Montlarion Jeggare

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After reading through the rules section on mounts and the ride skill I wanted to know if a small creature can ride a medium creature riding a large creature. If they are all ‘suitable mounts’ for each other would there even be a penalty?

If it does work:
Are they adjacent to the creatures on top/below them, or possibly in some strange manner the whole stack as for you are treated as being in your mounts tile, so in the example above would a small creature be treated as occupying the same space as the large creature because the medium creature is treated as occupying a large space?

Reason for asking:

Its my turn to play after Dming Kingmaker (our group rotates between another player and myself for the duty) and so after working with the group paladin I had this idea: Druid Paladin Leaning Tower of Pain

Wildshaped Eagle Druid riding Paladin riding Special Paladin horse mount riding enlarged druid animal companion animal Bear Companion (huge size), all of which have teamwork feat Paired Opportunist to gain extra attacks of opportunity and the druid has a few levels of hungry ghost monk for Viscous Stomp feat and the ability to knock opponents prone with monk kick. Essentially if an opponent would provoke an AoO from one member of the tower, all of components could attack. (The horse has 5ish int and the Bear has 3 with stat bonus so everyone has ranks in ride skill)


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So the other day I thought of this and wanted to share it to get some feedback. Designed to either use spell shield vs the hard hitting guys or arcane accuracy with foresight to deal out x3 crit scimitar with 7d6 shocking grasp. While not optimized for damage, it should still be around 70 per round using all the abilities but I'm too tired to work it out now. I believe this is with core, APG, UM, UC + seekers of secrets. The build gets stronger with more magus levels.

Magus Bladebound Kensie 7 Student of War 2 Wizard 1 (20 point buy):

STR 18 (14 base +4 belt)
DEX 9 (7 bas +2 racial)
CON 12 (14 base -2 racial)
INT 26 (18 base +2 racial +2 level +4 headband)
WIS 11
CHA 7

Initiative +13 (8 int -1 dex +4 Improved initiative +2 reactive)

AC 35 or 43 with spell shield
10 base +5 armour +7 canny defence +8 mind over metal +1 dodge +2 deflection +2 NA

Saves 10,3,9
5,2,5
0,0,2
1,1,1
BAB 7

Arcane Pool = 10
black blade pool = 2
Divination Special: Foresight 11/day

Weapon Black Blade +2 Scimitar (+14 1d6 +6) (7bab+2enh+1wf+4str)

Equipment
+4 headband of int 16K
+4 belt str 16K
+2 ring of protection 4K
+2 amulate of NA 8K
+4 ceremonial robe 16K
+1 cloak of resist 1K
Total = 61.3 K gear

Spells
magus
1st 5
2nd 4
3rd 3
Wizard
1st 3 (+1 arcane bond)

Magus Arcana
Spell Shield (add int to shield bonus for AC)

Feats: 5 level
Weapon Focus (kensie 1)
Alertness (when wielding blade)
Combat Expertise
Dodge
Skill focus (knowledge arcana)
Intensify Spell
Extra Arcana - Arcane Accuracy
Power attack (magus 5)
Lunge (student of war 2)
Scribe Scroll (Wizard 1)

Traits
Magical Lineage shocking grasp
Reactive

Abilities:
Canny Defence 7 - light armour add int mod to dex mod 1 point per level
Perfect Strike - on confirmed crit increase mult by 1 for 2 AP points
Fighter Training
Iaijutsu - Int + dex on initiative rolls/ AOO when flatfooted
Divination Forewarned - always act in surprise round
Prescience 11/day free action roll d20...
Know your Enemy - move action, knowledge check small bonus
Mind over metal - Use int mod in place of dex mod for AC

Languages
Common, Elven, Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, Sylvan

Skills 108 points
19 Perception (10 ranks +2 keen senses +3 in class +4 alertness)
17 Sense Motive (10 ranks +3 in class +4 alertness)
21 Spellcraft (10 ranks +8 ability mod +3 in class)
12 Swim (5 ranks +3 in class +4 ability mod)
12 Climb (5 ranks +3 in class +4 ability mod)
11 UMD (10 ranks +3 in class -2 ability mod)
16 Knowledge (all)(5 ranks in each +8 int +3 inclass)=50 points
7 Acrobatics (8 ranks -1 mod)

With that said. . .
use arcane pool to turn blade into +3 keen scimitar, use foresight to roll d20 spellstrike/spellcombat shocking grasp and perfect strike on crit to raise the multiplier to x3


I am currently running a Kingmaker campaign and the issue of how to identify a supernatural ability came up in the last session. Unsure of how to handle this I did a quick search of the message boards but I didn't see anything obvious. Looking at the text for Knowledge Arcana, I see it can be used to identify a spell targeting you (DC 25 + spell lvl), and spellcraft can make a similar check at DC 15 + spell lvl. Can either of these checks be used to identify a supernatural ability, which is called out as being "not spell-like"? My ruling at the time followed a policy of "if I can't find the rule and it doesn't break the game don't waste everyone’s time and do whatever's in PC favour", meaning the enemy was unable to identify the Witch's misfortune Hex and continued cackle which contributed heavily to its rather swift demise. With the Witch a recent addition after the PC's wizard died, every session Su Abilities not tied to spells will come up and I want to get this right in the future; I see continued use of undetectable Su ability being really fun for the PC's until they face a monster with powerful Su abilities.

I am positive I'm missing or forgetting something really basic, but our next meeting is in a few days and I really want to get it right next time. If anyone knows the answer or can link me to the appropriate thread it would really help.

Supernatural Abilities (Su):

Supernatural abilities are magical but not spell-like. Supernatural abilities are not subject to spell resistance and do not function in areas where magic is suppressed or negated (such as an antimagic field). A supernatural ability's effect cannot be dispelled and is not subject to counterspells


It’s my first time posting, my group will be doing a level 15 campaign in a month or so(all our others have ended around level 10). Currently my guy has decent saves and ok AC. Some of the abilities are odd and I’m not sure how to stitch the fluff together in a sensible humanoid manner. What I'd like to know is if this would work at level 15 or would I find myself getting turned into mince-meat?

We use any 3.5 / Pathfinder material standard gold (although we almost always start with slightly more; best to assume the least). My group has a history of strange builds; some really effective others served a noble purpose as monster chow.

I tried out the format used in the DPR Olympics thread using bestiaries AC 29 CR 15 creatures (we stick close to the rules so this should be good approximation). Basically I wanted to make something unique, so I tried to make a character that uses *almost* all of his ability scores.

DPR = 71.82 -precision including sudden strike
DPR without precision = 24

Alagoson, elf Ninja 1 (CA), Swashbuckler 3 (CW), Fighter 1, Shadow Dancer 2, Duelist 6, Champion of Corellon Larethian 2 (RotW)

Before anyone points it out, we add fractional BAB, so I have 3*3/4 BAB classes and 12*1 BAB= 14 BAB

Ability Scores:
STR: 10 (0)
DEX: 25 (+7) (15 base, +2 level, +2 racial, +6 belt)
CON: 16 (+3) (12 base, -2 racial +6 belt)
INT: 22 (+6) (14 base, +2 racial +6 headband)
WIS: 20 (+5) (13 base, +1 level, +6 headband)
CHA: 8 (-1)

HP: 124 HP (12d10+3d8+45)

Saving Throws
Fort: +16 Ref: +15 Will: +15

AC: 33 - Touch 30, Flatfooted 15 (+2 bracers of armor, +1 Dodge, +7 dex, +6 int, +5 Wis +1 Amulet of Natural Armor, +1 Ring of Protection)

Attacks: +5 elven thinblade +27/+22/+17, d8+5 dmg (18-20/x2)

Special Attacks:
Insightful strike (int added as precision damage) +6
Elegant strike (dex added as precision damage) +7
Precise strike (add duelist level to damage) +6
Sudden strike +1d6

Class Abilities:
Evasion
Uncanny Dodge
Ki pool, monk bonus,
Grace +3
Canny defence (up to 6 int to dex modifier)
Improved reaction, parry, enhanced mobility (stacks with mobility), riposte
trapfinding

BAB: +14 CMB: +14 CMD: 30

Feats:
Weapon Finesse (bonus)
Combat reflexes (rapier) (bonus)
dodge
Mobility
Mounted combat
Combat expertise
Einhander (PHBII)
Iron will
Improved iron will
Weapon focus
Sense Weakness (bonus)

Skills:
high Stealth
High perception
High acrobatics
High sleight of hand – used with Einhander to feint as a free action after 2 hits from full attack
Spellcraft?
Other’s for PrC prereq

Gear:
+5 elven thinblade
+2 bracers of armor
Belt of physical might +6+6
Headband of insight +6+6
Amulet of Natural Armor +1
Ring of Protection +1
Handy Haversack