Kech Hunter

Ed Girallon Poe's page

274 posts. Alias of Erik Herrin.


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Thanks for the help! I think we're going to go with the paragon surge play and say he can only change it once per day.


Thread resurrection!

If an arcane bloodline sorcerer of 14th level puts on the robe of arcane heritage, he would get another spell from new arcana. If he takes the robe off and puts it back on, does he get to change the spell?


Good day everyone!
Just had a player ask what action it was to move Smoked Goggles off his eyes and onto his forehead. He believes, since it's such a small action, that it should be a free action. I disagree, as that would let him have all the benefits but completely avoid the 20% miss chance on his turn by removing them at the beginning and putting them back in place at the end. I ultimately settled on a ruling of "as a free action, but only once per turn and only 'on' or 'off', not both", but I'd like to know if there is anything official or if anyone has had to make a similar ruling. Thanks for your assistance!


Sysryke wrote:

I've lost track a bit through this thread. But, if the goal is to BE the tank, and not just ride the tank, then I'd say you might want to look at some of the construct type races. Either Paizo, or 3pp, depending on your group's flexibility. Re-skinning and maybe an appropriate trait, feat, or two should allow you to have wheels or treads without violating game mechanics too much. I'm thinking you loose the feet magic slot but gain some stability bonuses against certain combat maneuvers or terrains.

Depending on how much freedom you have with the shaping of your character's body, the always available blasting ability of the kineticist class may be appropriate. If you go earth into metal, you'd even be shooting "shells".

Hmm, wasn't there a race from a dragon magazine that could do this? I think it had something to do with Bas-Lag.


Would it be possible to set up the carriage of a double hackbut on the back of a large size animal companion? I can now see this character standing on the back of a giant snapping turtle with his massive gun on a swivel!


Ed Girallon Poe wrote:
VoodistMonk wrote:
Siege Gunner Gunslinger and Siege Mage Wizard... full BAB, all good saves, 9th level prepared casting, Intelligence-based Grit...

... an just wield an actual canon. Interesting. I like it! but wouldn't he be more, controlling the "tank" (siege weapon) like an RC car rather than being the tank. I'll bring this up with him.

Any more?

looking at it again, actual siege weapons suck. A large double hackbut does the same damage as a cannon, but doesn't require a crew and 4 full-round actions to use. I like the concept, but I feel he would get one shot per combat at that rate, and have to find some people to help him reload until he got to 10th level.


VoodistMonk wrote:
Siege Gunner Gunslinger and Siege Mage Wizard... full BAB, all good saves, 9th level prepared casting, Intelligence-based Grit...

... an just wield an actual canon. Interesting. I like it! but wouldn't he be more, controlling the "tank" (siege weapon) like an RC car rather than being the tank. I'll bring this up with him.

Any more?


I want to help a friend with a build concept and thought I'd seek the guidance of the internet hivemind for assistance. So thank you all in advance!
He wants to make a character that functions like an actual tank...

like, the military vehicle...

massive cannon and all...

I loved this idea and wanted to give him the best chance to run around and do tank stuff, so I decided to run a Kingmaker game (nice, open areas; little to no persecution on character type/races/etc) and to give them the most options, make it gestalt.

I allow anything piazo, but I try to keep the world flavor for selections on feats and such. I also allow most dreamscarred press stuff, primarily psionics and path of war. I'd be open to other 3pp after I review it for balance.

First thought that comes to mind is a Half-giant with a large double hackbut, but I'm at a loss for which classes will give him the best feel. I've considered Spellslinger wizard to give him unique cannon blasts or Gun Chemist alchemist for explosive ordinance, and probably vital strike for big damage.

Any advice or ideas?


KahnyaGnorc wrote:
Combine it with Lurker in Darkness to also foil Blindsight, Tremorsense, and the like.

Wouldn't darkvision also classify as "an unusual form of sensory perception"? Meaning I wouldn't need shadowblind in the first place?


Speaker for the Dead wrote:
Hide in plain sight allows you to enter stealth without breaking line of sight first. A huge advantage!

But dim light gives concealment, which means line of sight is already broken.


Path of War, Pg. 151 wrote:

Shadowblind (Su)

The umbral blade pulls concealing shadow to bend perception around him, and may hide in plain sight in areas of dim illumination or darker. This allows the umbral blade to roll a Stealth check in dim illumination or darker, even while being observed.

Does this ability actually DO anything? I thought I could already use stealth in dim illumination.

Path of War, Pg. 151 wrote:

Terror in the Dark (Su)

The umbral blade’s power lies in his ability to strike with shadow and fear both, rending mind and body with his actions to feed the entity the terror it craves. The umbral blade may use the Stealth skill to hide as a swift action.

How does this work? Stealth is a non-action used while moving (except for sniping). This ability doesn't remove the movement clause... So what does it do?


Ooo, this is some great advice! My group is pretty fine with gore and dark humor. I've decided to use Golarion as the setting (as it's what my group knows and is comfortable with) so I might as well let you in on the endgame to better help you help me. If you are part of my group, STOP READING!

I'm planning on Pharasma having gone on vacation, and with the souls so backed up in the judgement line they simply stop leaving there bodies. While Pharasma should have returned a while ago, it turns out she's trapped by Yog-Sathoth in a time loop at a Caribbean style resort in Elysium.

I'm on the fence about regeneration. On one hand, dismemberment and permanent damage can be useful to replace the threat of death. But on the other it causes issues with things like total mutilation and disintegration. I'm thinking that a slow form of regeneration might be the way to go, possibly even setting hp thresholds that can only heal naturally over time to keep track of it. I'll have to work on it and see if I like it.


Hi guys!
I'm throwing together a campaign idea, and I wanted the crux of the game to be that death has stopped. I plan on revealing this to the characters relatively early (If we were comparing this to an adventure path, I'd say the end of book one), and I have a great endgame for solving the problem, but I'm looking for ideas or concepts that I could flesh out into entire arcs. Oh, and I had plans to lean heavily into comedy whenever possible!

Some idea's I've had:
- A typical "go kill the goblins" but instead they have to somehow keep them from "procreation".
- A cult of necromancers who have to make do with whatever corpses are left after all the good ones are used. Run from the 20-chickens-stapled-together zombie!

Any other ideas would be much appreciated!


Correct. Not a maneuver, so it doesn't apply.


Thanks for all the help, guys! Ultimately it looks like this character is gonna be scrapped. I was trying to help a newer player and didn't want to invalidate their decisions. If he tries a character like this again, I'll probably have to make some kind of custom feat that can change all mentions of one weapon for another and maybe a second feat to expand it to weapon groups.

Eh, that's Future Me's problem now.


CBDunkerson wrote:
It would help to understand what you are really trying to achieve.

I'd like to use the knifemaster as a starting point for a red mantis assassin, so I was looking to get the saw-toothed saber on to the list. Some of the knives on the list are in light blades weapon group; I was hoping there'd be some way of using that to expand my options legally.


Is there any way to have a weapon count as another weapon for the purposes of feats, class features, etc.? Im trying to get a knifemaster rogue to weild a different weapon than listed, and I'd rather do it in the rules than DM fiat the problem away. Even if I could expand it to a weapon group would be usefull. Any help appreciated.


I do thank you all for the input, but I did post this in the "rules question" part of the forum and not advice for a reason. I'm looking for a more rules oriented answer.

I, personally, think a natural born werewolf that contracts a different form of lycanthropy could be quite a mystery for players to solve, in the right context and story. I just was wondering if there's anything concrete that would prevent this from being possible.


Mysterious Stranger wrote:
No because Lycanthropy is a template and you cannot apply the same template twice.

Is there a page for this rule, cause I could have sworn you could have multiple half-dragon templates?


Can a lycanthrope (natural or afflicted) contract another form of lycanthropy?

If so:

Can a natural lycanthrope be infected with the same type of lycanthropy, making them effectively afflicted but with better stats?

If I have a character thats an afflicted lycanthrope, let's say wolf, and I contract another type of lycanthropy, let's say shark, what happens during a full moon? Do I become a wolfshark?


Like the title says, can I?

Do I use my classes recovery actions to do so? If not, can I for the other benefits it provides?


Blue Eyed Devil wrote:
Am I blind, or am I just missing how much gold value Baron Okerra commits to rebuilding Stachys if made helpful? I've searched the module and can find nothing. I'm planning now to simply set it at 5,000 gp (halfway between the "taxes" returned by Bartelby and Voinum's vineyard assistance.

You are correct. There is no mention of a GP value for his supply offer. 5,000 gp sounds like a decent compromise.


Blue Eyed Devil wrote:
Ed Girallon Poe wrote:
How is Dame Crabbe winning the Trucco matches on the fourth round? She's a level 4 aristocrat who (I assume) took weapon focus hammers for the Trucco bonus. To consistently win on turn 4 she would have to hit a DC 20 dexterity check with her Dexterity(unspecified)+3 bonus for 3 out of the 4 rounds. That's statistically unlikely unless she has a dexterity of 30-something.
The matches (Trucco, Joust, Hunt) all have default winners written in to play up the NPC's natures and cement them as characters. This requires a little hand waving, sure, but nothing is stopping your PCs from taking gold in these events - except the hunt, where apparently capturing two commoners is more impressive than slaying the Iron Lash of Meratt.

I'm just wondering what kind of monster PC a character would have to build to to beat Dame Crabbe in one match, let alone all 5. The only way a PC can beat her is by succeeding on 4 consecutive DC 20 dexterity checks (presuming they go before her in the round, otherwise they can't beat her at all). The maximum dexterity a PC can have at this level is 23 (25 if they're somehow the goblin at the garden party). If they're proficient and focused in light hammers they get a +9 to the check which gives them a 50 / 50 shot of getting 2 points that round, which ultimately means a 7.5% chance of beating Dame Crabbe in any given match.


How is Dame Crabbe winning the Trucco matches on the fourth round? She's a level 4 aristocrat who (I assume) took weapon focus hammers for the Trucco bonus. To consistently win on turn 4 she would have to hit a DC 20 dexterity check with her Dexterity(unspecified)+3 bonus for 3 out of the 4 rounds. That's statistically unlikely unless she has a dexterity of 30-something.


Would anyone see a problem allowing this as a base familiar in regards to familiar archetypes? A giant tome mauler gishvit sounds hilarious but a sage gishvit sounds perfect.


Was working on a campaign and was building a ghost fighter with both corrupting and draining touch. Didn't want to waste weapon training on a weapon (I'd have to give him a ghost touch one, which would put his wealth much higher than I'd like).

If there isn't any exact rules, I'm leaning toward one of the groups that unarmed strikes fall into, but I don't know which one. Any suggestions?

One more thing; should I add the bonus to weapon damage on corrupting touch (obviously to powerful to add to draining touch)?


LordKailas wrote:
My interpretation would be that you get the bonus so long as a pack member attacked the enemy since the last time you attacked.

So then, round by round? That seems like a tracking nightmare.


The ability in question:

d20pfsrd.com wrote:

At 4th level, the pack leader learns advanced techniques for fighting as a group. As a standard action, the pack leader can add up to his Wisdom modifier in creatures into his pack, which functions like the collective of a tactician with a class level equal to half of the pack leader’s ranger level (round down), but the pack can only have a maximum number of creatures equal to the pack leader’s Wisdom modifier. The pack leader does not count against this limit.

When members of the pack are attacking the same creature, they gain a +1 bonus on weapon attack and damage rolls against that creature.

This ability replaces hunter’s bond.

Bolded for question.

How does this work? Do we have to ready actions to attack at the same time? Do we have to be threatening the same creature or merely be able to make attacks at the same creature? does one of the pack have to have made an attack before the bonus can be used? Do they have to hit? Does the 'I count as my own ally' rule apply? How long does the pack get the bonus? If I made a potshot at a recurring villain that one time, does the pack continue to get the bonus versus him until we kill him?


Nevermind, called the service number.


I need to cancel order #4609252. I purchased the wrong item. Thank you.


Made the exact build before, and it's a simple but effective healer that always has something to do. I wouldn't take any other archetypes than those two, as all the others are kinda lacking.

As for the fluff of concept, my character was a LN worshipper of Zon-Kuthon. He was an avid believer that without suffering exquisite agony you could never feel the greatest pleasures of their relief. His goal was to help others see that without Zon-Kuthon, they would never know pleasure and happiness having nothing to compare them with. His greatest joys were having the wounded and sick describe the difference they felt before and after he healed them.


Thank you very much!


Can an Eidolon still take Final Embrace after the Errata?


I've tried to email several times about this issue and every time it tells me (several hours later) the message could not be received, so i'll try it here.

If at all possible, i would like to remove the second copy of both the Starfinder Core Rulebook and Incident at Absalom Station from order #4373148. I would also like to remove all the items from my sidecart as i would rather subscribe now instead of waiting for there delivery. thank you.


So do you have any examples of how it's broken cause I've gone through most of the spells this interacts with and it doesn't seem out of line. In fact it seems quite niche from my point of view as most transmutations never even see play due to items overshadowing them or there simply being better spells. The only transmutation I regularly see at my table is haste, which barely interacts with this ability (the speed boost would increase to 45ft, but would still be limited to twice base land speed).


I've been playing around with race design for a little while and I need some observational assistance. Here's what I'm starting with:

Receptive Transformer: Due to their inconsistent and dynamic form, [CREATURE] are quite responsive to magic that alters the body. Whenever a [CREATURE] is the target of a beneficial transmutation spell or effect, they may increase all static numeric effects of the transmutation by 50%. For instance, a bull's strength cast on the [CREATURE] would provide a +6 enhancement bonus, instead of the standard +4; or a [CREATURE] with expeditious retreat cast on them could increase their land speed by 45ft., instead of 30ft. This bonus only applies to the [CREATURE] regardless of if there are other recipients to the transmutation effect.

1) Are there any holes? (spell's that might be too powerful or have weird interactions)

2)Could it be clarified better/written differently?

3) How many Racial Points should this cost? (I was thinking 5 or 6, but I'm not good at eyeballing these things.)


Celestial Plate


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Summoner / Bard. Who needs a group when you are your own party!


Heroforge lets you make custom minis for those special or hard to find characters, though they can be expensive.


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Mummy's Mask: Start As Brendan Fraser in "The Mummy", end as Jeff Goldblum in "Independence Day".


A burrow of Moloids.

A _______ of reptilian presidential candidates.


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How would this (if at all) interact with Dreamscarred Press's Path of War revamp of the maneuver system?


A message of whisperers.

A _______ of Tattermen.


AwesomelyEpic wrote:

I would have a build centered around this concept. Halved speed for Fast Crawl still leaves me with over 500 ft per round, and I get excellent defensive bonuses.

And if I get enough monk/brawler levels, I can get Pummeling Charge. Then, I can charge-crawl from very long distances and still get to make a lot of attacks.

This is hilarious! Sonic the Hedgehog spin dash attacks.


Purplefixer wrote:

1a: Yes; No.

According to James Jacobs. (From the Ask James Jacobs thread)
2) Yes; assuming it's human shaped, in all the human shape slots. If it's not human shaped, then all the slots that it has that makes sense. It can't carry things with it into solid rock when it earth glides. If it wants to bring its gear with it into the ground, it has to burrow normally without earth glide.

...And thats why I take James Jacobs opinion on rules with a grain of salt. If this were true, than my Oread monk with Oread Earth Glider would have to strip naked and leave his weapon behind (Zen Archer) just to use his feats.


Bump


You have a character who has a base land speed of over 1000 ft/rnd. What do you do with him? What feats do you take? Class levels?


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A shrunken party dungeon.

All the threats are normal stuff, just big. They could be fighting a regular house cat, but depending on how small they are you could use stats for a big cat, dire tiger, or something else (like owl-bear; just to mix it up). Judicious use of the giant template. The final challenge could be a "normal commoner" speced as a giant or titan.

*ninja'd


Simeon wrote:

An undulation of neothelids

A ________ of siyokoy.

A Paaralan of siyokoy.

A _________ of puzzle dungeons.


Starry Grace lets you add dex to damage instead of str with a starknife. That should help shore up any melee/ranged attack disparities.

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