Dragon

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5 posts. Alias of ujjjjjjjjjj.




So Construct rider officially allows a construct to get targeted by a mind effect if it has a mind. Does this include other constructs as well (Similar to how an Ooze with an inteligence works)?

I mean that would make sense, and that control construct allows control over mindless constructs, and provides a good reason to keep your constructs mindless.

So whats the Zeitgeist?


Well I decided to have some fun with theoretical's.

What would it take to create a theoretical Golem Army Utilizing all possible Rules if the GM is not to interfere. Just fun idea.

I decided to go with a crafting crew, using the Downtime rules for cash generation. This isn't that difficult and with minor maintenance can start your merchant empire and provide you with the resources to turn it into a non-merchant one.

Overall the only hitch in the plan was the fact that your hirelings at best only wen't up to level 3. If only they could be had for 2 higher levels, then they could have the create construct feat.

Well then while that is a sad limitation it is not the end! The fools still provide me with the resources to go into the next step!

Whilst I cannot grant my subjects the Craft Constructs feat, I CAN However CREATE constructs that will have the create construct feat.

Overall the ones that suit my purpose the best are Homunculi!

With Enough HD it gains more feats, with the spell like ability upgrade, it gains a caster level, it can be modified to have a higher INT Bonus, more skills, and better stuff. Bonus points for its spell like ability to be "Crafters Fortune".

Success! My Homunculi can now craft Golems! Whilst I don't think it can replicate itself (No Blood), its pretty good. Possibly with a Valet Familiar to create more Homunculi (Aint nuting saying that familiars can't have blood).

From then on I mainly just make an army of animated Objects. Not for any exact optimized combat purpose. Just for the cool factor of having a Golem Army.

How does that sound as a strategy? Am I missing anything?


I did a mashup of the Cavalier and the Fighter in combination with the Super Genius Games "The Talanted Fighter"...Is it too much?

Its kinda a mashup, and definitely better than the Fighter, or the Cavalier, but I don't think by an insane amount. They are classes that needed a boost.


OK, so when rolling for Income generated by buildings do I gain that type of resource or do I still have too pay for it?

Lets say I made 1 Magic at a magical Library. Do I still have too pay 50 GP to get it? Cause thats very annoying.

Second Question:

Can I shlump the costs together?

Lets say I made 20 Magic Resource. But I only need one. But I don't have much money in my pocket at the moment.

If I did, I would be saving about 1,000 GP on the purchase of 20 Magic.

But getting 1000 GP would take 47 Days through pure GP making.

But what if instead of gaining that 50% off bonus for two Magic Points I instead bought 1 for a 100% discount? Could that be possible?


Often times people can get annoyed at the rules assumptions that all players are all hardcore optimizers and that they will all automatically reach for the tomes, the belts and bands, the cloaks of resistance and other stuff.

Thus monsters all have LUDACRIST stats (Yeah Im SURE that big ol lumbering jerk has Dex 38).

The easy solution is an inbuilt Vow of Poverty (Minus the Poverty). But it doesn't work for those that DON'T want the cristmas tree at all and wan't every magic item too be special.

So I give you:

VOW OF NON-OPTIMIZATION

Spoiler:

Enough with the Goddam DarkVision: Unless core to the monster design (Like a Owl or a Shadow Creature of Darkness) either reduce the range of the Darkvision, or turn it into low light vision or REMOVE IT ENTIRELY.
AC Penalty: A 1 CR creature receives a -2 penalty to its Armor Class (Natural, deflection or some other form of your choice that is not lost on touch AC). The penalty increases to -5 at 3rd CR, and thereafter increases by -1 for each 3 CR it has.
Crappy Strike: At 4 CR creature, gains a -1 penalty too BAB (Except don’t reduce the attack output) and -1 penalty too natural attack damage rolls. This penalty rises to -2 at 10th CR, to -3 at 14th CR, to -4 at 17th CR, and to -5 at 20th CR. Treat the damage penalty as a natural penalty.
Attraction : A 6th-CR creature receives a -1 deflection penalty to its Armor Class. This penalty increases to -2 at 12th CR, and to -3 at 18th CR.
Weakness : At 7th CR, every creature gains a -1 penalty on all saving throws. This penalty increases to -2 at 13th CR, and to -3 at 17th CR.
Ability Score Penalty : At 5th CR, the creature gains a -2 penalty to one ability score. At 9th CR, it turns too a -4 penalty to that score, and a -2 penalty to another ability score. At 13th CR, the penalty grows too an -6 penalty in one score, a -4 penalty in another score, and a -2 penalty to a third ability score. At 15th CR, it becomes a -8 penalty too one score, a -6 penalty too another, a -4 penalty too the third and a -2 penalty to a fourth ability score. At 19th CR this becomes a -10 penalty too one score -8 penalty too the second, a -6 penalty too the third, a -4 penalty too the fourth and a -2 penalty to a fifth ability score.
Natural Weakness : At 8th CR, the creature gains a -1 natural armor penalty. It increases an extra -1 at 16th CR. If the Creature had no natural armor instead stack the penalty with its armor penalty (Or some other form of armor of your choice).
Damage Reduction Reduction: The creature gains a -5 penalty to magic damage reduction (If it has any) at 10th CR. At 15th CR, this widens too alignment based damage reduction, and at 19th CR becomes a -10 penalty.
Energy Vulnerability : At 10th CR, the creature gains a -5 penalty too any form of energy resistance (If it has any). At 20th CR, this penalty increases to -15. Do not count this penalty if this creature is obviously elemental in its nature (Such as a Mephit)
Degeneration : The creature’s regeneration decreases by 5 .Unless the regeneration is CORE to the monster design like the Werewolf. Then only decrease it by 2 by every 5 the regeneration value is EG -2 at 5 Regeneration, -4 at 10 Regeneration -6 at 15 Regeneration)
True Seeing : The creature looses any form of continuous true seeing ability, as the spell unless its core to the creature design (Like the Angel of Truth or whatever).

True Re-Build: Adjust the Feats as well, and adjust skills as well

Example Balor Demon

Spoiler:

BALOR CR 20
XP 307,200
CE Large outsider (chaotic, demon, evil, extraplanar)
Init +7; Senses darkvision 10 ft., low-light vision, Perception +27
Aura flaming body, unholy aura (DC 23)
DEFENSE
AC 20, touch 14, flat-footed 16 (+1 deflection, +3 Dex, +6 natural, –1 size, +1 Dodge)
hp 135 (20d10+8)
Fort +21, Ref +10, Will +19
DR 5/cold iron and good; Immune electricity, fire, poison; SR 31
OFFENSE
Speed 40 ft., fly 90 ft. (good)
Melee +1 vorpal unholy longsword +26/+21/+16/+11 (2d6+13), +1 vorpal flamingwhip +25/+20/ (1d4+7 plus 1d6 fire and entangle) or 2 slams +26 (1d10+7)
Space 10 ft.; Reach 10 ft. (20 ft. with whip)
Spell-Like Abilities (CL 20th)
Constant—true seeing, unholy aura (DC 23)
At will—dominate monster (DC 24), greater dispel magic, greater teleport(self plus 50 lbs. of objects only), power word stun, telekinesis (DC 20)
3/day—quickened telekinesis (DC 20)
1/day—blasphemy (DC 22), fire storm (DC 23), implosion (DC 24), summon(level 9, any 1 CR 19 or lower demon 100%)
STATISTICS
Str 35, Dex 17, Con 26, Int 20, Wis 18, Cha 25
Base Atk +15; CMB +28; CMD 45
Feats Cleave, Combat Reflexes, Dodge, Improved Initiative, Improved Two-Weapon Fighting, Iron Will, Power Attack, Quicken Spell-Like Ability (telekinesis), Two-Weapon Fighting, Weapon Focus (longsword)
Skills Bluff +27, Fly +12, Intimidate +27,Knowledge +25(history) , Knowledge (nobility) +20, Knowledge (planes) +25,Knowledge (religion) +25, Perception +27, Sense Motive +25, Use Magic Device 25; Profession (Torturer) 24, Profession (Soldier) 24, Profession (Commander) 24
Racial Modifiers +8 Perception,
Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
SQ death throes, vorpal strike, whip mastery
SPECIAL ABILITIES
Death Throes (Su)
When killed, a balor explodes in a blinding flash of fire that deals 100 points of damage (half fire, half unholy damage) to anything within 100 feet (Reflex DC 28 halves). The save DC is Constitution-based.
Entangle (Ex)
If a balor strikes a Medium or smaller foe with its whip, the balor can immediately attempt a grapple check without provoking an attack of opportunity. If the balor wins the check, it draws the foe into an adjacent square. The foe gains the grappled condition, but the balor does not.
Flaming Body (Su)
A balor's body is covered in dancing flames. Anyone striking a balor with a natural weapon or unarmed strike takes 1d6 points of fire damage. A creature that grapples a balor or is grappled by one takes 6d6 points of fire damage each round the grapple persists.
Vorpal Strike (Su)
Any slashing weapon a balor wields (including its standard longsword and whip) gains the vorpal weapon quality. Weapons retain this quality for one hour after the balor releases the weapon, but after this the weapon reverts to its standard magical qualities, if any.
Whip Mastery (Ex)
A balor treats a whip as a light weapon for the purposes of two-weapon fighting, and can inflict lethal damage on a foe regardless of the foe's armor.

Seems to work like a charm. Any obvious flaws you see?


Is there anywhere where I can find the information for how the vehicle stats are calculated?

Cause Im currently re-designing the Spelljammer ship rules. And I need help to understand whats the design process behind that so that I can create my own.

Spelljammer ships are too cool and varied to be shoved under like 3 types of ships.


I just want to ask, rounded down too tons, how much would each ship from the Naval combat rules weigh in tons? if possible, I would like the weight of the sails and rigging and such separate from the weight of the ship itself.

This is for SpellJamming reasons.

Just the average ship sizes. if you can calculate the weight (In tons) for some of the more specific ships thats even better.


This kinda got me:

At first I realized that a square occupied in the kingdom building rules doesn't represent that single building alone. It represents a general jumble of buildings, but also includes that specific building. UNTIL, I realized that some buildings take up multiple lots. Now that means they either wastefully are located the middle (Thus taking up both squares for some reason), or take up enough space that BOTH need to be used.

This is kinda ludacrist as a single lot is 187500 square meters. That would mean that the castles would be about 5 times bigger then the biggest castle ever made in the history of the world.

Can somebody explain this to me? I assume that each castle isn't big enough too dwarf every building ever built, ever (It would rival those built by the Azlanti!).

So what is the extra space used for? And why does the castle have to be built in the center of those four lots and not in the center of a single lot?

I know this is probably because of balance reasons, but can somebody explain a fluff reason for why this is done?


Discussing of what to do with guns and such made me go to this:

Does the alternate rule work well? Has anybody tried it? Has anybody run the math?

If it does work Im likely to disregard the size based rules (Big creatures already get a bonus to damage through size).


1 person marked this as FAQ candidate.

Well I looked at older threads and quite frankly I found the attitude towards people that DARE point out the flaws of guns are trolls (Despite reasonable discussion) as rather toxic. Problems should be pointed out. Thats the only way they will be fixed.

Yes I know in real life guns overran the world pretty quickly and replaced bows and every other kind of weapon ever.

But my issue is that IG that doesn't matter (LOTS of RL stuff is dismissed RIGHTLY for fun) as they unbalance the game pretty strongly.

The guns are balanced (Barely and poorly) in the most unfun way possible. They are either amazing and kick-major buttage, or suddenly fail and your screwed.

And its not like RL early guns misfired that often. It was something that happened when it was poorly loaded. It wasn't something that was inevitable.

My issue is that I would be FINE with guns that targeted touch AC. Makes sense. Bullets go at fast velocity and pierce real hard. But my issue is that there is no disadvantage to guns (Except for the again unfun Misfire rules).

Its not like enemies with high Touch AC are "A super weakspot" all that makes the gun become is like a standard weapon. Its not a "Disadvantage" as much as its just making it as hard as it ALWAYS is for the Bow.

My idea would be that guns are inaccurate (And early guns where inaccurate). They innately are more hard to aim and stuff. So when they DON'T target touch AC (Or the enemy is dodgy) its a BIG achilies heel.

Or make guns more damaging BUT inaccurate. As to differeciate them from standard weapons.

I really don't like the gunslinger class. Its the first class to simply be "Like other classes but im just MUCH better".

All its class features are about stripping away the only basic balancing factors of the game, or are simply better then those of other classes.

Its also not very interesting as it plays like any other ranged class. Lots of attacks.

The gunslinger could be a RADICAL departure that focused on being WILD and crazy. Where your REALY inaccurate and had few attacks that would hit. But when you did it would do ALLOT of damage.

I just want to see where the idea of making guns so powerful comes from.


What would be a reasonable way to make a 4th level version of Shrink Item spell?

Thing Is, im playing a SpellJammer Campaign (In case you never played it before: Do so. Probably the best high adventure campaign setting ever made) and I realized that with the spell, I could very reasonably Allow for an insane level of storage of ships inside another ship.

A 1 ton ship called the flitter, could be carried by the hundred thousands using the spell. But this had me thinking of other ways to use this spell:

It could be used to shrink all the parts needed to assemble a ship, and assemble it inside a smaller area, then released and then enlarged.

But anyway back to the question at hand:

How much would the level increase be for:

A Mass version of the spell?
A Version that effects more cubic meters of stuff?
One that could be permanent without the expense of permanency?

Or is there any way to combine multiple castings (From multiple people) into a singular object?


I messed up as a GM and I should have put more thought into reviewing a players character.

In general, I KNOW how to deal with Arcane characters, but I have a MUCH bigger issue with Psionic ones.

Before you start spamming the same info about how Psionic's is balanced: I know. In terms of spells I consider them balanced. Because whilst a wizard has total more power, a Psions power is generally more powerful always. A Wizard is eventually forced to cast a 1st level spell. But a Psion can instead cast a second level spell with no augmentation. It does less damage (But the same as a 1st level spell), but is more effective. Thats balanced and OK.

My issue is with everything else. The Guy specialized in Psychoportation (I SHOULD have caught it, but didn't).

My issue with Psionics is MUCH more effective feats. Arcane feats are generally meh. Oh sure there are a few like Summoning augmentation. But most just give minor +1s or +2s, or maybe cast a spell at +1 caster level. Or require allot of feats or levels to get to the BEST ones.

Psionic feats are all about Bypassing any weaknesses or drawbacks the class has.

So Nomads step is an at will teleportation effect that can be used as much as he wants. And with a feat it now can essentially replace his movement with teleportation that will become more and more powerful with every level. And now with ANOTHER feat he can regain focus as a move action. And he can store an EXTRA Psionic focus in his familiar.

So now hes mister teleport.

Also with Share pain, Psycrystal spell sharing and vigor he can effectively DOUBLE the amount of HP he gets with every casting.

And before you go nuts YES there are plenty of arcane exploits. But I know how to deal with them beforehand, and Im knowledgeable with them.

Also he used a Ion stone and old age (As an Elan) to give himself an ability score boost in a game where I disallowed ability score boosting items. Again, its totes my fault. And I only noticed it late game, and its part of his character concept so doing anything about it would just be jerkish.

My issue is how do I challenge the guy without specifically targeting him to shut him down.

Oh sure I can create some crack squad of casters and Melee people all specializing in shutting him down and dealing massive damage, but I consider that just cheating.

How do I challenge him, without having to create challenges that are unrealistic (Whoops, I guess that Orc just HAPPENED to know that you like to teleport and just HAPPENED To carry around dimensional anchor Rods), and would destroy the rest of the group.

And I like creative places to fight, and creative approaches to attacking. Such ease in teleportation just bypasses all of them with incredible ease.

Its not too late, and Im probably going to ban any Large distance teleportation spells, but im just asking for help.


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Everything else was great, but here are the disapointments:

The Dragon Druid.

My Reaction: Oh my god awseome!...Wait...Lizard?....Thats it?

Dragon is something you do not throw around willy nilly, if you give an option for dragons, saying "Lizard" is the degrading term dragons hate. How about Replacing Beast Shape 3 with Dragon Shape 1 with rechargable breath? Its just lame. It should be called "Reptile" Druid.

Undead Mastery (Or however its called):

Its decent but I wish there was a more powerfull version of the feat. Its usefull, but the title is too big.


This is my opinion:

The Epic Players handbook? Pure Compressed GARBAGE.
I have never seen a more LAZY and CARELESS addition to a game in my life!
The Spell creation system was clunky, with spells mostly comprised of "Add 100 extra dice and call it a day"
The Classes where just continuations, with no effort whatsoever.
The feats where just "Improved this"
As where the Monsters
I hope Piazo does NOT fall into this trap.

At 20-25 there should not be much difference in the characters.
I hope that at Lv25+ the characters begin to become simply too powerful for the earth (Like effects that effect the environment whether they like it or not). The Dragonblood becomes an overgrowing dragon, the Archmage warps reality just by sitting on the plane.

So Epic adventures would be much slower, with armies, battles, worshipers, and would take place on other planes.

How about this idea?


The thought that the abyss IS expanding that its INFINITE in its size while nearly every other plane is finite makes me somewhat depressed.

Whats the point of fighting the abyss if its expanding and there is nothing I can do to stop it?

I like the idea of the worldwound-because it has the potential to be stopped.
hbb
But if the Abyss is infinite then how is it even comparable to the Nine hells (Which are just a Slight bump in reality in comparison)?
Or the Material Plane?

I understand if there was a possibility of beating it BACK but the Infernal codex states that it can just be contained: So it will just claim ground until it consumes everything.

I knew it was infinite but I thought that it couldn't really exit through. Now I know that it already is.

Depressing really.


First of all I would like to state that I love spellcasters and elemental spells. But the wind/Water/Rock spells suck or the lack therought of them.

Water: I noticed that water spells are mostly ice spells which I find disapointing, Ice shouldnt do "Ice damage" Unless its cold water or freezing blizzard. Icicles should do piercing, water can do slashing and Minimal Blundgeoning but you do a bull rush with the blundeoning damage with a +5 per 5 levels to check. Cold water can do cold.

Rock: Acid spells are fine but Rocks would be more awesome. Piercing and blundeoning damage to the win. Plus alot of defencive spells, some immobilization spells, even some sand spells would be cool.

Air: Ah air what can we do with you you poor element. You cannot cut, cannot hurt and mostly used for flight spells. But you can push. Gust of wind is a good begining but immagin that X 20. You slam everybody to a wall (Blundg damage) lift stuff in the air and drop them. In a way your natures psionic lifting power. Wirlwhinds, tornadoes and sometimes slashing damage and suffocation becuase of the lack of air.

Conclusion: Its not Hard Piazo, make some elemental spells. or I will have to do it for you.


I instead made templates for each one.
and I houseruled that undead that you create (Not animate or Control undeadify)recieve no saving throw, and are controled for hours instead of minutes (Except for Intelligent undead who do receive a saving throw.
With an extra feat the control is made permanent and Intelligent undead recieve a throw only every hour.

Plus made a new magic rod that can effects to zombies (Such as haste) but nothing else.


I constantly get confused. If I have 300 secondary weapons (natural) do i attack with one or all of them. How can I as a fighter attack more than once? I know how to attack with a ranged weapon( multi shot feat) but how about a melea?


Im new, but I love the pathfinder system (but I never read 3.5e before) and I think its pure brilliance.
Especaily Animate the dead. But one thing that I just dont get is Create undead. There are rules for hightening the levels of skellotens and Zombies but not for any other undead. Maybe im just a dumb idiot and to stupid to understand how to breath but, I understand that a devourer is a very powerfull undead at 10-15th level yet I can only summon him at lv 20 with no explanation on how to edit him or what to do. I tried checking and at lv 20 a devourer would nead a crit in order just to score a hit. This goes to other undead including the heucevah (Does it get evil cleric lvs ?).
This also applies to summoning monsters.
I understand I could add things to him on my own but I was afraid it would mess up something in the game.
Finaly does my familair Dragonly get sorcerer levels.


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