Ethereal Marauder

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The godless Healing feat as a pre-req has the text "can’t have a patron deity".

Oracle's draw their powers from many gods, but don't necessarily have a patron. So... Can they take Godless Healing?

I mean, RAW it seems so... But RAI... It's sort of in the name implying no lol.


For an upcoming game I was brainstorming fun ideas for a staff for a life oracle I intend on playing.

My front-runner is the Staff of the Martyr, or perhaps the staff of sacrifice. The theme of the staff being primarily healing others by harming yourself or taking their damage. The options I've seen so far are...

Forbidding Ward Cantrip (sacrificing your action for a meager bonus? Lol)
Spirit Link lvls 1/2/3/4/5/6/7/8/9/10
Shield Other lvl 2
Spiritual Guardian lvls 5/7/9

Any other thoughts for possible spells?

I'm also stumped for a balanced passive effect. The obvious would be to prevent a small amount of damage transfer, but that could be too strong and is explicitly forbidden by the above spells. Thoughts?


I am playing a goblin barbarian with the Shark as his Animal Instinct. He once got his butt kicked by a someone wearing a shark tooth necklace so he decided he needed to get stronger and sharper teeth by worshiping "The great God Shark." He of course has never seen a shark and has no idea what they really are.

I've become a enamored with the idea of using the lvl 8 Animal Rage power to transform into a shark on the battlefield and use leap and such to flop around the battlefield.

The shark form has a 35' swim but no land speed listed. Unfortunately under Athletics on page 242 of the core rulebook it says "You can't leap farther than your speed."

Any suggestions on how to circumvent this problem? I am more than happy to take feats and such to make it happen. For example I was planning on taking breath control, and powerful leap. But this doesn't get around the base speed issue. I would prefer to avoid using the fly spell, as it loses the comedic value of flopping around.


So my group is running through the plague Stone adventure , and we seem to be running into a lot of issues with balance. Curious if anyone else is having the same issues, or if we just need to "get gud".

As an example, without spoilers. At level two our two party melee characters both have an AC of 19. We just stopped a session in the middle of a fight where we were fighting a creature with plus 15 to hit. As a result, it will Crit us when rolling a 14 or better, and only misses if it rolls a 3 or less.

Trying to debuff up the creature it's saving throws were such that it only failed on a 1 or a 2. Meanwhile its offensive ability had a DC of 21. Which is hard to beat at level two for most of our party.

We are getting crit into the ground. This is not the first scenario in this adventure we've had this problem. A similar event happened at first level where things were having + 12 to hit us.

It just seems like the monsters may need to be rebalanced a little. Our group is considered giving some of these fights the weak template.

Thoughts?


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So my group is just starting out on the plaguestone path, and medicine is kinda OP.

After a rough fight, everyone was pretty hurt. We went to rest for the night, and found that the resting HP restoration rules simply didn't matter. Being able to heal 4d8hp per medic per hour is a crazy level of downtime healing at level 2.

Throw in ward medic or continual recovery and it gets even more absurd.

We ended up hand waving the healing rolls to save time. Sure, you could fail and damage yourself, but it takes 4 failed rolls to cancel out one successful roll. And a critical fail only happens on a 1 for us.

We are considering nerfing the skill as a house rule, since slapping a few bandages on someone near death and then having them good as new within a few hours seems silly.

We are talking about increasing the cooldown to once per day, and removing continual recovery as a feat, or making it have higher requirements.

Any thought(s) / feelings? / Suggested Nerfs?


Flensing strike makes a target sickened. If i'm using poison, does the poison save come before or after the sicken?

Quote:
Benefit: When you successfully inflict sneak attack damage on a foe with a slashing weapon, your attack doesn’t go particularly deep, but you do carve away a significant portion of skin and flesh. If this sneak attack inflicts bleed damage, the victim of the sneak attack is sickened by the pain and has its natural armor bonus (if any) reduced by a number of points equal to the number of sneak attack dice you possess. These penalties persist as long as the bleed damage persists. Multiple strikes on the same foe do not stack the bleed damage, but the penalty to natural armor does stack, to a maximum penalty equal to the target’s normal full natural armor score


I'm part of a gaming group that rotates the GM every few levels with a new adventure. Sometimes we have self created content, sometimes canned adventures.

The next GM has never run a Game before, so a canned adventure is ideal. Does anyone have any suggestions for stand alone adventures starting around lvl 8 or 9 they particularly enjoyed?

No spoilers please, and thanks in advance.


So I'm playing a gnome spellslinger using a double hackbut as his gun... Who is also going down the craft construct line... With clockworks...

Now that we have established that I am a masochist... I'm trying to figure out the cost of an item I want to animate. I want him to ride around on a medium sized object that is essentially a small table with a comfy chair mounted to it. Mount the hackbut to the front to avoid the setup issues an whalah. Cackling gnome gun platform of doom.

Medium animated clockwork object.
Mithral 4cp (mainly for the extra hardness)
Fast 1cp
Climb 1cp
This is 4 extra cp giving a CR of 5.

So to enchant I get (5^2)x500x1.5 (clockwork)=18750 base price
Or 9375 enchanting cost self crafting.

Now... How much does it cost to craft the item I'm animating? What weight should I use to determine the 500/lb mithril cost? My obsessive trait is for craft clockwork... So the crafting dc's aided by crafter's fortune will be a non issue.

I'm assuming the cost of the item is not included in the crafting cost.


What happens when you apply the clockwork construct template to a golem? The template gives electricity vulnerability, but golems tend to be immune to almost all magic.

Clockwork Construct wrote:
Vulnerable to Electricity: Clockwork constructs take 150% as much damage as is normal from electricity attacks
Iron Golem wrote:

Immunity to Magic (Ex)

An iron golem is immune to spells or spell-like abilities that allow spell resistance. Certain spells and effects function differently against it, as noted below.

A magical attack that deals electricity damage slows an iron golem (as the slow spell) for 3 rounds, with no saving throw.
A magical attack that deals fire damage breaks any slow effect on the golem and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. An iron golem gets no saving throw against fire effects.
An iron golem is affected normally by rust attacks, such as those of a rust monster or a rusting grasp spell.

So what happens?

1) The golem remains immune to the spell lightning bolt but should be careful in a natural thunderstorm taking x1.5dmg.

2) The golem is no longer immune to magical lightning and will take x1.5 dmg from any electricity.

3) The golem retains its immunities but any special effects (such as the duration of an iron golem being slowed) are x1.5


I'm making a fire focused sorcerer for a home game where I'm starting at lvl 9 and that may soon go mythic.

Looking at the following for my build:

Half Orc Crossblooded Gold Dragon / Fire Elemental Sorcerer.

Chaotic Neutral: a bit of a pyromaniac, he means well but has trouble controlling his impulses and his split nature.

Stats: 20 pt buy after race and lvl
Str 9
Dex 14
Con 14
Int 10
wis 8 (low for RP)
cha 21

Racial: (only alterations noted)
Sacred Tattoo

Traits:
Fire Affinity (Ymeri worship) +1 fire spell DC
Fates favored +1 greater on any luck bonus.
Magical Lineage: can't decide between Scorching Ray and fireball for cheaper metamagic.
Drawback: Power Hungry, -2 vs charm / compulsion if bribed.

Feats:
Eschew Materials (free sorc 1)
Spell Focus Evocation (1)
Spell Focus Fire (3)
Varisian Tattoo Evocation (5)
Empower Spell (bloodline)
Spell Penetration (7)
Intensify Spell (9)

Bloodline Abilities:
1) Elemental Ray
3) Draconic Resistance
9) Elemental Blast
Elemental Arcana: Change elemental spells to be fire
Draconic Arcana: +1 Dmg per die for fire spells.

Favored Class: 0.5 dmg/ lvl to fire spells. Currently +4 dmg per spell.

Items: 30K budget
Metamagic rod lesser extend
Ring Protection +1
Amulet of Natural Armor +1
Cha headband +2
Cloak of Resistance +2
Blazing Robe
Wands: Protection from Evil, Infernal Healing, Shield, Endure Elements, Entangle.

Spells: total bonuses +1 CL, +2 DC, and extra damage to fire spells. +1 CL and DC to evocation. +2 Spell Penetration.

Cantrips: Detect Magic, Read Magic, Mage Hand, Message, Presdigitation, Spark, Ray of Frost.

1: Mage Armor (bloodline), Charm Person, Magic Missile, Shocking Grasp, Vanish.

2: Scorching Ray (bloodline), Pyrotechnics, See Invisibility, False Life

3: Protection from energy (bloodline), Fireball, Fly

4: Fear (bloodline), Ball Lightning.

So I'll change things into fire damage as needed and blow the tar out of most things lacking fire resistance or immunity. For those threats, Magic Missile, unaltered Shocking Grasp / Ball Lightning, and fear should keep me being able to contribute. Which will be good, since a Red Dragon fight is likely soon.

Thoughts?


Wings of Air (Sylph)
The winds lift you, carrying you where you want to go.
Prerequisites: Airy Step, character level 9th, sylph.

Benefit: Your bonus on saves against effects with the air or electricity descriptors and effects that deal electricity damage increases to +4. In addition, you gain a supernatural fly speed equal to your base speed (good maneuverability). You may only fly with this ability when wearing light armor or no armor.

Question: Does monk fast movement boost the fly speed granted by this feat?


So I'm playing an abjuration specialist, and my DM let me use Focused Specialist from 3.5. End result is I have 3 cantrip slots for abjuration spells only, but there is only 1 in existence (Resistance).

So I'm looking for ideas for other abjuration cantrips I might beg for / research.

Here is one I put forth to my GM and got approved, just need 1 more.

Fleeting Ward
Range: close
Target: 1 creature
Duration: 1 minute or until expended.
Components: V,S

Target gains 1 deflection AC that lasts the duration of the spell or until the target is hit by an attack.


2 people marked this as FAQ candidate.

Curious how these 2 interact. If I take the Archmage path ability Crafting mastery and the Mythic Feat Mythic Crafter can I make mythic versions of all the item types? I'm assuming no... it just seems a bit vague.

Mythic Crafter (Mythic)
You can craft mythic magic items.
Prerequisite(s): Any item creation feat.
Benefit: You can create any mythic magic item for which you have the appropriate item creation feat. In addition, you gain a +5 bonus on skill checks when creating non-mythic magic items.

Crafting Mastery (Ex)
You can craft any magic item as if you had the necessary item creation feats. If you actually have the item creation feat needed for a magic item you're crafting, whenever you attempt a skill check to create that item, roll twice and use the higher result, and you make twice as much progress on the item for any time spent. This ability does not reduce the item's cost or any other requirements.


Have a concept for a tinkering gnomish gun mage who will eventually craft constructs. So, the question becomes what exactly happens when I use craft construct in conjunction with mythic crafter?

Does the construct gain 1/2 its CR in mythic rank per monster creation rules? How are the abilities chosen? Can I custom choose or am I subject to the DMs whim? (Path-wise champion or guardian seem appropriate)

Furthermore, could one craft a legendary construct via the Legendary Item universal path ability?
"Legendary items are always non-consumable magic items, and are typically magic weapons, magic armor, or magic items that take up an item slot (though there are a few legendary items that don't take up slots). Even vehicles and siege weapons can become legendary items."
Although certainly not typical it doesnt appear to be forbidden. Would said construct have both mythic rank and legendary rank? (Mmm..... artifact golem....) If given intelligent as a legendary ability, would it gain feats? (head explodes)

As you can see... the ambiguity is making my head swirl. Any help or clarity would be appreciated.


"It uses your base attack bonus (possibly allowing it multiple attacks per round in subsequent rounds) plus your Wisdom modifier as its attack bonus. It strikes as a spell, not as a weapon, so for example, it can damage creatures that have damage reduction. As a force effect, it can strike incorporeal creatures without the reduction in damage associated with incorporeality."

So if it is striking as a spell based force effect... touch attack?


Can the evolution surge spells stack with themselves? i.e. I cast greater evo twice and the eidolon gets up to 12 points to up to 4 evolutions?

The spells themselves don't seem to indicate one way or another.

I've been playing my summoner as if they don't though. Just seems too cheesy otherwise.