James Jacobs wrote:
In your opinion, or if you had to guess the full story, who is Rul Thaven and why is "she" missing?
Male Human Gamemaster
IMO the game becomes unbalanced around level 12 if there is a low magic element. I much prefer low-impact campaigns, in which there are every sort of magical item (+3 swords and rings of protection) but the swords don't glow and the rings don't create a force field- everything is of a muted, low-impact effect.
4d6 ⇒ (2, 4, 6, 6) = 18 =16
Would you mind terribly if I used the elite array, instead?
Male Human Gamemaster
I had my crisis of faith a few years back, I was christian then. I've kind of spiritualist now... Religion is a tricky thing to convey, especially over messageboard. The thing I think that bothers me most is people who persecute Christians for persecuting people. Hypocrisy is worse, sometimes, than the offense. Hope you make it through as unscathed as possible.
Male Human Gamemaster
Corpse roaches and vipers instead of brood lords, and for ultras obviously Torrasque. I roach/hydra every mission. They're unstoppable. Swarm hosts for defense, either Aberrations or Ultralisks for tough defenses, but my roaches backed with upgraded range hydras backed by impalers is killer.
Icyshadow wrote:
Please see above xD
One more thing. I have updated the Jotungrip feature to more advantageously utilize the full progression of the Massive Weapons feature. My re-write is as follows: Jotungrip (Ex)
Help me out here, guys. This is still incredibly technical and has some loopholes, but basically: Medium creature
I have an interesting point- ammunition. My medium-sized twelfth-level Titan Mauler (Massive weapons 4) picks up an arrow sized for a huge bow.
Does ammunition count as "easier" to use than light weapons?
I've thought about flight, but I'm not a fan of flying- I will probably get some boots of.levitation to seperate myself from melee, though. As for healing, there's an NPC cleric that tags along, and so far my use of the nonmagical heal skill has been keeping us patched between encounters. I can also cast cure spells, so the party will soon invest in a wand. Slumber is an interesting choice to advocate. At first glance, it seemed to have a lot of drawbacks, but taking someone out of the fight instantly is obviously a huge advantage I hadn't considered. Again, though, I'm trying to shore up the party's weaker aspects (lack of charisma, subtelty) with as little effort as possible. But evil eye is looking better and better. I may well settle on that instead of tongues.
Sebastian Hirsch wrote: Evil Eye - trust me. I'm hearing a lot of Evil Eye, but it doesn't seem action efficient. A standard action for a -2 AC? The drunken master in my party is always dirty tricking people into being entangled. -2 saves? Misfortune is statistically better, and I'm the only one with common save-dependent abilities. My concern is that, with such a small party, action economy is king. On the other hand, so is conserving resources. Though I'd like to hear your experience with it.
The charm hex is much more powerful than charm person in that it is not restricted to Humanoids, and combined with my existing Feral Speech, has an incredible potential for reconnaissance, blackmail, and general shenanigans. I'm loathe to take any Hex buffs, simply because the party just doesn't NEED buffing. If I did, though, it'd be misfortune. (as opposed to, say, ward, or healing)
I'm currently playing a winter witch in Jade Regent. The party is as follows:
I'm taking my first level in the winter witch prestige class, at character level 6th. I currently have the Hexes Misfortune, Cackle, and Feral Speech, and the feats Fey Foundling, Extra Hex, and Improved Familiar. I'm currently looking at taking Charm, Disguise, or Evil Eye, but I'm open to arguements for other hexes. Thoughts?
I'll second the porter rule, but, you might consider eldritch heritage (arcane), giving you a familiar to see for you. You'll need a skill focus in any single knowledge to qualify- something you should have anyways earlyish.
Male Human Gamemaster
Reaper boneyard sculpts are made of a new plastic that's lighter than pewter, but less fragile, responds to paint in a similar fassion, and is much, much less expensive to manufacture. The catch is that the molds are expensive, hence the kickstarter. Once made, however, the molds are obviously reusable.
I'd like to put my build out to the public eye, and see what kind of responses I get:
Am I right that I lose ONLY a caster level in the transition, and that at tenth level I may select weather control?
I play as a signifer of the pyre, and I recently reworked my character. I'm assuming they meant Arcane Armor Mastery, and that is a typo; and the benefit of making it an immediate action becomes apparent when counterspelling, or when using the Ultimate Magic Spell-Duel rules. Also, my group is playing with the assumption this -also- allows you to cast immediate-action spells like feather fall with the reduced failure chance. I'll point out we thought this was a silly rule, and we're playing that you don't need to take the swift action to reduce spell failure at all, until the rule is set properly. I'd like to get an official ruling on all of these actions, in any case, but I hope this helped you. P.S. When I say counterspelling, I mean as the counterspell subschool wizard, which allows you to counterspell immediately.
I had this happen at my home game for an extended period of time. She still isn't actually playing, but she does roll dice for summoned creatures, and will occasionally play an NPC if she likes them.
I believe the rules here are clear.
PFSRD wrote: Grappled: A grappled creature is restrained by a creature, trap, or effect. Grappled creatures cannot move and take a –4 penalty to Dexterity. A grappled creature takes a –2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple. In addition, grappled creatures can take no action that requires two hands to perform. A grappled character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler's CMB + spell level), or lose the spell. Grappled creatures cannot make attacks of opportunity. Additionally, note that rake damage does not occur immediately, as PFSRD wrote: A monster with the rake ability must begin its turn already grappling to use its rake—it can't begin a grapple and rake in the same turn.
Why not use the rules provided? Sunder and disarm, anything that targets the weapon, has a 50% miss chance. Spells requiring line of sight obviously won't affect the item either. Of course, special cases exist; can you "snatch arrows" an invisible javelin? Invisible brass knuckles... Do you appear unarmed?
-Looks over shoulder-
He'll also have an ocarina for those rare occasions bagpipes are simply not convenient. I do have a question. My concept includes a MW spiked heavy dragonhide shield and a warhammer, the sign of his station. I'm guessing I'll have to figure out why he left these things at home, if gear is provided?
Yes, but I simply can't justify a "cursed" character as "Lucky". If I've a mind to take it, I'll surely find some manner of element that describes its acquisition.
Edit: Let me add that the build is childishly easy to adapt to a bard class. While I'll lose the claws and such, that's all just mechanics, and it's the concept I'm interested in. If it's a bard we want, a BARD WE SHALL HAVE!
Dwarf, since the "clan and family honor" seems most appropriate from a dwarf, despite the gnomes affinity for sorcery.
I've an interesting concept of a white-dragon blooded sorcerer, the child of a line cursed to become more like the beasts they hunted every generation by a particularly powerful ice linnorm (or white dragon).
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