Red Dragon

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170 posts. Alias of The Dragon.


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Bards make really good archers. They're only natively proficient with (composite) shortbows, but in my experience, the extra range is rarely relevant, and the difference between 1d6 & 1d8 damage is really small anyway.


Covent wrote:

As the OP my premise which I stated several times has always been that a method of flight will remain a better option than using a Bow. Now after running the numbers I see that at very low levels (1-3) a sling/bow is not so bad.

I would say my premise of Flight>Ranged weapon for Melee has definitely been held up, also it seems you are agreeing with me.

This is pretty agreeable.

Flight is kind of hard to get your hands on at mid level if your casters aren't doing it for you though.

Also, I'd like to point out that, at level 1, where the price of composite bows are an issue, thrown weapons beat it out in terms of effeciency for two-handers. Yeah, you've less range, but Chakram still get 30ft RI, and they're only 1 gp a piece. I wouldn't spend money on a composite bow until I hit my first iterative, to be honest.


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Silver Surfer wrote:


I strongly disagree.... the fact that it gets so many options is what makes it really OP... "The whole becomes greater than the sum of its parts."

That's basically not an argument. I can do that too. "The tide is strong when the moon is fat."

Anyway, options only translate to power if they're powerful options.

Some of them are indeed powerful options, though. And the spell list issue can be fixed. An MPL Samsaran Unbound Shaman who takes the Arcane Enlightenment hex every day on the regular is probably my favorite power-gamey full caster, when I've rolled good stats (the build is mad as hell, which is admittedly strange for a full caster) and I don't feel like doing the wizard thing all the way.

Standard shaman spells are quite good though. There's sleep, entangle, levitate, blindness, deep slumber, sleet storm, stinking cloud & fly, just to name a few low-level stables. Admittedly, the 2nd level spells aren't very good, but that's just how it goes. There's always Summon Swarm, and the whole SNA line.


Hmm. A dwarven Stonelord Paladin does this really well. You'll want the Glory of Old trait and the Steel Soul feat.

You'll have lots of varied defenses and immunities, and with a two-handed weapon, power attack and a high strength, your damage won't be that bad either.


Just a heads-up; in situations like this, when you don't have anything else you'd like to do in the current scene, you should feel free to tell me where your character is going next.

Transitioning the scene to whereever I think you should go next feels rail-roady to me, and I'd much rather have you tell me what you're up to.

Also, I'm not adverse to splitting the party, at least in pbp games. Do feel free to run if you get in combat, though.


By the way, if you use the suggestion in the OP about not using wealth or a wealth-like pool, (i.e. Automatic bonus progression) be aware that characters' math, AC especially, is going to be quite a lot weaker than normal. At fifth level, a character is expected to a little bit more than 10k worth of items. For a monk, that might look like this:

Magic fist Amulet +1
ring of protection +1
Cloak of resistance +1
Bracers of armor +2

So he's down -1 to hit, -1 to damage, -1 to saves and -3 AC over a regular monk.

I'm singling out AC because it's the one combat stat that doesn't increase with levels in some way (perhaps even just a little). A sword-and-board fighter will probably have 19-ish AC. A third level fighter might have 23 AC (from full plate, +2 Dex & shield), and that's pretty much where he'll remain for the rest of his career.

This is a good thing to be aware of when you design encounters. Lack of spells & healing isn't the only thing to look out for - regular encounters have to be scaled down too. Things with Power Attack, especially, become a lot more dangerous.


DM IRONlord wrote:

Character reviews part 2

Trissandra – Android Wizard/Magus(Bladebound/Kensai)
Missed ya on my earlier perusal. I reserve the right to DMPC your Black Blade's dialogue.

Yes please! That's pretty much the best part of that archetype.


Yeah, I completely understand that. General purpose casters carving out a niche by doing someone no-one else does, and then someone comes along with a specialist seldom ends well.

Here's a ranger I've been wanting to play for a good while instead, adapted to the circumstances. Full disclosure, I've played the first book of Reign of winter before, although it was a long time ago.

Segara Kvirale, Statblock:

CG Female Elven Witchguard Ranger 1
Init +3, Perception +7, LLV
AC 16, T 13, FF 13, CMD 15
Hp 11
Fort +2, Ref +5, Will +1 (Warded Against Witchery)
30ft.
Longsword +2 1d8+1
Longbow +4 1d8
Favored Enemy(Magical Beast) +2
Str 12, dex 17, con 10, int 17, wis 12, cha 10
BAB +1, CMB +2
Point Blank Shot
Pragmatic Activator, Warded Against Witchery
Knowledge(Dungeoneering) +4, Knowledge(Nature) +7, Knowledge(Planes) +4, Perception +7, Sense Motive +5, Spellcraft +7, Stealth +6, Survival +5, Use Magic Device +7
Elven Immunities, Elven Magic, Fey Thoughts(Acrobatics & Use Magic Device) Keen Senses, Track +1, Wild Empathy +1
Gear: Alchemical Silver Arrow, 20 Arrows, 20 Cold Iron Arrows, Cold Weather Outfit, Longbow, Longsword, Studded Leather Armor
12gp

Fluff:
Segara Kvirale and her brother, the wizard Nathanel, constitute an elven investigative task force, sent out to find the reason for the spreading cold, bring an end to it if they could, and report back to their elders if they could not. The pair worked well together, as always. She dealt with the practical side of thing, he dealt with the esoteric and magical. In that spirit, he went into the wilds to search for and study the source of the spreading cold, while she secured accomodation and learned what she could from the locals.

With him missing their deadline by at least a forthnight, and the weather growing nothing but colder, she's her worry is waxing. She longs, if not to follow him, then at least to do something.

She's accustomed to defending his brother as he weaves his magic, and indeed has retrieved training in magic above and beyond what you might expect a scout to have. They're twins, and has lived together for a very long time, in human years. Being seperated is uncomfortable, but it'll probably help her become her own person.

I would not at all mind for her search for her brother becomes a whole campaign-wide arc, depending on how road-trippy the whole thing is. I envision her always being a step behind Nethanel, only to catch up to him in a pivotal moment... Whether he'll provide some key plot-related insight in just the nick of time, or even has turned over to the enemy team and needs to be fought, I kind of want that to be a big moment, and won't mind spending the campaign finding clues of were he went, or tales of his passage ahead.

Appearence:
She's your steriotypical elven woman. Sleight of build, white hair and blue eyes, the whole deal.


Braegan. wrote:
GM Runescarred Dragon wrote:
Hmm. I might go for a fire sorcerer, then. Sounds like it might be a fun way to deal with all that ice break the ice.
Not intending to shoot the wheels off your idea, but Braegan's all flamey. Big potential for conceptual overlap.

Aww. I think my sorcerer would eventually wind up being able to be different enough, but for the first four or five levels, which is a lot in pbp, they'd be really similar. That's not fun.


Hmm. I might go for a fire sorcerer, then. Sounds like it might be a fun way to deal with all that ice break the ice.


By the way, what definition are we using for 'crystalline'? Shatter says this:

Quote:
Targeted against a crystalline creature of any weight blah blah blah

Metal is a crystalline structure, but there's a very real chance that what the writers meant when they wrote that spell was, 'Made out of shiny, see-through rock.'

Thoughts?


"Nevertheless, my lady, your valor was commendable - few people risk their lives for a stranger." He nods as you float the idea of getting back. "Please, you must come see me before I leave town - I'll be at the Rusty Dragon for the next few days, and would love to properly thank you for your deeds. And perhaps you would like to join me for a boar hunt? I hear that Tickwood makes good hunting grounds, and it's the right time of year."
He pauses. "Besides, I'm sure you make marvellous company." Clearly aimed at Lia, wink and all.


GM Axolotl wrote:

Opening this up to recruitment!

We have a spot open as our ranger cannot join the game.
Right now we have:

Mahb - White Haired Witch
Braegan - Flame Oracle
Name TBD - Empiricist Investigator (sheet forthcoming)
Imendri - Barbarian multiclassing to Druid
Auric - Fighter

If you want to join this crew, post some crunch and fluff for consideration. I'd like to fill this slot by 11/22 so we can get a post in before (USA) Thanksgiving.

Are you looking mostly for some extra casting or for some face-smashing?


Egon Gregers, Statblock:

Male LN Human Mageknight 5
Init +2, Perception +7
AC 21, T 13, FF 19, CMD 22
Hp 60
Fort +6, Ref +4, Will +7 (Resist Magic +2)
20ft.
Greatsword +9, 2d6+7
Longbow +7 or +5/+5, 1d8+4
Magic - CL 6 - Wisdom
Spell Points 10
Traditions: Magical Signs, Verbal Casting, Prepared Caster, Personal Time
Time
...Improved Haste(Personal Time)
Light
...Repelling Light
War
...Revitalize
Str 18, dex 14, con 13, int 10, wis 14, cha 10
BAB +5, CMB +9
Power Attack, Quick DrawB(Human), Arcane StrikeB(Mystic Combat), Deadly Aim, Point Blank ShotB(Combat Feat), Rapid Shot
Climb +5, Knowledge(Nature)+4, Perception +7, Stealth +4, Survival +8
+1 Mwk Greatsword, Composite Longbow [Str +4], +1 Mwk Breastplate, Ring of Protection +1, Amulet of Natural Armor +1, Cloak of Resistance +1, Clothes
+1 Arrows*20, Mwk Silver Arrows*6, Mwk Cold Iron Arrows*6, Arrows*8
12pp, 10gp, 2sp 5cp

SP Distribution & Hp:

HP: 60/60

Spell Points Prepared
Light: 2/2
Time: 3/3
War: 5/5

Fluff:
Egon is a ranger. He takes mercenary work, spent some time fighting in the war on that account. Mostly as a forward scout.

Right now he's out taking private contracts, and that's what got him into this mess; looking for work.

He dresses in clothing that blends well with foresty surrounds, and keeps his gear in good shape. Egon has never deserted from a mission, and he doesn't plan to change that. He has a reputation to uphold, after all.


I'm going to be making a Mageknight. I'm currently debating whether to go archery or not. I do have my main sphere locked down; I'm going to be going Time for the haste. Beyond that, I think I might grab a lot of stuff off of the Light sphere - I really like its fluff.


GMT+1. I have an elven ranger I could kitbash into something that'd probably fit very well here.

Would Dungeon Rover be good enough for trapfinding, or should I go full on Trapper?

Edit, actually, just found the Trap Finder trait, that should be more than good enough. Might still go for Dungeon Rover though.

Edit2: I just noticed that this is a core only game. Given that my idea was for an elven Ranger into Lantern Bearer, I'm obviously going to be dropping interest. :(

Damn. It was pretty much a perfect game for that character too. Oh well. The best of luck in finding a trapper for your game!


The man takes Lia's offered hand, and gets up. He takes a moment to get to his bearings - it looks like he's not quite clear on what's going on around him, for a second. Karsts healing patches him up, and he recovers quickly after that.

He's quite a dashing man in his late twenties, brownhaired and dressed in a bright blue coat with golden embroidery, worn over a white shirt.

He shakes his head and blinks rapidly, seemingly to clear away the last bit of confusion.

"Right. You, my most daring rescuers, are Pendrix the Bloody, Karst Ironbrow, 'Just' Sesi, and last, but certainly not least, the scintillating Lia." There's definitely a gleam in his eyes there. He makes quite the courteous bow towards you all. "I myself have the pleasure of being Aldern Foxglove, at your service. It of course goes without saying that you have my eternal gratitude for saving my life."


Lyrie changes
Init +9
Spells
1 - Magic Missile*3, Ray of Enfeeblement
2 - Blindness/Deafness, Invisibility, Mirror Image
str 8, dex 16, con 12, int 18, wis 10, cha 12
scribe scroll, dodge, spell focus(Evocation), spell specialization(magic missile), Improved Initiative
Reactionary, Outlander(burning hands, dispel magic, ray of enfeeblement)
-2 SM, -2 Pcp.
Wand of Mage Armor(37 charges)


Bruthazmus, 800xp
Male CE Bugbear Ranger 1
Init +3, Darkvision, Scent, Pcp +1
AC 19, T 13, FF 16, CMD 21
HP 36
Fort +7, Ref +8, W +2
30ft
Longbow +7 or +5/+5, 1d8+7 (Elf-bane & FE +3/+4+2d6, PB +1/+1)
Heavy Flail +7, 1d10+10 (FE +2/+2)
Favored Enemy: Elves +2
Spells: Spark, Create Water
Str 20, Dex 16, Con 18, Int 8, Wis 12, Cha 8
Rapid Shot, Weapon Focus: Longbow
Reactionary, Magical Knack (Ranger)
Skills: Intimidate +3, Stealth +13, Survival +8
Gear: Mwk Composite Longbow +5, 4pp, Studded Leather, 4 +1 elfbane arrows, 20 arrows, Potion of Cure Moderate

Warchief Ripnugget, 1200xp
Male CE goblin Bloodrager [Primalist] 5
Init +, Darkvision, LLV, Perception
AC 23, T 13, FF 21, CMD 18
Hp 47
Fort +6, R +3, W +0
30ft, 40ft mounted
Shortsword +9 1d4+3, Claw +4 1d4+1 (Does not use PA if charging)
Spells CL 4
1 - Shield, Mage Armor, Burning Hands
Str 14, dex 14, con 14, int 10, wis 8, cha 14
Mounted Combat, Ride-by Attack, Spirited Charge
Armor Expert, Magical Knack(bloodrager)
Rage(16), Abyssal Bloodline, Claws, Ferocious Mount, Powerful Blow
Pre-combat: Shield
Gear: No potion of barkskin, potion of cure moderate wounds

Rage stats:
Ripnugget
AC 21, T 11, FF 19
Hp 52
F +8, W +2
Shortsword +11, 1d4+5, Claw +6 1d4+2
Str 18, Con 18

Stickfoot
AC 14, T 10, FF 14
Hp 15
F +6, W +4
Bite +4, 2d4+4
Str 17, Con 16
Mage Armor

Nualia, 1600xp
Female CE Angelblooded Aasimar Warpriest of Lamashtu [Champion of the Faith] 6
Init +7, Darkvision, Perception +5
AC 18, T 11, FF 17
HP 48
Fort +7, Ref +3, Will +8
30ft
Bastard Sword +6, 1d10+9
Claw +4, 1d6+6 or -1, 1d6+3
Longbow +6, 1d8+3
Spells (CL 6), DC +3
0 - Bleed, Detect Magic, Mending, Stabilize, Spark
1 - Obscuring Mist, Divine Favor, Divine Favor, Sanctuary, Shield of Faith
2 - Cure Moderate Wounds, Bull's Strength, Cat's Grace, Shatter
Str 14, Dex 12, Con 14, Int 10, Wis 16, Cha 16
Exotic Weapon Proficiency (Bastard Sword), Lamashtu's Mark, Weapon Focus(Bastard Sword), Weapon Specialization (Bastard Sword), Improved Initiative
Fate's Favored, Reactionary
Same Gear, Same Skills
Prebuff: BS, SoF & CG, Destruction if possible
Buff Priority: Smite Good -> Divine Favor -> Strength

Orik Vancaskerkin, 800xp
Male CN Human Magus [Eldritch Scion] 4
Init +2, Perception +0
AC 21, T 12, FF 19, CMD 18
Hp 33
F +7, R +3, W +4
30ft
Bastard Sword +7 1d10+5, or Spell Combat +5
Spells CL 4
0 - Arcane Mark
1 - Burning Hands, Expeditious Retreat, Shield, Shocking Grasp
2 - Bladed Dash, Web
Str 16, Dex 14, Con 14, Int 8, Wis 10, Cha 16
Exotic Weapon Proficiency(Bastard Sword), Weapon Focus(Bastard Sword), Step up
Arcane Accuracy, Arcane Bloodline
Gear: Chain Shirt +1, other gear.


Sorry! Will continue now. I don't know, posting here suddenly seemed like it was difficult, for some reason. Anyway.

Pendrix stabs the goblin in the throat with what is perhaps surprising precision. There's quite a lot of blood, and it seems likely that it's either dead, or going to be very soon.

There's only one goblin left, and he lies stunned on the ground on top of his mount.

The man you saved stirs - he seems to be in momentary shock, sitting propped up against the stone of the gatehouse. The sounds of battle back from the cathedral square seems to have died down.


Matthew Downie wrote:
GM Runescarred Dragon wrote:

Normally, one would suppose yes. But in this case, he said this:

My Self wrote:
The idea is that the players all play nonmagical characters, not that the world is nonmagical. Magical NPCs and enemies (especially enemies) are fine.
Which isn't going to turn out well.
Some magical enemies (like incorporeal undead) can only be defeated by magic, but there are plenty that can be beaten by mundane means.

Sure, it's just a lot harder. Anything that has DR / Magic or Alignment just went up at least one CR over where ordinary parties could beat them.


Aww, what the hell. This looks like fun. I never played dark souls, but I have friends who did, and I loved Bloodborne to bits, so I think I'll see what I can cook up.

Does spending or otherwise losing a soul take it away from you for xp purposes?

3d6 ⇒ (5, 3, 3) = 11
3d6 ⇒ (1, 1, 3) = 5
3d6 ⇒ (3, 1, 3) = 7
3d6 ⇒ (3, 2, 1) = 6
3d6 ⇒ (1, 2, 4) = 7
3d6 ⇒ (6, 5, 2) = 13

Yeah. That's how that usually goes.

Question time!
What does your party look like? Is there anything in particular that players have been aching to have with them? Is there a particular type of foe that we'll be fighting a lot? I'm imagining that Undead might be prevalent, but you never know.


Speaking from experience, cisterns with water monsters are consistenly deadly encounters.


Matthew Downie wrote:
GM Runescarred Dragon wrote:
That's a horrible, horrible idea you've got right there. I just had my party very nearly wipe yesterday due to an encounter that couldn't be solved without magic, and they happened to be in your exact circumstances at the time.
But presumably a 'mundane party' campaign wouldn't have an encounter like that.

Normally, one would suppose yes. But in this case, he said this:

My Self wrote:
The idea is that the players all play nonmagical characters, not that the world is nonmagical. Magical NPCs and enemies (especially enemies) are fine.

Which isn't going to turn out well.

Another thing that's going to be special about a 'no player magic' game is that there won't be any healing. That's easily fixed by changing the pace of adventures, though.

Have high-intensity missions where there's two to four encounters spaced out over a day or two, and then put a month of recovery or so between missions. That also makes gaining access to new abilities a lot more organic than it is in traditional d&d, which is nice.

If one makes a lot of provisions and special attempts at providing foes that a no-magic party can deal with, then yes, you can probably run such a campaign. It can be lots of fun even; I've been part of something like that and enjoyed it. However, that doesn't read like it's what My Self is up to. And trying to run a regular adventure-path style game with pcs who have neither magic nor magic items will result in pcs dying all over the place.


My Self wrote:
The idea is that the players all play nonmagical characters, not that the world is nonmagical. Magical NPCs and enemies (especially enemies) are fine.

That's a horrible, horrible idea you've got right there. I just had my party very nearly wipe yesterday due to an encounter that couldn't be solved without magic, and they happened to be in your exact circumstances at the time. Their main caster was otherwise occupied, and they were well below WBL, so they had no magic weapons.

I can't help but be interested in why you want to run this - all your posts have been short thus far. Could you tell us a lot more about the circumstances you want to run this under, by any chance?


GM TPK wrote:

So I'm hearing a lot of Underdark,but I have a deal for the rest of you. If I can get two groups,one for each campaign,it would be pretty awesome. Sound good for everyone?

Iraedra Myval wrote:

sounds interesting.

Does

DM TPK wrote:
Any from the core or advanced race guide. No third party stuff.
include Drider?

You'd have to give me a pretty good reason,but I can be convinced. Send me a PM and we'll talk.

Is everyone ok with using Mythic rules,as I know I will for one of the campaigns,and maybe both?

Go ahead and enter in some submissions for your preferred campaign if you all would please.

Personally, I'd prefer non-mythic, or at least that we top out at very low tier.

Edit: If you end up allowing driders, could everyone else maybe get +2 to 3 stats? That way everyone ends up losely balanced.


I think there were a few clerics in the mix.

I might convert to it myself - I've an U-monk/cleric I've been wanting to play for a while, albeit I'll have to think up a new story for it that fits with the whole Iron Gods thing.


Mechanical Pear wrote:

I think I'm in disagreement. The faq is talking about how it's disadvantageous in that it has a higher spell slot required to cast it.

If you can apply a metamagic feat WITHOUT increasing that spell slot required to cast it, I don't see how it would still count as having a higher spell level, in any way.

"In general, use the (normal, lower) spell level or the (higher) spell slot level, whichever is more of a disadvantage for the caster. The advantages of the metamagic feat are spelled out in the Benefits section of the feat, and the increased spell slot level is a disadvantage."

Taken out of context, I think this could possibly mean several things, but put together, it seems to just be saying: "Metamagic-ed spells have a bad side, in that they require a higher spell slot needed to cast them. But as far as DC's and all the crap revolving around higher spell levels, it's counted as it's original spell level".

EDITED TO ADD: Clarification: I meant to say, I think I'm in disagreement with GM Runescarred.

Actually, you're right, and I was wrong.


avr wrote:

BBT's right, Pathfinder's not the game for this. If you must though, a few things to consider. Long-lasting conditions (curses, ability drain, negative levels, petrification, blindness, maybe even death) need accessible cures or people are going to drop out of the campaign, or you're going to need to replace their characters easily and rapidly. You might include healing herbs (q.v. athelas in the Lord of the Rings) or alchemy, or maybe the party is a military unit and get reinforcements as required.

If the enemy has battlefield control and the players don't then PCs can easily be separated and killed. Restrain yourself from this as a DM, it wouldn't feel fair.

There's fewer squishies but protecting those that exist, maybe a rogue with 10 Con or whatever, just became much harder. Make sure people know this before they make rogues with 10 Con.

Also, making rogues with 10 con is generally a good way to get you killed in a hurry, magic items or no.


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nate lange wrote:

*brief tutorial on fractional bonuses in Gestalt*

if you're going to take all your levels in the same 2 classes feel free to ignore

Instead of looking at the chart for your class and saying 'everytime I see a +1 I gain it' this system uses the underlying math. At each level any given class gains the same bonus to BAB/saves/etc (ranging from 1/3 to 1, generally) and you add together all these bonuses and round down. Being gestalt you still take the higher of your options. BABs increase by 1/2, 3/4, or 1 depending on class. Saves increase by 1/3 or 1/2 depending on whether its a good save, and any save that is a good save for any of your classes gains a one time (non-stacking) +2 bonus.

This is by far the best (not to mention official) way of handling it. It doesn't provide the ridiculous 'Ftr 1/Sorc 19//Wiz 20 has +20BAB and +21 to Will Saves' result that the normal rules put out, and it actually follows the rules as written.

There was a reason that the fractional base bonus rules were first printed as a sidebar to the Gestalt Rules, after all - they're created to tackle this specific problem. Sadly, they got classed as 'fluff text' for the purpose of what could go on the SRD, so now the two aren't in the same place.

Anyway, the short of it is that the designers were aware that multiclassing gave wierd results, and they used partial bonus progression to patch those.


Eldritch Heritage for an animal companion can also provide a boost.

Actually...
Human Commoner 20 (CR 18)
HP: 310
Stats(25 point buy): Str 8, Dex 10, Con 34(tome, level & belt), Int 14, Wis 12, Cha 22 (Headband)
Feats: Iron Will, Obtain Familiar, Leadership, Evolved Familiar*9
Traits: +1 to UMD & Class Skill, ?Reactionary?
Skills: Use Magic
He's not as powerful as a summoner, obviously.

Goat mauler familiar (Black goat of the forrest with a thousand young.)

155hp
AC 31
Attack: 2 Claws +17 1d4+7, Bite +17 1d6+7, Gore +17 1d6+7, 2 Tentacles +15 1d4+3

Evolutions: Improved Natural Armor*4, Pounce, Claws, Bite, Tentacle*2
Feats: Multiattack
Str 24, BAB +10


Rambear wrote:
GM Runescarred Dragon wrote:

The rules in the book say that a metamagic'ed spell is always treated as a lower-level spell, except in the case of what spell level you use to cast the meta-magic spell.

However, I'm pretty sure that there was a dev post or something that said that, despite what the rules say, casting a spell in a higher-level spell slot, regardless of whether it's due to metamagic or something else, interact with other rules, such as Spell Perfection, in whatever way is worse for the caster.

If I'm not wrong about the existance of that post/faq/whatever, an Empowered Fireball is level 5 for the purpose of meta-magic rods.

Likewise, a fireball maximised by a metamagic rod would be level 6 for the purpose of Spell Perfection.

I was wrong, (and going of the old Blockbuster guide), but this has been answered inthis FAQ

Basically, it literally states that your spell counts as a higher level when applying metamagic and indeed always functions so that it is always disadvantageous for the caster.

Ohhhhh well, learn something new everyday :).

Obviously, Spell Level increase are still decreased by Wayang Spellhunter/Magical Lineage. So an Empowered Fireball with these two feats still counts as a level 3 spell.

Well, no.

You could construe a more disadvantageous reading - even though the traits reduce the spell level for the purpose of the slot, it doesn't say anything about anything else. Wayang Spellhunter is especially explicit in what it does - there's no room in the language to interpret it as reducing the level for all purposes.

Go look at the rules bit of it here.
So an Empowered Lineage Spellhunter Fireball counts as a 5th level spell. Maybe a 4th level spell depending on how you read Magical Lineage, but probably not.

Honestly, I think the whole 'disadvantageous' thing is stupid. Stacking rods with feats was kind of cool for blasting, but it never broke nothing.


Would you allow my drow to take the Hateful Rager archetype? It works really well for what I'm up to, but it's normally restricted to half-orcs.

Alkathel
Male CG Drow Barbarian [Hateful Rager] 1
Init +5
AC 16, FF 13, T 13
Fort +3, Ref +3, Will +1
HP: 14
Speed: 40ft
Scimitar +4, 1d6+4
Shortbow +4, 1d6
Class Features: Rage 11rds/d, Fast Movement.
Feat: Extra Rage, Nimble Moves.
Traits: Reactionary, Silent Hunter.
Racial Traits: Ancestral Grudge, Darkvision 120ft, Drow Immunities, Keen Senses, Light Blindness, Spell Resistance 7, Stalker, Weapon Familiarity.
Skills: Acrobatics +6, Stealth +7, Perception +7, Survival +5
Gear: Studded Leather, Scimitar, Chakram*6, 18pp, 4gp.


The rules in the book say that a metamagic'ed spell is always treated as a lower-level spell, except in the case of what spell level you use to cast the meta-magic spell.

However, I'm pretty sure that there was a dev post or something that said that, despite what the rules say, casting a spell in a higher-level spell slot, regardless of whether it's due to metamagic or something else, interact with other rules, such as Spell Perfection, in whatever way is worse for the caster.

If I'm not wrong about the existance of that post/faq/whatever, an Empowered Fireball is level 5 for the purpose of meta-magic rods.

Likewise, a fireball maximised by a metamagic rod would be level 6 for the purpose of Spell Perfection.


I like the idea of an underdark campaign, personally, but the idea about a god is interesting too.

Should we roll stats now?

Spoiler:
4d6 ⇒ (5, 1, 4, 3) = 13
4d6 ⇒ (2, 6, 3, 6) = 17
4d6 ⇒ (6, 4, 4, 5) = 19
4d6 ⇒ (3, 1, 6, 1) = 11
4d6 ⇒ (4, 3, 5, 4) = 16
4d6 ⇒ (2, 6, 1, 1) = 10

4d6 ⇒ (6, 5, 5, 3) = 19
4d6 ⇒ (5, 3, 5, 3) = 16
4d6 ⇒ (4, 4, 1, 6) = 15
4d6 ⇒ (5, 4, 6, 5) = 20
4d6 ⇒ (3, 3, 2, 4) = 12
4d6 ⇒ (4, 3, 1, 1) = 9


Would you like to roll damage yourself? You did crit it.


Rhavin wrote:

Have you ever read any of Terry Pratchet's diskworld seires?

while a satirical author the campaign setting could easily be adapted to a darker setting...

and it doesnt feel Tolkienish at all to me

(skip the part about the world being flat and so on though if you want to betaken seriously)

Why would you want to have diskworld then change it so you can take it seriously?


Lantern Bearer prc (elf-specific, a whole bunch of them), horizon walker prc (Dimension door, at least), the Fey Magic racial trait, which gives a first level druid spell.

What do you need them for?


Echos Myron wrote:
GM, maybe the Automatic Bonus Progression could be useful?

We'd still be tracking gear, though, and I think the point was to avoid that.


Dojen wrote:
Ohh! I don't think anyone has mentioned the Lawful Stupid Paladin!

Ha, nice one.


Avaricious wrote:

Unless they Gestalt two Synergistic themes. A Fighter/Wizard can still only act so much per turn while that same Fighter spliced with Rogue will wreck anyone's day. Can you imagine what an Arcanist/Wizard Gestalt would be able to pull off? Or how silly a Barbarian/Bloodrager would be...

Action economy is what stops a lot of Gestalt concepts from running out of control (two characters with one set of actions) whereas Mythic out of the box unlocks offensive uses for Swift for example.

Arcanist//wizard doesn't get much more than extra spell slots - and mythic gives you plenty of those already.

Barbarian//bloodrager doesn't stack rage, sadly. Otherwise it'd be good.

Paladin//Daring Champion cavalier can add 1-4 times his level to damage on his attacks at any given time though, as an example of two things focused on the same thing that synergize well.


The Agile simple mythic template is going to blow everything else out of the water. You should probably take advanced too, if you do that though.

Grave Knight and Lich are both powerful options. Immortality is nice.


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Honestly, I have to admit that I habitually play stealth, grapple and the social minigames according to rules that I make up on the spot.

I've yet to hear complaints about it. It's probably not fair, from a game-mechanics standpoint, but in-game, it works fairly well.


My Self wrote:
Rynjin wrote:
CampinCarl9127 wrote:
1) You can never have too many melee. You can have too few melee. Party comp looks pretty solid to me.
Eh? You very much CAN have too many melee characters. You need someone to deal with flying creatures, and there's only so much space around a single enemy. Even Reach users will be taking soft cover penalties attacking over their allies.
I think the point he's trying to make is that you can't have too many people capable of fighting in melee, not that you can't have too many people who are only capable of melee. Ranged is separate but related: you can't have too many people capable of fighting at range, but you can have too many people who are only capable at range. Granted, being only capable at range is better than being only capable in melee, but it's still a problem.

Honestly, I don't think the point is accurate even if you make concessions for the inclusion of switch hitters - I'd take a party with an extra wizard over the party with an extra fighter most of the time.


I had someone use them as the driving villains behind a homemade campaign. There was a syndicate of 7 high-ego magic swords that kept overwhelming their wielders and starting up criminal empires.

I think they're cool. Besides, having friendly, constant npcs is a good thing, it really keeps the campaign together.

The bad thing about it is that it can lead to the bad GMPC syndrome, and talking swords neatly avoid that.

This pbp campaign has a magic sword done extremely well. Note how it adds exposition without revealing much actual knowledge, or solving problems the players couldn't.


I've settled on an Android Evoker Wizard//Bladebound Kensai Magus. I'm working on her here.


I'm working on my elven magus here. I've some ideas for a backstory for her, so although it looks like it's all crunch, there'll be more adding to it pretty soon.


Could you expand on how the money thing is supposed to work? What I'm imagining is something like this:

1) We get a 'pool', equal to wealth by level in imaginary gold pieces.

2) Then we buy permanent magic items with it. In-game, these are not 'magic items', but just magical effects that hangs around us because we're heroes. NPCs presumably get similar goodies.

That much is pretty clear. Here's where it gets dicey:

3) We also buy non-magical items. This includes weapons and armor. The payment for these comes out of our imaginary gold pieces.

Not entirely sure about 3, to be honest.

4) Then there's consumables. I'm a little lost here, but it sounds like you can designate a portion of your imaginary gold pieces (1000gp, for example) to consumables. When you're in town, or would reasonably have access to those items, we can 'spend' this portion of our imaginary gold pieces to 'buy' items, not exceeding those 1000gp. When we use a consumable(drinks a potion, cast a spell from a scroll etc.), its imaginary gold piece value goes back into the consumable pool, and can be used to buy more consumables next time we're in a market.

Like I said, I'm not at all sure that I'm right about 4. I'm probably just making crap up.


Yay Sesi!

Good thing we're not playing on hardmode, otherwise those rolls would have spelt trouble for you.


Sesi handily brings down the goblin with a swing of her blade.

As Lia misses the goblin under fire hops backwards, and calls a gout of flame, erupting from his grubby hands, washing over both her and Pendrix.

Fire, Reflex DC 11 ½: 1d4 ⇒ 2

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