, Reality word groups?

Things like Haste, Teleport, Dimension Door, Time Stop, Expeditions retreat can't be done in the current system. Also effects like Mount, Phantom Steed, invisibility, Gaseous form, Stone skin aren't covered.

It's seems like you have the direct damage very much covered, but a lot of the other effects aren't possible.

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Sorry if this has been mentioned before, but Flame Jet and Spark have the exact same statistics, except for damage type, and have different costs. Is this intended? If so, why?

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Does anyone know whether your Rage Powers activate when you use Sympathetic Rage? I would assume so as it says you gain all the normal benefits of rage except +2 str/con, but I was looking for a ruling on it.

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Gary Teter wrote:
One of our webservers had a runaway process. I killed it.

*GASP* Murderer!

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Wear it loud, wear it proud! I think it's a personal choice and, for some people, represents a greater degree of respect or worship to have a more expensive holy symbol( you're putting more of your money into it ). If things get tight you can always use it to make holy water...

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Orcs of Golarion is shipping this week as well...

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I like Cleave. If her intimidate is decent, the Intimidating Glare rage power is very awesome. I've also found the low-light and darkvision rage power to be very useful depending on the campaign.

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I think it would be cool if he was a variant caster, sort of like the Alchemist.

3/4 BAB, D8 HD
Bard Spell Progression

And then have him inscribe runes on his weapons or armor that allow him to cast his spells. Or something similar.

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Cinderfist wrote:

That's pretty much the way I was thinking. I wouldn't bat an eye at a Ranger dressing his pet in metal.

But with the druid...yeah it seems like an ethics violation.

which then brings me to ponder...do they make vegetarian pet food for vegans that have pet cats?? those poor kitties!

As for what james maissen was saying above.. sure but the druid isn't dressing his warrior friend.. though if he was, he might shun metal. Heck i could easily see the druid messing with the warrior much like a vegan would a friend chomping into a burger. "oh ew how can you wear that!"
"think of the poor ore that was tortured so you could wear it...?!?" maybe not... lol

Actually, it completely depends on your campaign world. It doesn't say why the druid loses any supernatural/spell abilites for 24 hours, just that they do. Maybe it interferes with their connection to the world around them. Maybe they entity that grants them their power dislikes it. Either way, the druid considers the animal companion his friend. I don't know about you, but I want to keep my friends safe. Even if I had an issue with it, I wouldn't deny my friend the use of something that could keep him safe( as long as no one else was effected by it ). Having friends requires you to accept their choices. If my druid was a vegan I certainly wouldn't try to prevent my Lion companion from eating meat.

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Russ Taylor wrote:
F. Wesley Schneider wrote:


Yes, and such definitely stands. There might just be more to the story than "Lets go murder some kid." :P
Of course. For example, seasoning, cooking time, side dishes...

this could also be a Joe vs. the Volcano thing where the child has some incurable disease and his family is getting paid lots of gold for his sacrifice.

Or maybe the kid is possessed by a demon and has already killed 12 tribes of natives. They need to sacrifice him to the god in order to cleanse their land of his taint.
Or maybe he's an alien... You never know!

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sorry, I haven't read through everything. Did they mention if there would be a feat or trait that would remove the Orc's light sensitivity?

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Would you rather call him "Indecisive"? It fits the concept.

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TriOmegaZero wrote:
Gorbacz wrote:
Is it very bad and wrong that the first thing that was on my mind after reading "Magi" was the supercomputer from Neon Genesis Evangelion ? :)
Can I get rules for my fighter having an AT field? :)

Maybe, but it comes with the "Insane" and "Anxsty" disadvantages...

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Jason Nelson wrote:
SmiloDan wrote:

Maybe a system where you spend skill points for spells known?

Maybe a system where you don't have spells per day, but have to make an ever increasing Spellcraft skill check to cast a spell?

Maybe a system where spellcasters roll to see how powerful their spells are? Roll for Caster Level? Roll for Save DC? Roll for Metamagic effects?

Maybe a system that lets spellcasters use spells as spell-like abilities and/or supernatural abilities?

Maybe a system of ritual magic that uses Knowledge checks and Aid Another actions to cast the spells?

At the banquet, Erik said that the UM book would include JB designing a magic system called "words of power" that revolved around "building spells on the fly" or something of the sort. How it would work, who knows?

That kind of sounds like what SKR did with Cooke... Check out SKR's posts in this thread. Not that they will be the same, but they seem to be based on some of the same philosophies.

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Kolokotroni wrote:
Draeke Raefel wrote:
Kolokotroni wrote:
Death Dealer Rex wrote:


you guys are all awesome!!! Thank you so much for saving me the embarassment at the table.

Never worry about asking a question at the table, or in the forums. Its really true that the only bad question is the one you dont ask. Especially if you play multiple game sysyems which I am pretty sure you do.

The only bad question is the one you don't ask... Did you not ask because it was a bad question or did it become a bad question because you didn't ask it?

(not sure if you are being serious or not sarcasm is tough to determine in text so im responding as if it was serious)

Its a figure of speech, basically saying you are only being foolish if you fail to ask a question. Asking a question is never a foolish thing to do because you gain knowledge where otherwise you would have stayed ignorant. So the question is only bad(and thus you are foolish) if you fail to ask it.

:) I wasn't really serious.

It just struck me as funny. I've seen the statement many times before, but I'd never noticed the two ways you could take it.

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I don't agree with magic item shop bashing. While I don't think the more expensive items would be available at most shops, minor magic items make perfect sense. The shop only needs as much security as it takes to make the risk/benefit analyses come up with too much risk. Anyone selling magic items should be able to afford a few good body gaurds and some magical protections. They could even offer the local mercenary's guild a discount in exchange for protection.

In regards to the major magic items, how many people do you think want to piss off a 16th lvl caster? I don't know about you, but I can't think of too many. Sometimes it isn't a matter of whether you can rob a place, it's a question of whether you should. Wizards/sorcerers have means of tracking down there possessions and can call on extra-planar beings to help them get them back. That doesn't include the spells at their disposal to provide security for their work.

while I don't think magic shops would be prevalent, i don't think they'd be as hopeless as you seem to think. In the real world we have jewelry stores that store millions of dollars worth of product on the premesis. Why aren't all the thieves in the world robbing the place blind every day?

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yukarjama wrote:
Jared Ouimette wrote:
Summoners can no longer have their eidolons and use their summon monster class ability at the same time. They can dismiss and recall their eidolon at any time, however, so they can swap them out.
It seems differnet from the sample character(Balazar) of Master of the fallen Fortress. Does that mean Balazar is using Beta rule instead of true APG rule?

Apparently the Master of the Fallen Fortress mod was sent to the printer months before the APG was finalized. It is highly likely the final ruleset was not used to created the pre-gens for that module.

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Kolokotroni wrote:
Death Dealer Rex wrote:


you guys are all awesome!!! Thank you so much for saving me the embarassment at the table.

Never worry about asking a question at the table, or in the forums. Its really true that the only bad question is the one you dont ask. Especially if you play multiple game sysyems which I am pretty sure you do.

The only bad question is the one you don't ask... Did you not ask because it was a bad question or did it become a bad question because you didn't ask it?

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I just read the posting on MC World of Darkness, which Sean co-wrote. He seems very proud/happy with the magic system they came up with. Do people think the new magic system in the Ultimate Magic book might be based on his work with Monte?

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meatrace wrote:
Bruno Kristensen wrote:
meatrace wrote:
All I want is a name for the class other than Magus. Seriously freaking horrible, bland, and redundant name. It makes me cry.
It's no worse than Anti-paladin ;)
I never liked that either. But I did like the alignment specific paladin classes they did in Dragon magazine a few years back. Those all rocked. Wish they'd do that!

Ummm... APG? It is supposed to have rules for playing alternate alignment paladins. I think they said specific rules for CE and more general rules for the other alignments.

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Are these shipped to you or are they electronic and you need to print them out?

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KaeYoss wrote:
Totally up to the GM.

Actually, SKR replied in the faction thread that it is meant to deal damage every time you cast the spell. The amount was still up in the air though.

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Sean K Reynolds wrote:
Draeke Raefel wrote:
Sooo.... The spells that deal permanent ability damage... Is that every time you use it or only when you first transcribe it into your book?
We haven't given any actual examples, but the intent is that it happens every time you cast the spell.

Thanks! I'm guessing it's a GM call at the moment for the amount of ability drain suffered? Probably scaling based on the benefit?

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I agree with the poster a few posts above. Why does it have to be liches, ninjas or pirates? Why can't it be Ninja/Lich/Pirates? Multiclassing is so where it's at.

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Point blank leads to precise. Which is good if you ever plan on attacking a foe that is in combat. Even with touch attacks, a -4 to hit is pretty nasty. I'd recommend waiting for precise bombs before you go hitting anything in hand to hand with party members though...

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So, sometimes the you can spend prestige awards to gain spells that are better than normal. It sames something like

Faction Guide wrote:
Such versions are damaging to the mind, however, inflicting permanent Wisdom drain upon the reader, though some believe this is a small price to pay for the knowledge

The question I have are

1. Is this a one time thing or does it happen every time you memorize the spell?
2. How much wisdom drain occurs?

Thanks

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Sooo.... The spells that deal permanent ability damage... Is that every time you use it or only when you first transcribe it into your book?

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Can you specify this "bite attack upgrade"? The only evolution upgrade I can see is "Improved Damage". All this does is increase the damage die by one step. This wouldn't do anything to the amount of damage dealt by a quadruped. so you would do the increased damage die + 1.5 strength.

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To be clear, you are buying an electronic form that you must then print out, not a set of "playing cards" with the spell information on them?

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I think I'd keep it almost the same as it's described in the APG. I'd up the HD progression to 1:1. Give it a racial bonus to an ability score based on which body they choose( Bipedal +2str/Quadruped +2con, Serpent +2dex ). After that it's mostly a judgement call. I'd be tempted to do something similar to the fighter and monk. 1 bonus feat every even level pickable from a select group. At that point I think it's pretty balanced( at least mechanics wise, RP could be a little tricky ).

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You'd have to make the suit an intelligent magic item as well! Arcane Sight/true seeing/darkvision some sort of visual buff spell effects.

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I'm kind of dissapointed that the glowing bits for the Oracle( gem in scepter and "mystic writing" ) are blue instead of fiery looking. She is an Oracle of Flame after all... :( Other than that the cover looks awesome!

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