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Nephril wrote:

your poison guide deserves its own section. that is a SUPER helpful section that i have already copy and pasted into word then printed out and attached to a druid ive been working on for a friend GREAT WORK. will this be expanded on as its a great idea?

sorry i am posting so many times im trying to cover alot as i read.

just a question on the subject isn't poison save DC based on (DC 10 + 1/2 the poisoning creature’s racial HD + the creature’s Con modifier) so it would change as you gain levels and/or you raise your Con?

Nephril wrote:

if someone were to take your recommended style of play for a druid and then all there feats get eaten up trying to be decent at everything.

1st spell focus conj
human augment
3 eschew material
5 natural spell
9th powerful shape

this may lead people to understanding why so many other guides suggest specializing.

why the eschew material feat?


Andro wrote:

Thank you everyone for replies!

In response to some querries: Character is Gnome Druid / Lion Shaman 1 - I know, gnome is hardly optimal for a feral-melee-druid, but game is more role-playing that min-max heavy, so that shouldn't penalize the player too much. Relevant stats are 16, 14, 14, 14, 16, 12 (4D6 happens :P )

Regarding feats, I've decided to do a bit of handwaving/houseruling since party is somewhat melee-light, and I don't want that to cripple them overmuch; so here's the Feat progression I'm considering recommending to the player (I'm ignoring a couple of prereqs, such as +1 BAB for Weapon Focus, and Improved Unarmed Attack for Feral Combat Training):

1st : Weapon Focus : Claw
3rd : Feral Combat Training
5th : Belier's Bite
7th : Improved Natural Attack : Claw
9th : Eldritch Claws

I suspect this is not the optimal approach, but it seems fairly flavorful and hopefully player will like it. Input appreciated (just don't get on my case for waiving some prereqs ;) )

You'd propably be better with natural spell feat at level 5, and propably the feat that lets you speak in animal form at 7. The reason is that you have a few times per day that you can shapechange and if you can function in your animal shape (cast spells, talk to your party) you won't need to shapechange that often.

By level 8 you can be in animal form all day long if you want, but without those feats you are losing your spellcasting and making it hard on yourself to RP or you'll have to use your ability less often since you'll have to change back to human to heal buff or cast any other spell and speak


I think that it would be better if you start off with something smaller like sacrificing incests for tiny boosts or getting boosts after sex, then go bigger and bigger with tiny steps.
Something like a +1 on DC in a spell that you kill a live incect wille doing it but only once per day then +1 for 2 spells if you kill a small animal and so on.

Let her taste the power, get used to it. Make her use it to get out of tough fights. She'll propably get more and more relax about using it as time passes and she won't mind getting just a little nastier after a while as long as she do it in tiny steps.


Witches can't be arcane tricksters they don't have Mage Hand on their spell list.


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My favorite is Enemy Hammer, it was love at first sight for me. Using one enemy to hit another, so nasty, so fun and so perfect. I just can't wait to get my wizard to level 11 to be able to cast it


DocWatson wrote:

Hmm... The intelligent item rules don't seen to have the ability to give an item feats.

How much do you think giving an intelligent item a feat should cost?

Give the chest a couple levels in fleet, and it can at least chase down a halfling.

Well what i thought was to take the item power "sprout limbs and move with a speed of 10 feet" 2 or 3 times (10000 or 15000gp total +2 or +3 Ego) to solve the speed problem and it gives a good reason why it has so many legs under it.

Also take :
"can cast a 0-level spell at will" for Prestidigitation 1000gp for cleaning up my clothes,
from Intelligent Item Senses and Communication table take
"Empathy" (0gp/0 Ego) be able to give people around it angry hateful looks
"Senses (120 ft.)" (1000gp/0 Ego) to see where it's going
And finaly "Purpose Defeat/slay all (other than the item and the wielder)" +2Ego

All this cost (12000 or 17000)gp +500gp for being Int +5000gp for a making a IV bag of holding. Total (17500 or 22500)gp
with an Ego of 5 form powers + 2 form Base Magic Item Value =7Ego

And depending on my wealth and whether or not the costs for making an Int. item is half like it is for other magical items i might add
Item can teleport itself 1/day (+15000gp/+2Ego)
Item has 10 ranks in one skill (Intimidate) (+10000gp/+2Ego)

Vilfer the Dragonsinger wrote:
smear campaign

"Jason's Traveling Accessory"™ is not evil it just hates everyone (but me) and wish them dead based on the fact that everyone is out to get me.


Halfling Barbarian wrote:

Also I had an Aha! moment. For 5000gp an intelligent item can sprout limbs and move with a speed of 10ft. That's definitely in the spirit of the luggage. So we modify a bag of holding by making it intelligent for 500gp, give it the ability to cast mending at will (1000gp), and give it limbs (5000gp) for a grand total cost to create of 11,500gp (assuming the highest capacity bag of holding). You could up it's ego by 2 and have it's specific purpose to be follow it's owner everywhere.

EDIT: And it's chaotic nuetral.

Sounds perfect! although i've always picture the chest more of NE total psycopathic maniac :)


karkon wrote:
If you have someone in your party who could cast animate object I think it would make things easier. Have you discussed this with your DM? What did he say?

She hasn't read the books but last time i mention it she was ok with the idea since i told her i don't really want it to be the psychopathic war machine that it is in the books.

We have a cleric and a witch so they could do it but i was hoping to do it all by myself


DM_aka_Dudemeister wrote:
Craft Construct, +5 to the spellcraft DC for not having the spell prerequisite. See animated object in the Bestiary for more info.

I know that i put a lot of constrains on it, but the thing is that it would need 2 more feats for that and since it's mostly RP and fluff i'd rather spend them on something else (yes it has some usfullness but not much more than a walking bag of holding or a glorified packing mule with a bad attitude)

Beckett wrote:
I would say use the spells <Tensors> Floating Disc, Unseen Servant, and through in Prest. just to have it "wash" your cloths every day, ha ha.

Well i wouldn't go with floating disc, it has to have legs lots and lots of them. :)

Any thoughts on the price?


Halfling Barbarian wrote:

Secret chest, mending, permanent animate object. Burning gaze is a nice touch, and if you want to give it some real flavor get your DM to allow you to apply a bane effect (sharks) to its slam attack.

EDIT: If he wants in on the fun, he should make it sentient and cursed.

The problem is animate object is not on the wizard's spell list and i would like to make it all by myself not get a witch or a cleric to help me.

I guess i could put a few skill points on UMD and get a scroll but i would be very hard to get a succesfull use since it's from another spell list


I play a wizard based on the best wizzard that ever lived Rincewind and i need some advice as to how to make a walking chest like the one that he has.

I don't want it to attack or anything, just carry around my clothes (and cleaning them when they are inside it of cource) and more stuff, follow me around and when in danger get away and come back when everything is ok... giving angry looks at people is a plus.

I have the Craft Wondrous Item Feat but i really don't want to spend 2 more feats to get craft constract since it is mainly for RP and fluff reasons.

So any advice or ideas on how to make this, what spells do i need and how much will it cost.
I'm 6th level now but i can wait. What i have so far is that i'll need
1.secret chest
2.propably unseen sevant (or prestigitation and mending) to clean stuff up
3.i was thinking about using Mount for movement
4.burning gaze for the angry looks that it give not damage.

Please help


j b 200 wrote:

An easy way to compare would be to look at 9th level Cleric and Wizard Spells. This is the pinnacle of power and should give a good idea on how the spell lists stack up. Limiting to the CRB, just to reduce the work.

** spoiler omitted **

So out of the 10 9th lvl Cleric Spells from CRB there are only 5 the wizard doesn't get, and really 4 and 1/2 since Miracle overlaps with wish. And of those 5, 2 are healing, one is only ok, one is good and one is very good.

** spoiler omitted **...

You have to remember that the cleric has access to all his 9lvl spell list as soon as he hits lvl 17, the wizard gets 2 of them at every level and he has to pay for scrolls or get a good loot (aka if the DM likes you enought to let you have them)

So in a sence cleric has a great advatage since he has access to every spell just by sucking up to his god every morning


If you want to be really nasty have him fight for one or two rounds then run through an illusionary wall like he's escaping, he casts a prismatic wall right behind the illusion, watch the PCs charge through the wall.


obadiah wrote:

They are Fluoroantimonic acid.

But we can for sure cancel out hydrofluoric acid as being in an acid flask since it will eat through glass.

It's magic acid there's even an entry in wikipedia about it


I know it's a sick idea but we are talking NE here, so how about they kill women who just gave birth as a way to celebrate both aspects of their goddess, then keeping the babies to raise even more sick cultists?


Banpai wrote:

I would suggest Books 1 and 2 The Colour of Magic and Light Fantastic, Interresting Times, and Last Hero. After that, well it changes your viewpoint ^^

Also you will want to avoid saying 3+5 ^^

Also Small Gods one of my favourite. The god/turtle smiting eyebrows is awesome

can you explain the 3+5 part? so many prachett books over many years it's not easy to remember


The Arcane Discovery "Immortality". I'm not sure if it's the wizards version of Timeless Body or you actually become immortal (if anyone knows please tell me) but just the feeling of taking a feet with that name is enough.

"I am Tim the immortal enchanter" *manic laughter

oh and the Arcane Discovery that lets you get spells from an opposite schools for one spell slot


Hama wrote:
nicklas Læssøe wrote:

Why have u created the core of the earth? i mean paying billions and billions of gold to include it seems a bit to much, considering its just lava. So if you only include the first say 50 or 70 miles of bedrock, and the air, how much would that cost?

That "just lava" Is the reason we have atmosphere, because the mass of the entire earth gives it enough gravity to keep the air around it. Also, a hollow planet would be cold. Very cold. And mos probably a barren, frozen wasteland, with nothing to keep it warm on the inside.

You don't really need the lava and the core you have gravity from the spell, so you create a 2nd surface facing inwards and you can cut the casting time by almost half. You also make the plane with enhanced magic for the time you cast the spells and you have +2 CL that's 10% more area on level 20.

Get some people (or some monkeys if you can wait for the evolution to take it's path) and wait a few generations mess with their lives enough so they start worshipping you and enjoy being a god.


LordZod wrote:


What are some good feats for me to take? So far I've decided on getting Selective Channeling, Extra Channeling, Turn Undead, Toughness and possibly Improved Initiative. Can't justify Channel Smite with my lackluster STR. Has anyone played with Alignment or Elemental Channel? The feats in Faiths of Purity look tempting, but I'm looking for a second opinion on those.

I don't know about Improved Initiative feat, very often you will want to be able to act last in the round to heal or channel after you've seen who is hurt and how much.

You might want to consider combat casting since you are a caster that stays close to the front line.


cowwithhat wrote:
From the summon monster III list Lantern Archon can be used as a message and small item carrier. Greater teleport at will and truespeech allows for summoning the archon, telling it where to go and with whom to speak, and then having it come home to tell you what their response was.

A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them. Creatures summoned using this spell cannot use spells or spell-like abilities that duplicate spells with expensive material components (such as wish).


I think that there are 2 variants in TN alignment

1. The "peasant"/"everyday guy" variant: he cares about his family and friends he'll do what he can to keep them safe.
He would do what he must to have a good life, make some money or whatever his dreams and goals are but he won't go to extremes if he's not forced to.

2. The "militant TN" aka druid that would go out of his way to ensures that no other philosophy wins, would make decisions based in the long term consequences (as far as he see).
He's more calculating in his actions trying to protect nature or just gathering favours or allies for future use (a good reason to hang along a mostly Good party).
I think that he can be as annoying to the others as a paladin but i guess that's the case with anyone who has strong alignment convictions from his class.

In the bandit example as a TN druid I would probably set some rules on them not to pray on the villagers (I would want them as allies or just friendly to my and the more the bandits take from them the more they are forced to destroy nature to make ends meet) and I wouldn't mind or even provide healing and some protection if they steal from towns (towns are a danger to nature) or aristocrats (they take more than they need from nature) because they have to live somehow.


You might want to check "A Magical Medieval Society - Western Europe". It's a very interesting book on the subject.


MisterSlanky wrote:


Take the lame curse. Sure it's a -10 movement penalty, but hey, at level 5 you gain immunity to fatigue which is just too good to pass up for your Barbarian. Now normally I would only go for four levels of the class (since at 5 you lose another BAB), but that fatigue bonus is just too good to pass up. Now, if you take the cinder dance mystery you not only gain an extra feat, but you regain that 10 feet of movement and again go back up to a movement speed of 40'. Y

Cinder Dance (Ex): Your base speed increases by 10 feet. At 5th level, you receive Nimble Moves as a bonus feat. At 10th level, you receive Acrobatic Steps as a bonus feat. You do not need to meet the prerequisites to receive these feats. Oracles with the lame oracle curse cannot select this revelation.


If she's true neutral make her pick a fight with some good people that just want to exploit the forest to get more profit (a band of LG dwarfs that wants to cut down a big part of the forest to get fuel might be nice)

In most parties with all the the Good PCs around a druid doesn't get the chance to pick a fight with anything else but evil monsters.

It would make a good opportunity to make her RP more her "duridness". Go tree-hungers!!!