Ezren

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Yeah some of the encounters are brutal. My pc's are almost to the hut itself having almost died in the tower. A critical hit did kill one, but he decided he wanted to try a different character concept so the party didn't pay for a raise dead. Also to help out my players I give them one free reroll per session does not carry to the next session. Can be used to reroll an attack, skill, hit point roll, or force me to reroll a critical hit on a ally. But I also have 2 reroll that I can use against them. It seems to work out well in the long run.


Had the party druid turn into a huge creature and get petrified by a basilisk's gaze attack. He nat 1 it. So how many basilisk's does it take to turn him back? A basilisk blood can cover 1d3 medium size creatures. So how many basilisk's would it take to turn him back to flesh before we rolled to see how many medium size creatures are covered?


Yes Windwall does shut down ranged fighters, but remember it works both ways, and its not a subtle spell. Hit and run tactics are awesome, volley and withdraw. Make them run you down. But inside a room windwall is king.


I'll throw my vote in for Sorcerer, those are pretty easy specially if you have all his spells as spell cards ready to go. Just update em for level and effect and dice.


I knew it was close on the encumberance, having to half all the items for a small character with the 3/4 carrying capacity is a pain, the stealth is a good catch I forgot it is always considered a class skill. Thank you and have fun shooting up your pc's and I look forward to your results.


Get a scarab of golem bane, open the door and have an archer just shoot it to death from down the hallway, use spells like fly, grease, and some pit spells. Make the golem come to you.


Just used a basic kobold gave it +1 to dex for being 4th level, I usually dont use the elite array till about 6th level npc's or I just roll the 4d6 and call it good from there. As a 4th level npc they have 1650 gold to spend on stuff broken down. I allocatted a little more to the bolts but still stayed under the 1650.


Havn't updated this one since 3.0 but got alot of use by an npc till the pc's took him down. (Then 3 of the pc's died when another one failed his possession check)

Blight

+4 Unholy Lawful (now Axomatic) keen defending bastard Sword
int 14
wis 15
cha 14
Ego 31 LE
Speaks, Telepathic Can read and speak most languages
Read magic and detect magic at will
Feather fall 1/day
Magic Missle 200ft range 3 times per day 5th level caster
Fly 30 minutes per use 2/day
Summon Monster 6 1/day
Specail purpose: Slay surface Elves (aka non drow elves)
Must make a Will save dc 15 or be slayed as slay living.

LIke I said need to update this one and maybe make another drow cavalier with a wall crawling cave lizard so I can do charges from the ceiling :)


Anyone one willing to shoot up their pc's and post how it went? Ive shot mine a few times but as my players say my dice don't like em. (Specailly the barbarain. pincushion)


Hrmmm, Your friend likes the sneaky caster type, If you have the apg I would say a Arcane Duelist would not be to bad, Make or print spell cards of his chosen spells, and make a sign or button for when he uses his bard song and have his attack stuff written out for ease of math. Personally I have more fun creating some characters than what they play out too. But Also it comes down to maybe running 2 campaigns that way he doesnt get out leveled or you take over if he crashes.
I pray for your friend to get better with some of the treatment options.


Have a branch of kobolds that are more militeristic, led by a blue dragon, they kill any kobolds that are not blue. Dragon can craft magic arms and armor.

Kobold Kommando's take 1:

Kobold Fighter 4
LE Small Humanoid (reptilian)
Init +2; senses darkvision 60ft.; Perception +5

Defenses
AC 21, touch 13, flat-footed 19(+6 armor,+2 Dex,+1 Natural, +1 Size, +1 shield)
hp=29 (4d10+4)
Fort +4, Ref +3, Will +0(+1 vs fear)
Weakness: Light sensitivity

Offense
Speed 30ft, (20 if coming back from raid medium encumberance)
Melee +4 spear (1d6-1) x3
Ranged +10 within 30, (1d6+4 + 1d6 lightning) 19-20 x2
Ranged +9 within 80, (1d6+3 + 1d6 Lightning) 19-20 x2

Statistics
Str 9, Dex 14, Con 10, Int 10, Wis 9, Cha 8
Base Atk +4; CMB +3; CMD 14
Feats Weapon Focus Light Crossbow, Point Blank Shot, Rapid Reload, Precise Shot, Weapon Specilization Light Crossbow
Skills: Perception +5, Stealth +8

Treasure NPC gear (Small M.W. Breastplate, Small spear, Small buckler, Small M.W. Light Crossbow 15 normal crossbow bolts, 5 +1 bolts of shock, and around 157 gold 'left' for gems and other stuff)

Will volley fire down robed figures first then move to the ones that sing. They move in groups of 4-8 and sometimes are accompanied by stolen pack animals that will be eaten later.

So to overpowered to underpower? Thoughts? My intitial take is a CR 3


True, forgot its second :), So instead I take entangle but does it work? Is mostly what I'm after.


With being able to choose one of my first levels spells as a spell like ability to cast twice a day. Could I choose say barkskin from my domain spell and gain that as an ability?


Thanks for the replies, got an idea on a new character later :) when my current ones bite the dust.


Persistant greater command sounds evilly fun.... What about the spell perfection feats. Or to much of an investment?


Cruising throw the forums I have come across the topic of making certain weapons one size category larger? Also in the APG I noticed that the hammer of thunderbolts is now a Large warhammer.

Some weapons that can be bumped up for fun and still be used with a -2 to hit.
Large dwarven waraxe 2handed
Large Bastard sword 2handed

Anyone else have fun with an over sized weapon and a grumpy drunk dwarf bard or other Race/class combinations :)


Any other takes on this one? Or does the spell just trump the rules in this case?


Yeah that looks promising, since im a halfling and mobility is sometimes an issue.


Currently rewriting cleric and decided to go caster route, what meta magic feats do you find the most useful and which ones are nice to have for converting to healing, and which ones just blow? Thank you in advance


Thank you for the reply, I was thinking about that line of of stats and it looks promising, heheh forgot about persistent spell that should be a fun one. So get myself a belt of strength asap or go with some mule-back cords at first for carrying, and I should be good.


bump. Anyone out there? :)


3 people marked this as FAQ candidate.

From the PRD

Spiritual Ally:

School evocation [force]; Level cleric 4

Casting Time 1 standard action

Components V, S, DF

Range medium (100 ft. + 10 ft./level)

Effect spiritual ally of force

Duration 1 round/level (D)

Saving Throw none; Spell Resistance yes

An ally made of pure force appears in a single 5-foot square within range. The ally takes the form of a servant of your god. The spiritual ally occupies its space, though you and your allies can move through it, since it is your ally. The spiritual ally carries a single weapon, one favored by your deity (as for spiritual weapon), which has the same threat range and critical modifiers as a real weapon of its form. Each round on your turn, starting with the turn that you cast this spell, your spiritual ally can make an attack against a foe within its reach that you designate. The spiritual ally threatens adjacent squares and can flank and make attacks of opportunity as if it were a normal creature. The spiritual ally uses your base attack bonus (gaining extra attacks if your base attack bonus is high enough) plus your Wisdom bonus when it makes a melee attack. When the spiritual ally hits, it deals 1d10 points of force damage + 1 point of damage per 3 caster levels (maximum +5 at 15th level). It strikes as a spell, not a weapon, so it bypasses DR and can affect incorporeal creatures.

Each round after the first, you can move the spiritual ally as a swift action. It has a speed of 30 feet, and a fly speed of 30 feet (perfect maneuverability). Being a construct of force, the spiritual ally cannot be harmed by any physical attacks, but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellation affects it. A spiritual ally's AC against touch attacks is 10.

If an attacked creature has spell resistance, you make a caster level check (1d20 + caster level) against that spell resistance the first time the spiritual ally strikes it. If the ally is successfully resisted, the spell is dispelled. If not, the weapon has its normal full effect on that creature for the duration of the spell.

My question is how does your spiritual ally threaten and take attacks of opportunity when your god's favored weapon is a longbow? Or is there a ruling somewhere that someone can link for bows being used as a improvised weapon?


Just finished a campaign where we freed a god and he destroyed most of the world in retribution for his imprisonment. The pc's that saved him where moved to a different world. But woke up naked on this world no gear... not even our holy symbols. And are going from a 4d6 stat line to a 28 point buy.
So I have to figure out where to move stats and what I want to keep for feats as it is pretty much a retrain/ rewrite at your current level.

Old Stats:

Halfling cleric of Erastil level 13 stat mods included from race and leveling.
Str 11
Dex 18
Con 15
Int 16
Wis 20
Cha 18

I rolled decent on creation with the gm watching orignally but for some reason hes on a point buy kick. I feel like im gutting one of my children.


Old feats:

Endurance, Diehard, Turn undead, Craft magic arms and armor, Lightning reflexes, Improved Lightning reflexes, and Combat casting.

Before I was always getting pounded by invisible creatures, hence the diehard, once i got invis purge it was stuff that could bean me all day long in melee. Lots of reach things... So Started summoning a lot. Thinking of rebuilding to a archer or summoner cleric.
So what should I do. Not decent at maxing myself with point buy. Or should I invest in some meta magic feats.


101. A Pixie that only makes tinkling noises.
102. A Rusty old Hook.
103. A broken alarm cloak that summons a Advanced Fiendish Dire Croc.
104. The key to a chastity belt.
105. Pulls the missing gnome from his bag. (who died due to lack air.)
106. Keys to the Empire state building.
107. A dagger that is the most powerful item in existance but no one believes him/her.
108. A +3 human bane cursed dagger of berserking... that's a lot of blood.
109. A bag of marbles.
110. A piece of string that starts a tale of one time my Uncle Tra.....
111. The deed to some place called Never land.
112. The missing gems you needed last adventure to raise your old character that died to the cursed dagger. :)
113. Why are you still looking in the Halfling/Kenders pockets?
114. Your sanity
115. A parrot that says "Hastur, Hastur, Hastur...."


Blast lock:
• Blast Lock: The gunslinger makes an attack roll against
a lock within the first range increment of her firearm. A
Diminutive lock usually has AC 7, and larger locks have
lower ACs. The lock gains a bonus to its AC against this
attack based on its quality. A simple lock has a +10 bonus
to AC, an average lock has a +15 bonus to AC, a good lock
has a +20 bonus to AC, and a superior lock has a +30
bonus to AC. Arcane lock grants a +10 bonus to the AC of
a lock against this attack. On a hit, the lock is destroyed,
and the object can be opened as if it were unlocked. On
a miss, the lock is destroyed, but the object is jammed
and still considered locked. It can still be unlocked by
successfully performing this deed, by using the Disable
Device skill, or with the break DC, though the DC or
the AC increases by 10. A key, combination, or similar
mechanical method of unlocking the lock no longer
works, though knock can still be employed to bypass the
lock, and the creator of an arcane lock can still bypass the
wards of that spell.

Simple question shouldn't the gunslinger be able to walk up and just blast an unattended lock without making the to hit roll? I can see blast lock working for escaping if your running up and trying to cover the party. Also how do you jam a lock on purpose? Just some thoughts on this.


Spoiler:
Also if you do run Rappan Athuk be prepared to have a back up character some of the encounters are fun, but lethal. Also have someone multiclass rogue with the trapspotter talent and make sure you can do magical traps. Best rogue for this adventure in my opinion is a dwarf because of stonecunning. But it is fun. But takes alot of work on the DM to know how certain areas tie together. I own all 3 parts and my pc's are chickens :) They have only set foot in the first 3 rooms.

I would recommend this dungeon be run on medium or slow exp chart. Because in 3.5 near the end parties where epic if they cleared everything. Also as a DM for this modules place it within a week or two of a major city with a decent sized temple. That temple is going to see a lot of use.


On the drawing and dropping you gonna have a weapon cord on those revolvers so they don't hit the ground? Or just pick em up after the fight?


Being a long time rpg fan. Anyone have a good idea what you would focus on to make Mr. Maverick? Would it be a advanced single shot firearm or go for a advanced 6 shooter? Just curious if anyone tried to run a western theme showdown yet with the Gunslinger? Hoping to try one out this sunday against my pc's. But still deciding on on what feats to take since he will at most be 5th or 6th level with npc levels of gear. Base race will be human.
stats are rolled random 4d6 drop lowest. this is what I have

Stats Rolled:

STR 13
DEX 18
CON 14
INT 11
WIS 16
CHAR 10

Should I bump his dex to a 20 with his +2 to any stat? And should I keep going with the dex or pump his int up at 4th and gain some skill points?
He's going to be a brainwashed victim that if not killed can lead to a mini adventure after they finish off their current quest.

Also is mobility a problem for the gunslinger? Or is he mobile enough without a mount.
Want to put a challenge at my party but not OP them. I might enchant his weapon but I find that at this level tricks work better.


Best reaction I got from a party was Kobolds. None of my friends own or ever played the original Baldur's Gate. So I gave a hook of Kobold raiders storming a town and razing it to the ground. They came up with all kinds of excuses must be illusions or something. Party ignores all the broken crossbow bolts that have fading magic... the corpse of a Kobold. It lead to an interesting encounter. First round the fighter stood there and tried to disbelieve before he got hit by 7 1d6+4 1d6 fire damage crossbow bolts... Kobold KOMMANDOS rule :)


If your DM has the patience to convert monsters and some items or change it. Rappan Athuk is one heck of a dungeon crawl. Brutal is the only way to describe it. Got my Pc's around the third level before a trap killed em all. Rogue failed his perception check. This module spans 3 parts can still find it at Necromancer games in PDF. But its a fun one.


Thanks for the replies forgot about the mandatory levels for abilities on weapons. Left my book at a friends was going off my notes and trying to prep for our end game soon. Don't think any of us are going to survive. Its pretty much just get to the objective and let the deus ex machina take over from there :).


Caster is a 13th level cleric. with maxed out spellcraft and craft magic arms and armor. Already have the Masterwork Adamantite brass knuckles in my possession. With my int mod of +3 I have a 19 on my spellcraft checks. Money and time can be taken care of. Was just making sure I have the DC's right and if I do the weapon in steps or one big lump sum.


Going to enhance a set of masterwork Adamantite brass Knuckles for a monk in the party. Just want to make sure I have this right.

First making them base of +4 is 5+12= 17 dc spellcraft
Second adding shock to them is 5+8+5(don't know spell)= 18 dc spellcraft
Third slapping on Disruption on it so 5+14+5(Cl is one short) =24 dc spellcraft.

So do I make 3 seperate checks each eating up time or just one big check at the dc 24 taking the time of the total cost... Note I can make the dc 24 by taking 10. I have access to a location where i wont be disturbed for that duration.


Slightly off topic but does anyone know where the ruling about a 2handed ranged weapon is being held in one hands still allows a wizard to cast without the concetration check?


Vanish and Using wind instruments to give the bardic performance was fun. Running around the woods in the dead of night playing my bugle and dodging Orc barbarians is always good. That and casting feather step on the rest of the party is brutal in difficult terrain.


Mirror Image

School illusion (figment); Level bard 2, sorcerer/wizard 2

Casting Time 1 standard action

Components V, S

Range personal

Target you

Duration 1 min./level

This spell creates a number of illusory doubles of you that inhabit your square. These doubles make it difficult for enemies to precisely locate and attack you.

When mirror image is cast, 1d4 images plus one image per three caster levels (maximum eight images total) are created. These images remain in your space and move with you, mimicking your movements, sounds, and actions exactly. Whenever you are attacked or are the target of a spell that requires an attack roll, there is a possibility that the attack targets one of your images instead. If the attack is a hit, roll randomly to see whether the selected target is real or a figment. If it is a figment, the figment is destroyed. If the attack misses by 5 or less, one of your figments is destroyed by the near miss. Area spells affect you normally and do not destroy any of your figments. Spells and effects that do not require an attack roll affect you normally and do not destroy any of your figments. Spells that require a touch attack are harmlessly discharged if used to destroy a figment.

An attacker must be able to see the figments to be fooled. If you are invisible or the attacker is blind, the spell has no effect (although the normal miss chances still apply).

Ok first question is it max of 8 images period or 1d4 + 8(If caster level was 24)?
Second question is the ninja's Shadow clone is that 1d4 period. Or does it go up like the spell Mirror Image? (Which its based on)

Sorry that I don't know how to do the little collapse button ><


Channel Resistance

Creatures with channel resistance gain a bonus on Will saves made against channeled energy. They add their bonus to any Will saves made to halve the damage and resist the effect.

My question is a cure spell considered a channeled effect or does this only apply to the paladin and clerics channel energy class feature? Came up in a game the other day didn't make a difference yet mob failed its save anyway. But just wanna be clear for future reference. Thanks again


Thank you for the suggestions, I was pretty sure I don't get the spells, one less thing to worry about. I pretty much regulated to healer role atm anyway no one wants to play a dedicated healer so I'm running all around the battle field burning charges on wands atm anyway but thank you.


Playing in home brew and getting ready to start my dip into Dragon Disciple 8 and was wondering if I would get access to the bonus spells listed under the draconic bloodline that you acquire when taking the first level of DD since your DD levels count as sorcerer levels to determine what powers you have access to. Any suggestions would be helpful.


That made me laugh BigNorseWolf, playing in a friends homebrew. Pretty dang lethal but fun. I'm currently on my 1 month hiatus as GM so I can recharge. Since my friends don't read these forums I don't mind posting. Also we are using a d20 on a random chart someone wrote up for races... Wanna talk about interesting our first party was A goblin Barbarian, Goblin Rogue, Goblin Witch, Hobgoblin Oracle. The witch and oracle bit the dust in a botched robbery so that is why I made a Bard. Don't know what my friend is gonna bring to the table next. But its fun. And just looking for some idea's I havn't tried before. Never done a combat bard, I did end up taking the Skald archtype. I know a falchion is an awesome weapon. But kinda set on the bastard sword for fluff reasons.


Ok I stink at linking past forum posts But J.J did state that Celestial armor can be used for characters with Light armor Prof. What I'm trying to get at is to make it clearer in its descriptions because alot of people get hung up on the fact its chainmail. And also start pointing out the rules on Mithril (When the armor itself is made from silver and gold and not mithril). Even though it states it is considered light armor. I think the line from Elven chainmail would work great.

"This armor is treated, in all ways, like light armor, including when determining proficiency."

Would be a better way to state it. Sorry if I confused some of the people that replied so far.


I've read that guide enjoyed it, I'm more curious on other peoples bards and what worked for them. :)


Playing on a fast exp board with different mini adventures to choose from session to session. Lethality is high and you can get in over your head by taking the wrong adventure. 28 point buy ended up with a Hobgoblin bard like this

Str 16
Dex 15 (+2 racial)
Con 16 (+2 racial)
Wis 10
Int 10
Char 16

First feat arcane strike, And took magical knack as my trait. Going into DD prolly copper or bronze.

Was thinking of going bastard sword and buckler route, so I can 2 hand when I don't need the armor.

Suggestions would great. Books allowed are Core, and APG

Thank You,
Duck


Celestial Armor
Aura faint transmutation [good]; CL 5th
Slot armor; Price 22,400 gp; Weight 20 lbs.
Description
This bright silver or gold +3 chainmail is so fine and light that
it can be worn under normal clothing without betraying its
presence. It has a maximum Dexterity bonus of +8, an armor
check penalty of –2, and an arcane spell failure chance of 15%.
It is considered light armor and allows the wearer to use fly on
command (as the spell) once per day.
Construction
Requirements Craft Magic Arms and Armor, fly, creator must be
good; Cost 11,350 gp

I know Celestial Armor is light armor, but would like an official errata in the downloads so I don't have to argue the semantics of the word Considered. Please just remove the word considered so it says

"It is light armor and allows the wearer to use fly on command (as the spell) once per day."

Sorry to drag up a beaten dead horse again. But I play with some real lawyer types and it gets old having to point out simple things.


Favorite Elf: First edition Elven Thief 11th level when retired. Named Ray.... as in What did you did you do Ray?
hehehe good times.


I've been playing for about 12 years now, started on 1st Ed, then jumped to third when it came out. Overall I would say the 4d6 drop the lowest is better for fun characters.
Spending points to plan out a character is no fun. Running a fighter with a natural int of 4, was one of my funnest characters ever, had to have the rogue in the party explain stuff slowly :).
But overall I think it should be up to the D.M., not the one player who whines that he can't roll a decent stat line. Let him use a point buy and everyone else roll. And enforce the costs of stats not let him have a 1 for 1 either.
In the long run it really doesn't matter, the enemies are going to get lucky and slaughter a P.C. on occasion, good stats or not.
But in my opinion point buy is a crutch. I have used it and don't really feel that heroic using it. But I have rolled bad characters best stat was a 13 worse stat was a 6. Last person standing :)
It comes down to how the group works together and thinks, not how equal everyone is. When people cry they want equality they are usually the ones green with jealousy over someones character.
And some of the best villains I have encountered are the 4d6 method. Human cleric/ rogue because he had a stat line that was interesting from just rolling straight down the line. This is what makes the game fun and memorable. Not being another point clone.
But that is my rant.... 4d6 forever.


For me it was: Seas of Blood by Mongoose publishing pretty sure that is OGL. Gave good information on boats, and their hp's and how to sink them. Also was a good base to make airships with the damage rules and repairs ;).
And another favorite that's been mentioned is the Iron Kingdoms book from Privateer Press. Was a good idea just needed a lot of polishing. Gunmages and Felcallers and Trollkin :). Also a ton of the good feats and stuff ended up in the magazine No Quarter by Privateer Press too. Used to have them all till some flooding took em out. But great references just need some polish.


Thank you for the quick replies. I'll have to beg the dwarf in the party to carry the bag. And start picking up crafting feats to get my own armor and weapons made and enchanted due to the down time we have but lack of shops that we can buy stuff from. Also I think your right about the resizing being a 3.xxx WotC ability.


Been playing a Halfling Cleric, recently acquired a type 4 bag of holding. I have a strength of 11... A type 4 bag of holding weighs 60 pounds. So it puts me over my max load.

Does anyone know if in the Core pathfinder book do Miscellaneous Magic items weight get reduced for smaller characters? Or am I going to have to just beg the dwarf to carry my bag for me.

Also another quick question. Can magic weapons and armor shrink or grow within one size category still? And does the weight change to reflect this?

Thank you in advance,
Duck


Had a arguement on the Knock spell in the wording of its bonus. On page 303 in the Pathfinder Core Book starting on the second sentence.

"When you compltete the casting of this spell, make a caster level check agiainst the DC of the lock with a +10 bonus."

Is the bonus to the lock's DC or in favor of the caster. Keeping in mind that this a new edition and that the old 3.5 or older versions of the spell should not be drug into this.