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I skipped a couple things in VoBC. I skipped the Mi-Go plot almost entirely. It was a long dungeon crawl that repeated the same fight too many times. Plus Migo are annoying to fight, but were not that much of a real threat. Darkness and stat damage along with a host of enery resistances drags on too long for my tastes.
I would pick what you like in VoBC and skip the other parts. Very few things relate to the actual plot, it id very much a detour adventure.

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I have a question about the Deathbower, quite a few encounters are done very close to each other but do not seem to mention aiding others. The main one I see here is in F6,7, and 8. Aydie fights the players at the bridge, there are four gardeners about 25 feet away in open view, and Reedreaper is just behind some gravestones.
Should the other NPCs be running to aid in other fights? or are they just supposed to stand and watch as the PCs approach? Nothing seems to indicate they are hidden or waiting. How did others run this?

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Character Name: Neron
Class: Titan Mauler Barbarian
Location: Recreation Deck, Divinity Starship
Catalyst: Never Split the Party
The Gory Details: The party had entered the Recreation Deck and met with Deacon Hope. The Living memory had won them over with kind offers and a mostly open philosophical discussion. This ended with the party agreeing to spend the night and have a wonderful breakfast before heading out in the morning, Deacon offered a lovely fruit and vegetable platter.
After spending some time milling about, most of the party went to rest in the upper levels while Neron opted to stay in the Holotheater and have Deacon help with some holograms of his dead family members and barbarian tribe. As the hologram went on, Deacon slowly brought in more and more of his back up and eventually revealed his true intentions. Offering Neron a chance to accept Unity, or be destroyed. Neron, the stoic and defiant Barbarian defied his requests and tried to fight. But, alone and a poor initiative roll meant that Deacon, Metwaska, and his ten Watchful overpowered the barbarian before he could even act. On his final moments he was offered one final chance to join Unity. Neron denied, and was slain.
His body has been taken away, a party member woke after requiring only 2 hours of rest to learn the Barbarian never returned, he woke his companions and began the search.

Neron was an original party member who rescued Khonnir Baine and saved torch, he was named Kevoth Kuls successor after curing the forlorn King.

He is survived by his party members, Kaishim (Archeologist Bard 13/Lore Warden 3), Martin (Life Oracle 16), Maria (Techslinger 16), and Roan (Sacred Servant Paladin 16).
He will also be missed by the NPCs, Paeytr Meracnin (Stormlord Druid 14), Isuma (Techslinger 14), and Casandalee (Sentient AI).

Unit 83-UY Alpha Member (Augmented Gearsman Weapon master Fighter 10) cohort of Kaishim will not miss him, as he is an emotionless robot.

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I used the dogs as him clinging to his last sense of himself. I also got a chance to signify his power when a giant accidentally hurt one, then panicked as to what the wrath of Kevoth would be.
My players tread carefully around the dogs after that.

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Thank you, looks like there was no official answer anywhere. I will go with allowing the Morrigna to take whatever humanoid shape she wants. I figure its more fun that way.
A side note, strangely despite all the spider themed abilities of the Morrigna, she cannot turn into a spider.

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I had tried to find it others had run into this issue, but found nothing.

I originally thought it would just duplicate the spell "polymorph" at a first glance, but that does not seem to be the case.

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He is a Sacred Servant Paladin who I allowed to worship Pharasma. Your god sends an ally that it chooses, so the Lady of Graves knew a Morrigana would be helpful in this option.

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Hello, one of my players just learned Greater Planar Ally and as a follower of Pharasma, he wanted to call a Morrigna as an ally. This all worked out well but when going over the stat block of the Psychopomp I saw it has the shape change ability and it says any Humanoid or Animal. It does not list a proper spell to replicate it however.

Am I missing something? or should the Morrigna be able to replicate Alter Self and beast Shape I-IV?
But Giants are also humanoids, should she be able to use Giant shape?
The Shape Change ability says it is a polymorph effect and the exact spell will be determined in the stat block.

I am not too concerned for it being over powered with some better polymorph abilities, given the nature of adventure, the party needs all the help they can get.

Adventure Path Spoiler:
Iron Gods Book 6 is very deadly, and they are nearing a fight with a 20th level cleric as well as an Ancient Dragon. Plus, no summoning once they are in the Dungeon due to a massive Dimensional lock over the entire zone.

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There is the antagonize feat, though I know that feat is not often well liked for some strange interactions.

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Wow, my parties barbarian would love that ascended casandalee. I think every part of her portfolio matches his ideals.

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That is quite an interesting spell with a seriously expensive material cost, is that the highest set cost of a spell at 50,000 GP?
It looks like my party is more interested in what the AI has to say now, though I am not sure if they will have her ascend at the end. The idea of something replacing Unity was tossed about by an NPC and one player seemed interested in trying to be the one to fill the gap. With a Neurocam, I do not see why that would not work, and I suppose that would be a fitting end of a campaign to literally become a god. I suppose we will see, I have some time to figure that one out.

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Thank you for the advice, I was able to get them a bit more interested in Casandalee by having Isuma mention her as a possibility to access the Elevator in the Technic league compound basement. She hacked the system due to her massive bonus on such checks and allowed the party to get to the lowest level to meet the Kytons below. I also had the Black Sovereign seem annoyed by the AI, but not enough to care too badly, mostly the barbarian king wants to kill some wizards, a robot who hates the league too is an tool for now and a problem for later.

The Party has mentioned trying to resurrect Casandalee in the past and mentioned it again, remembering they kept her corpse found in the Aurora. The book says she cannot be raised as her soul was judged, but doesn't true Resurrection bypass that because it can function on a dead soul at a minimum of 170 Years? I get that it is probably just story reasons so that may be the final say.

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Hello, my party is currently assaulting the Technic League base and nearing the end of The Palace of Fallen Stars. They have quite a few allies, including Isuma the Kasatha, Paeytr (Cohort) the Mad Druid from VoBC, an Augmented Gearsman Cohort) they modified, and currently Kevoth Kul after curing him.
As so many NPCs in the party, Casandalee is hard to make herself known being that she is deactivated most of the time to conserve power and often forgotten about. They have had really only one or two real discussions with the AI. The party is very motivated to kill Unity, so getting them to Silvermount is not a concern.

I was wondering of you had any suggestions on how to get her presence known a bit more, seeing as Divinity Drive has some very big stuff with her toward the end.

I feel like I made a mistake with her somehow in that the party tries to hide her so much, but she is just locked away and forgotten about. Kevoth Kul will not be a party member forever, once the league is dealt with, he has a kingdom to run. But Isuma, Paeytr, and the robot cohort (Named Unit 83_ Alpha Member) all have a more noticeable voice in party discussion.

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Iron Gods has Kevoth-Kul, the Black Sovereign on Numeria is bisexual. Or at least seeking partners no matter the gender. He has a wife, but that whole relationship is a mess.

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My players are getting into this book, they found the Red Reaver and encountered the Doc but let him run away with most of his gear.
The Mockery Meeting I changed up a bit so that Mockery was not just one person, but the head of each cell of the Resistance was "Mockery" so the first one they met was Dral-Mok, but the second was a gnome, I mentioned that there were Mockery's of multiple races and style. Due to work schedules, one of the players, an Archeologist Bard, was going to be away for a few sessions, so I had him join as one of the many Mockery's. This way his character has a reason to be away but also can have him assist behind the scenes a bit more.

The rest of the party currently has the plan to cure Kevoth-Kul with a few doses of Cureall that will be laced into his food, drinks, and prize. They are planning to have a feast held as they honor him with a Dragon kill in his name, specifically the Dragon Maukui was inhabiting. Collecting ten doses of Cureall is the plan to have the King be dosed with the pharamsuetical to save him in a more descreet method, though the Life Oracle is planning to be nearby with a heal spell at the ready.

I am unsure of how this will go, because if this works, then the entire first two floors of the palace will by skipped.

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Whoops. Mobile auto correct is out to get me.

The party teleported into Starfall, and found the Red Reaver soon after. One of them tried to scout invisible overhead but was seen by a Myrmidon robot and fled quickly as it started to hunt him down.

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I am pretty sure you do get sneak attack, but I'm not positive.
The tocket uses an attack roll to hit, but you use a save to reduce damage. The target of a direct hit does not get a save.

Without other clarification, I would say the direct hit gets sneak attack but not the others in the blast radius.
I'm about to start book 5 so ticket launcher will be more prevalent. Though I am swapping the rockets for different tech guns on some battleguards to reduce the mountain of missile launchers the part will have.

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I just finished Valley of the Brain Collectors last week for my group, they went back to torch to resupply before heading to Starfall.
The party is very afraid of the League because I added an encounter after Book 3 where a captain confronted them and nearly killed the whole party.

During the Valley of the Brain collectors, i skipped the entire mi-Go part, the fights seemed repetitive and my group does not get much play time normally, so it seemed best to no use it. Plus, the Mi-Go part does not help the story at all.

for the Dominion, I played up the science nature of them and had Maukui describe his plans for using an AI to make infinite energy. Once the dominion figures out how she works, they will mass produce intelligent life then hook them up to feed on its psychic energy. It added an interesting moral dilemma for the players as one player hates all robots and was actually alright with AI as a torture battery.

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I don't think it offers a save. That text is to clarify the DC of any saving throw. This ability never mentions what saving throw it would be. Many Oracle powers state the target gets a will save or a fort save, this ability does not state that.

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I realized I never wrote non lethal damage there, but Lord Fyre was correct.
After a few more books, Xoud was pretty tough between incorporeal, a ring of fire resist to ignore most of the parties lasers, and his ring of force fang to block magic missiles. The bard failed his saves vs phantasmal killer after a couple rounds and dropped dead. The thought harvester went down fast when the barbarian critted with a chainsaw so that helped the fight a bit.

Book 4 has the Mi-Go, while not exactly dangerous, they are obnoxious to fight. Immune or resistant to most energy types the party uses, flight, and darkness spells mixed with superior vision makes them truly difficult to hurt. It made my players completely skip the Fungal caves sections.

Tonight starts the broken annihilator fight, I suspect this could be dangerous.

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Wendigos freak me out, they drive you crazy with nightmares then kidnap you into the woods and force you to either eat someone of your race or starve.
They look horrifying, a biped monster with a fanged deer head and stumps for feet. That whole creature and all its north west native American lore are nightmare fuel.

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I took that as meaning the advanced belker from the eighth floor.

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Dimensional Shackles are what you need to keep them in place. It’s a DC 30 to break them or slip out and it affects you as Dimensional Anchor with no save as long as they are worn.
High level people are hard to keep locked up, the barbarian can likely punch down walls while the rogue can pick any lock using improvised tools.
The common trope, though hard to pull off without GM fiat, is an anti magic zone around the prison. That would stop any casters from breaking out. Teleport stands out, but dimension for works, gaseous form moves right through the cage unless it’s air tight, and it’s only a 3rd level spell. A still/Silent gaseous form is the same level as teleport and much harder to deal with.

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Probably one of the Mythic templates like agile which grants extra initiative.
The class templates are also pretty strong to a higher CR creature. It grants a host of spells to cast.

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Assaulting tne celestial realms to control the tomato market. This is what those 20th level commoners do for the end game.

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The claws are deft enough to cast spells with somatic components, I would assume that means they can manipulate objects well enough. Even so, a dragon could get a set of tools designed for someone of his stature in mind.

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Dragons are prideful and vain. Even the good dragons see themselves are greater beings who must help those below then, ie: everyone.
This often means that the dragon expects others to craft for him, he should not have to expend the effort required each day to craft, that is the job of his servants. They likely don’t even want to commission a magic item, someone should offer it as a gift.
Dragons are prideful, lazy, and self important.
If you want, you can swap out a feat for craft wonderous items or forge ring or similar, there is no reason mechanically they cannot take them.
The devs have mentioned not giving feats to creatures when it does not need it, I do not know the source so take this with a grain of salt, but they mentioned not liking improved natural attack for monsters because they could just declare his natural attack to use a higher damage die.

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Wow, that is an excellent fit.

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To be fair, the second year was given an artifact and had a Phoenix (A CR 15 creature) help him out. Plus, have you see the threads where people use a few low level wizards to kill the Tarasque.

I think the Arcanist had just come out, so I was unfamiliar with it, Sorcerer made sense because they only really know a few spells, and can cast them freely without preparation. Voldemort was all about being a pure bloodline of magical families, so the class wth Bloodlines was a perfect fit.

Finger of Death was the closest I could find to an instant kill spell, perhaps a better one exists now being four years later. Pathfinder does not like instant death effects, Phantasmal killer is one, but it offers two saves and can be blocked by a variety of methods.

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Alright, I can post on my PC now so hopefully formatting will look nicer.
I made him back in 2014, so there may be better options he could have, but to go over all of that now would be a long process. Feel free to make suggestions or mention mistakes I made on him, I am not perfect.

This is my version of the Dark Lord Voldemort. He is highly focused on the spell Finger of death and tends to scream out the verb component "Avada Kedabra" when casting. I used the fey (Sylvan) bloodline to gain Nagini the snake and increase his dominate DC, the flight is reskinned to be his black mist he uses. The tactics of the Dark Lord are that he will always preplan his attack and never be afraid to go full power right from the start and he will leave with a teleport if the fight is going poorly but that often never happens due to his careful preparation with the contingency spell on him, should he ever be damaged too greatly (less than half his health) it will activate a Harm spell on his body to heal the wounds. His bracers make sure any would be attackers are drained of life and used to fuel his own. The main key to his success is that he avoids conflict with those who could pose a challenge, casting counter spells and hit and run tactics to be sure he stays safe. Often times he spends his days striking terror into the mortals of the world by going on mass murder sprees then leaving without a trace. He greatly wishes to kill all non-spellcasters and anyone not of a magical bloodline such as wizards and clerics as they are taking magic that rightfully belongs to the pure blood sorcerers of the world. He keeps his human looks through his ring of Gentle Repose and a spare ring in a secure location. As Nagini holds part of his soul, he does not use her in dangerous combat, preferring to have her kill helpless foes such as townsfolk and other non magical beings who pose no real threat to the Dark Lord.

His full Stat Block is in the spoiler because it will take up half the page otherwise.

Lord Voldemort:

Tom Marvolo Riddle Align: NE HD: 20D6+280 (352) Speed: 30
Class: Sorcerer Race: Human Senses: DV: 60
Initiative: 18 AC: 32 (10+5 +5 +5 +1 +7)
STR: 8 (-1) ------TOUCH: 16 FF: 33
CON: 0 (0) ------FORT: 20
DEX: 12 (1) ------REF: 7
INT: 14 (2) ------WILL: 13
WIS: 12 (1) ------BAB: 10
CHA: 38 (14) ------CMB: 9 ------CMD: 20
ATTACK: (Ray) +11
SPECIAL: Touch
ATTACK: (Wand of Enervate) +11 (1D4 Negative Levels)
SPECIAL: Touch

• Feats: 10 +4
o Eschew Materials
o Quicken Spell
o Improved Initiative
o Heighten Spell
o Boon companion
o Nobel Scion (War)
o Racial Heritage: Aasimar
o Celestial servant (Evil*)
o Persistent Spell
o Thanatopic Spell
o Spell Perfection (Finger of Death)
o Spell Focus Necromancy
o Greater Spell Focus Necromancy
o Spell Specialization (Finger of Death)
o Spell Penetration
• SPECIAL Abilities/Equipment:
o +6 Headband of Charisma, +5 tome of charisma, +5 Ring of protection, Amulet of Natural Armor +5, Bracers of Armor +7 spell storing: Vampiric Touch CL 20, Wand of Enervate, A ring that constantly generates a Gentle Repose effect on his body, if removed the effects stay for 5 days until it wears away.
• RACIAL
o Human: +1 Feat, +1 Skill Point
o Lich: +5 NA, +4 Channel Resist, DR 15/Blunt Magic, Fear Aura, Paralyze, Rejuvenate, DC: 34
• CLASS
o +2 DC of compulsion spells, Animal Companion (Nagini), Woodland Stride, Fleeting Glance, Fey Wings, Fey Soul,
• NOTES: To better-fit Voldemort these alterations have been made to the class abilities these some are non-mechanical while others change them greatly. First the wings gained are altered to be a cloud of dark mist that encompasses the lower half of his body. (Making him a small creature still) Celestial Servant alters Nagini to be a fiendish creature not a celestial. Thomas has a special phylactery called a Horcrux, this version is split into seven parts each holding a portion of his soul, these Horcruxes are as follows; Riddle Family Ring, his former Diary, a gem on an amulet, a Diadem, a golden chalice, Nagini, and an infant child. Each of these must be destroyed before Tom can be fully killed. Should any of these Horcrux be destroyed Voldemort is wracked with pain and is stunned for 1D4 Rounds and staggered for 2D6 rounds, during this time he loses his undead immunities (he does keep all other benefits however such as charisma to HP and Darkvision) as his humanity floods back into him.

Spells: CL 20, Concentration: 34, DC: 10+14+SL (+2 Necro, +4 Finger of Death)
0) 9 Known: At Will: Acid Splash, Detect Magic, Read Magic, Mage Hand, Mending, Prestidigitation, Ghost Sound, Message, Bleed
1) 5 Known: 10/Day: Entangle, Magic Missile, Ray of Enfeeblement, Sculpt Corpse, Charm Person, Enlarge Person
2) 5 Known: 10/Day: Hideous Laughter, Scorching Rays, Limp Lash, False Life, Blindness, Certain Grip
3) 4 Known: 9/Day: Deep Slumber, Fireball, Elemental Aura, Clairvoyance, Dispel
4) 4 Known: 10/Day: Poison, Enervate, Scrying, Charm Monster, Fear
5) 4 Known: 9/Day: Dominate Person, Teleport, Magic Jar, Nightmare, Wall of Force, Feeblemind
6) 3 Known: 9/Day: Mislead, Unwilling Shield, Contingency, Flesh to Stone
7) 3 Known: 8/Day: Phase Door, Finger of Death*, Waves of Exhaustion, Simulacrum
8) 3 Known: 8/Day: Irresistible Dance, Trap The Soul, Incendiary Cloud, Demand
9) 3 Known: 8/Day: Energy Drain, Dominate Monster, Shape Change, Time Stop 
SKILLS (100)
- Bluff 37
- Fly 24
- Intimidate 37
- Knowledge (Arcana) 15
- Spellcraft 15
- Use Magic Device 37


Nagini Align: NE HD: 16D10+64 (152) Speed: 20, Climb, Swim 20
Class: Companion Race: Constrictor Senses: LLV, Scent
Initiative: 5 AC: 30 (10+15 +5) DR: 10/Good
STR: 32 (11) TOUCH: 15 FF: 15
CON: 18 (4) FORT: 14
DEX: 21 (5) REF: 15
INT: 3 (-3) WILL: 6 (+4 Devotion)
WIS: 12 (1) BAB: 16
CHA: 2 (-4) CMB: 28 (34 Grapple) CMD: 43
ATTACK: (Bite) +27/22 (1D6+16)
SPECIAL: PA: -5, +15, and Grab +34
FEATS: 8
• Power Attack
• Furious Focus
• Improved Grapple
• Greater Grapple
• Improved Unarmed Strike
• Rapid Grapple
• Sleeper Hold (DC: 29)
• Lunge
Resist: 15 Cold and Fire, Smite Good 1/Day (+16 on DMG rolls), SR: 21, Evasion, Improved Evasion, Multi-attack, Devotion, Link, and Share Spells
SKILLS:
Perception: 20
Stealth: 20

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A few that I have not seen exact stats for, I could be wrong however, six bestiaries and adventure paths have hundreds of monsters.

Entering ramble mode: on mobile so forgive formatting and spelling please.

Blast end skrewts stand out to me as an odd one.
Thestrils (the skeleton horses) could just be reflavored Pegasi and tack on greater invisibility vs anyone who has not seen death.
House elves and gnomes are very different than elves and gnomes in Pathfinder. I doubt gnomes need stats, they are dealt with my children without the use of magic and can bite you for a pitiful damage.
House elves are a small sized creature with innate magical abilities like teleport at will, mage hand, and teleport object, maybe tack on prestidigitation for some generic magic stuff. Probably low on the cr side.
Basilisk is a giant (huge or gargantuan) advanced basilisk that is a snake rather than a lizard. Throw on a con damage poison and you have a Slytherin dungeon guard.
Whomping willow is a 0 int giant treant with no move speed.
Dementors could work as standard wraiths, it’s a kiss rather than a touch but functions the same. Maybe tack on one energy drain but lose the spawn ability.
Ghosts are generally mote benevolent and less twisted.
Voldemort himself is probably a crazy high level Lich. I made stats for him a while back if you are interested. He is specialized in finger of death/avada kedavra.

Hope this helps, if you can make any other creatures I will see what I can do.

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Slashing weapons have no restriction for non lethal damage as stated above. It is the same effect to deal NL with a mace, a club, a spear, or a scythe. Certain weapons are easier because of feats, Bludgeoner for one makes blunt weapons function with no issue.
If you are looking for flavor as to how it works, that’s always an issue I run into as well. It’s harder to describe how the 20 slashing or piercing dmg is not lethal.

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Correct, and the 1D6 Con Drain can be negated with a successful DC: 17 FORT save each time you are hit.
Wraiths are still a scary enemy, but not as scary as you originally had them.

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Negative Energy is not the same as negative levels. The 1D6 Negative energy is just a damage type for normal Hit point damage like slashing or Fire.

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blahpers wrote:
Why on earth is blowgun in the thrown weapon group...?

Don't you know how to use a blowgun?

Chuck a bamboo stick at someone and hope the tiny needle inside pokes them when it connects.

But yeah, no clue as to why it is a thrown weapon...

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I was the DM for it, but my players have a high level game going and they have killed a Balor, a Mythic Lich, a solar (reskinned to be evil), and some other supped up creatures.

The Balor killed the barbarian with a vorpal crit because the barbarian did not know the danger of a critical from that and opted to not negate if. He was quite shocked when I informed him the attack cut off his head.

The Mythic Lich was a dangerous foe with the use of multiple spells and environmental effects he aaa hard to hit and even harder to stay injured. High DR, fast healing, harm (undead), made. Challenge to keep him down. Included with risking paralysis on every hit the players were afraid to even smack him.

High level enemies can become rocket tag to a point. Either one shotting a player or having no effect. Combats take long for turn length, but are often over in just a couple rounds unless you do something to extend them.

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Hellions confusion spell made the grey ooze in the sacrificial dump pit far more dangerous. I wanted to have Hellion use the spell up before they encountered him, if he used that in his fight, it would have been a tpk.
Two of the four failed the save, the barbarian and the bard. The bard kept smacking himself and the barbarian would switch from babbling to acting normally. Fortunately, the ooze was not too dangerous and the party survived, though not without some pain and humility.

Otherwise, the blindhiem and the kathasa juju zombie were pretty tough, the barbarian wasted a crit which would have one shot the poor alien because they all failed the religion check and the picture did not look very undead. They wanted to capture the alien alive, he was not happy to hear his amazing damage had no effect.

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Technically, that butterfly could roll a 20 VS the Kaiju or "Totally not Godzilla" could roll a Natural 1 and the Butterfly could pin him.
The Kaiju will almost certainly break free or win the grapple next round but a series of poor/good rolls could be quite the slapstick fight.

This is a low probability scenario but not out of the question.

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It might be cheating, but Synthesist Summoner as a quadruped will allow you to make your eidolon look like a dragon and you are your eidolon so its pretty much you being it.
Depending on how the GM sees it, you can say you have wings from the start that just do not work for flight to attacks until later. As you level up and gain evolution points grab most of the following.
Reach (Bite), Claws, Breath Weapon, Wings, Flight, Tail slap.

You are already a spell caster so you can do most of your own casting in place of the dragon sorcerer spell list. If gestalt, grab Fighter or Barbarian for actual combat skills and even better HP.

Otherwise, grab Oracle as your gestalt, I think there is a dragon Curse and mystery, one of them surely grants dragon-like benefits that can fit the Eidolons form. (Breath attacks, so on)
Its all Charisma based and the Eidolon takes care of STR and DEX so you really only need CHA, CON, and some WIS and INT for saves and Skills.

Obviously many people have mixed views of the Synthesis summoner, for good reason, but if you are Gestalt then balance is already getting thrown out for the most part.

Hopefully this helps.

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While I do not think that Razmir is a real god, I should bring up this.
There is a god who has a diety stat block listing domains, profile, and so on that can be slain. This god is a mythic creature so it does throw off the system a bit.

Iron Gods:
Hellion and Unity can both be slain, Hellion can die to a group of level 7 players. While they are Mythic and grant spells as such, it's a creature with a diety write up who can easily die.

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If you can get the nemesis or apostate devil to work with you, you will be a serious force to be recommend with. But if it disagrees with serving you, run fast and hide well

The Contract devil, asmontioned above, is a good one. They are the type to not resist, they want you to make deals because the Devil gets a soul.

When dealing with the higher level Devils and yo are still low, make sure you treat them well and give praise as needed. Many have a crazy high bluff and sense motive so they will lie and know your lies. Offer souls (trap the soul, create soul gem, etc), give money of unique things, offer info they may not know but understand the devil may not be interested in the secret cook book of Paul the Kobold.

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The Apostate devil would be a good choice as a planar binding at 18 HD for out of combat abilities. It has some very useful social skills with a 28 charisma and huge diplomacy/bluff. It has a host of mind control spell like abilities as well as a wisdom drain on its claws (which have 100 ft reach, sort of) 1D6 wisdom drain twice a round is a scary thought to most creatures. Plus, they claim to be gods and are supposed to be very very old.

The big issue you will run into binding things 6 hit dice over the normal limit is that they are often quite a bit stronger than you. That apostate devil if summoned at level 11 is a major threat if it breaks out. 46 AC and 27 SR means you will have a tough time hitting him if things go poorly. That to say he does not just talk to you for 5 minutes and increase the dC of his effects by 50 (that means you lose)

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Just about any class will benefit from that like everyone else mentioned, barbarians love cries because it multiplies that rage STR and power attack for such nice damage. Really only full casters like wizards and sorcerers won't care much. Rage domain Goliath Druids will make good use of it though. What are the other stats of this weapon? Light, one handed, two handed, ranged? What's the damage die?

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Yes, when you multiclass you add them together. A character with fighter 6 and gunslinger 5 has a Base attach bonus of 11/6/1. The saves also stack (before ability scores) fort: 9, Ref: 5, will: 2. Normally multicassed character ends up with better saves, the things that do not stack are class features unless they say they do. Levels of fighter will not increase your deeds that rely on level, and gunslinger won't advance weapon training/armor training/bravery.

Liberty's Edge

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We were playing a 20th level Mythic game, assaulting the infernal realms. One player wanted to build the "tank" he invested everything into AC, I think he was somewhere in the mid 60s and could boost it to about 80. The downside was his Max damage was 1D6-1. All the Devils had DR 10. While his AC and saves were so incredibly high that nothing could hurt him,'he was useless in combat to the point where every enemy just pretended he did not exist. We allowed him to remake so that he was actually effective, the difference between a 50 AC and a 60 is not a whole lot because nothing can hit you anyway and an 80 AC is just unneeded.

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I just ran the first Ghelarn fight, nearly killed the party. I ran it with the creature using its shell each round after attacking (I ruled it could not make attacks of opportunity when in the shell to make it a bit more fair) The heavy hitter was entrapped on round 2, the Gunslinger took two tentacles with one crit for 21 Damage total. The Bard was entrapped as well leaving a Burned Oracle who tried Burning Hands on the monster but its fire resist ignored it. The Heavy hitter broke out on a good roll and was able to smack it a bit and take it down. they cheered like they beat the boss for the level. They have no idea there is a stronger Ghelarn further in the ship.

When they attacked Jazvit the Jinkin Gremlin he tried to bribe his way out because they had cold iron weapons and cut though his other gremlins, he dimension doored away and they could not find him. I figure he will harass them for trying to murder him.

I have one player who really wants to try the Strange fluids, I keep "suggesting" he try some. I made sure to show the dangers with the dwarf who nearly died so he knows the risks, but he has said if ever he is going to die he will chug a flask.

The Players seem to like it so far, they do not trust Sanvill in the slightest.

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Spell specialization boosts one spell by +2 CL, bright side is every level you can change the spell you pick for it.
Orange prism ioun stone is way out of your price range but gives a flat +1.
Gnomes can get a +1 CL for fire or illusion. Other races grant similar bonuses but I don't know off the top of my head.
There is a train that boosts CL by 2(?) but not more than your actual level. Helps for multiclassing.

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Got into a fight with a very high level vampire who was all but immune to magic which made my wizard quite sad. I had 14 negative levels out of my 15 total and he had it out for me (my wizard made him very angry a few times) I remembered that vampires have a whole list of silly weaknesses and cast Tiny hut around myself and declared "I own this hut, no vampires allowed" we had total concealment from within but could take pot shots at him. He was unable to flee because the whole fight was an area setting. I wanted to cast minor creation to make Garlic and pelt him with it. Ended up killing him with ranged attacs.

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Depending on what you are looking for in terms of combat for the Druid, a Goliath Druid Archetype can be a very powerful melee fighter by wildshaping into Giants/Trolls. With Regeneration, huge size, and high strength and Constitution bonuses you can take hits and deal them out. Mix it with Giants being "humanoid" shapes and that lets you keep your weapons and Armor without needing the Wild enchantment. While you will not have pounce, you can get around it like other melee fighters, quick runner shirts (nicer if you do not use the errata) or grab a reach weapon and control the battlefield with a 30 Ft reach.
A dwarven Druid who wears Stoneplate in the shape of a Giant is a very solid force to be dealt with.
Its not the traditional druid but very good in my opinion and can be very fun as well. As a bonus, you can speak normally in this form and have hands (normallly) so you do not need the Natural spell feat or Wild Speach opening up a few feat slots.

Liberty's Edge

I had a DM say that you needed two weapon fighting to use a shield in one hand and a weapon in the other, not to be able to shield bash but just to get the AC from it. His reasoning was "you are moving the shield around to block and that requires you to do two things at once." You still took the penalty to attack rolls for it, my main hand was a bastard sword (had the exotic proficiency) so I would take a -4 to attack rolls to be able to use a shield. I just two handed the thing from then on.

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