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Now you have to remember first of all. THIS IS A GAME. The rules does not cover EVERY single things in the world that dosn't seem "realist" to you.

In raw, you can disarm a shield. Just as you can techniquely disarm a backpack. If you need to VISUALIZE things, just watch Azog vs thorin and watch a giant gundabad orc disarm a HEAVY STEEL SHIELD through brute force in the battle of the moria.

You have to remember that fighting and combat maneouvers are beyond just I hit you, you hit me or just a flick of the wrist (fencer style), it's actualy brawling, wrestling. A serie of blows that culiminate to the result of the attack wether it's damage or just putting your enemy in a dangerous position.

If you DO rule things out because of your desire for realism, remember that the ruling goes both ways. Player won't get to disarm shield from monster, monster won't get to disarm shield from players.


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You should remember that most hybrid class are not just mixes of their parent classes. Each of them inspire their features from them but each also has a unique feature that justify them being class of their own.


Okay I have a question. It may be because I have read the feature wrong but : What is the use of Twinned Channeling exactly ?

You lose a d6 in the channel. You may now harm and heal your enemies and allies alike !... so you basicly heal say 4d6 and harm the same person for 4d6.

so please enlighten me... what's the use ?

and while you are at it, explain to me how the ethical paradox work exactly. It says : At 5th level, an envoy of balance remains unaffected by effects from spells and magical abilities based on her alignment or faith. She doesn't trigger glyphs, symbols, magical traps, or magical sensors set to activate based on a creature's alignment or religion.

She counts as the most favorable alignment or faith for the purposes of any harmful effects these alignment- or faith-based spells or abilities may have, but doesn't gain benefits these effects might grant those of a particular alignment or faith unless she is actually of that alignment or faith.

So your counted as the most favoreable way but you don't gain benefit. So if someone cast desecrate, you don't take damage but you aren't healed ? what abouf buff spell or weapons. Can you use evil or good oriented weapon alike without suffering negative level ? or you don't suffer negative level BUT you can't use it.

(I really like the concept of this prestige class but I can't help but feel like they half-assed this)

Not to mention the complete disbalance of the level 10 feature. How does killing a horribly evil guy and reviving a super good guy restore balance...srsly... it's useful but completely against the neutral philosophy.


Kairos Dawnfury wrote:
Did anyone run this with NPCs? I'm really curious how it would go!

I have the answer for you if you are still interested. I am a PC in a party of 6.

Our group was torn between stopping the giants at sandpoint or heading to jorgenfist and prevent them from attacking. Only the mage in our group did not know that the giant had already left the fortress and the good aligned characters figured it would be best to fight away from the civilian.

For one games we incarnated the NPCs of the town. Our group was composed of : Father Zanthus, the sheriff Hemlock, the Jubrayl Vhiski, Kaye Tesarani and the bard Cyrdak Drokkus. The last member of the group was my former character who had died when our group got ambushed in Fort Rannik. He was a rogue poisoner and had been revived behind the scene without the rest of the group knowing. (He was pretty craft but lost most of his level through the strange ressurection he had.)

The city had been warned by the main party that the giant could attack so we were on alertness. We were evacuating the people into the ruins below sandpoint when the giants attacked. Our group saw them coming the north path and we rushed to bottleneck it.

The bard casted enlarge person on hemlock and he bottleneck the giant while the rest of the group sat on the sideline, striking from the shadow from the top of the walls or flanking. Kaye was casting minor spell. After the initial assault we rushed towards the church to try and block them south but we weren't fast enough. The giant had already poured down the southern part of the town and we were stuck in a firefight against the dire bear and the giants that came to meet us at the step of the church.

When we were finishing the last giant, we regrouped to see the red dragon who began to rain death from the sky. Luckily it missed up and Zanthus restored the group as much as he could before we ran after the dragon into the western part of the city. We were trying to make a plan to get the dragon while running through the panicked and flaming streets. That's when the plan came to us. The dragon had burned down the Theater and the bard suddenly boosted in voice to insult the red wyrm's mother. That's when it got really pissed and charged the bard, diving down the streets to get the little punk.

The Hemlock and the bard got trapped in front of the beast's dangerous maw, seperated from the rest of the group. On the other side was the priest, Kaye and jybrayl who flanked him while my rogue climbed up the rooftop. As an experienced monster slayer, he tried to chop at the dragon's wing to prevent it from moving too much. Unfortunately, the dragon proved too strong. He could only breath one group at a time but Hemlock fell. And at that point the dragon breathed on the group behind him. Zanthus died and Hemlock bled to death. Jubrayl got away by hiding in a house and my rogue stuck to the shadow at the wyrm was taking Kaye within his claw and flew away with her. We're all sad that the flamboyant bard survived though but it was pretty amazing.

The giants then spoke to the conquered town and made it away with it's prize, a good bunch of unnamed PC, a few named one and stone from the Lighthouse.

The attack was relayed to our druid who was in communion with the gods at the time and recieved the vision of sandpoint's attack, while we were traveling the storval.

All in all I think it was an amazing experience although it is a very challenging fight. The npcs are pretty much low level and require a high strategy to win even the first battles. Kaye's kidnapping was pretty dramatic. The dragon is an impossible odds against the npcs of the town. If any party of NPC face it, it is most likely one will die or even wipe. And that will only draw the dragon away. It is unlikely they will actualy slay him.


Well I don't know much how to solve the infinite dagger problem. I myself have it. but I have found a way to be efficient in the throwing dagger departement. The blinkback belt offer means to store and recover 4 of the bastards per turn. That measns you could have two magical one with called, and 4 magical or non magical one on your belt that will comes back and ready to be unleashed if your build is a Improved two weapon-throwing style.

the other thing that make this build efficient is that I am rogue with the followings.

-"The scout" archetype allows you to make a ranged sneak attack whenever you move 10 feet. only once per turn though. and it's not useful against other rogues (this ability gets nulified by uncanny dodge)

Far shot and ranged throw feat : the result means you can attack up to 30ft with no penalty.

Opening volley feat : Means when you attack in range, you can close up. Mix it up with weapon finesse and you got yourself a build that is effective up to 6 square.

Last but not least, the hunter surprise talent. It's a must if you built yourself with that two-weapon fighting build. This baby allows you to unleash hell once per day.

Once per day you can sneak attack a target to the end of your next turn without requiring the flank of flat-footed. So you can unleash two full-attack burst at let's say, by level 14, 6 attack that have decent chance to hit at 8d6 sneak per attack. Make the quick calculation, that's about 48d6 in a turn. twice. Now this is a move for all you power gamer out there of if you want your guy to shine for about 10 seconds.

the disadvantage here is that, it cost a decent 6 magical weapon to make this build "optimal" and not every quest allows for 6 magical dagger at 50 000 gold per thing. You can solve your problem by just paying for flat masterwork dagger at higher level but you'l still never be optimal since there are no items that create throwing weapon (except that javelin thing)

The advantage here is that versatility in both talents and feats, but also combat style both melee and range. Your pretty much good at both those and the style dosn't need that much feat and talent so you can fluff out the rest to your liking. Hell I took these others just to tune up the character in how I wanted.

-Cutpurse archetype.

-Fast stealth/expert leaper/Fast tumble/Fast getaway
-Improved steal


Shadow13.com wrote:

I've got 3 questions:

#1) Is it possible to add Flaming, Frost AND Shock abilities to a weapon?
Each is a +1 enhancement, so that would be 3d6 of extra damage for only $6000, which seems too affordable.

The rules say:
A single weapon cannot have a modified bonus higher than +10.
A weapon with a special ability must also have at least a +1 enhancement bonus.
Weapons cannot possess the same special ability more than once.

I've never heard of a "+1 Flaming Frost Shocking Longsword", but I don't see any rule against this, unless I'm overlooking it.

#2) On pg 468 of the Rulebook, the table says a +10 item costs $200,000.
How is this possible? All magic items must be at least +1 and cannot exceed +10.
So adding a +10 enchantment to a +1 item would make it a +11 item, which is impossible. Can somebody explain this to me?

#3) I need help house-ruling a special enchantment.
My players want three enchantments that will freeze, paralyze or catch their opponents on fire.
This is my idea so far: if a critical threat is confirmed with a roll of natural-20, the enchantments will freeze/paralyze/burn an opponent for 1d4 rounds.
These enchantments would be upgrades of Flaming, Icy and Shocking Burst.
What would be an appropriate price and CL for these enchantments?

The answer to your questions is as follow.

1. You can easily put these three enchantement to your weapon but I don't get how you narrow it down to 6000gold. your weapon needs to be +1, adding three effect +1 would put the weapon in a +4 category thus the cost would be 32 000g. 16 000 if crafting it and a long time. That seems completely unaffordeable plus not very useful because at this level, you need more then this. Although you could still pour in an already made weapon just for looks.

2. the rules for magic weapon is as follow. You can have a +5 flat. You can add additional Special qualities to it that increase it to +10 maximum. Thus you could have these two as follow.

A +5 weapon with 5 qualities.
A +2 weapon with 8 modified total qualities.

but you cannot have a +6 weapon with any kind of qualities. (+6 is not +5)
and you cannot have an overall modified bonus of +10. Thus like someone else in this thread said, a +2 weapon with +10 total of special ability.

3. I can help you with this matter. What you want is a weapon that is versatile, unique and interesting without it breaking your game. here is my proposition.

First, you can make a prismatic weapon. That means that the three elements coil around blade (if a longsword for exemple) and when it strikes, you toss a dice to see wich element hurts. So 1d4, 1 for fire, 2 for cold, 3 for electricity, and 4 for acid.

When you crit, you could also make the same system. So if the crit was being done when the blade stroke with ice, you could have it paralyse.

My second option would give more power to the PC. It could be a switching weapon. Thus the blade does not exhale every element at once but has access to all. and the player holding the weapon switch wich element he is using with a swift action, thus deciding what to strike with.

Good luck and have fun with your game.