Orcus

Ganny's page

283 posts. Alias of Greg Donaldson.


RSS

1 to 50 of 283 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>

So, I am going to be in a game soon where we start out in a town that was ravaged by the undead. I'm playing a Cleric, and my first thought was to play a character with the Repose and Healing domains (there is a God that supports this in setting). Problem is, the GM believes the Repose Domain's 'Gentle Rest' ability is OP, and wants to swap it out. Given that, I want to suggest something useful, that isn't just '1d6+1/2 cleric level damage, but only against the undead' as the first level ability. I'd like to suggest an idea that functions against a majority of undead types.

Gentle Rest:
Gentle Rest (Sp): Your touch can fill a creature with lethargy, causing a living creature to become staggered for 1 round as a melee touch attack. If you touch a staggered living creature, that creature falls asleep for 1 round instead. Undead creatures touched are staggered for a number of rounds equal to your Wisdom modifier. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.


There is a cheap way to do this. A constant item of Speak with Animal (4000 GP). Also has additional utility in that you can use Gather Information on Animals. In this way you become a Disney Princess.


Hogeyhead wrote:
Summary: ...A very good word of warning.

Yeah, no. Not letting him retrain wealth. That being said, he's been playing with slightly below average wealth for a while. He'll purchase single use items to use as potential solutions, or give NPCs cheap magic items as gifts. In game, he gave his in-game wife a 'Necklace of Communication', which is just a 1/Week Sending that can only send to the bearer of the other necklace, and stores the message in the necklace for when the wearer checks it. It was... something like 3000 gold? The limitations were severe enough on it to be really cheap. Overall, I think he is like, 40k gold below the rest of the party's wealth, but he's the only one with some very good connections as a result and he gets enjoyment out of the gift giving. Its win/win.

Thunderlord wrote:
retrain and murder his child. If he doesn't have one, give him one

He actually has a daughter! She's five years old and basically a sweetheart (in part because he commissioned a 1/Day Major Image before he left on that trip that could only create an illusion of him, so she'd know who he was). Thank you, planes where time flows differently.


...I didn't know there were rebuild rules in Ultimate Campaign. That could work quite well...

And if you combine it, with, say, something akin to Tinalles idea (perhaps the information to track this ancient hero is costly, or the item needed to free him requires a special ritual with rare components), then it gives it quite a bit of weight and a feeling of rarity. Nifty!


1 person marked this as a favorite.

The biggest issue with level 1 is that a good roll on the enemies part can cause a lot of problems (IE: Death).

However, I might suggest swapping things up. Instead of using a cave fisher, you could try using a small collection of Giant Fire Beetles. Given the note that they are kept in cages and used as natural lighting, it gives the beetles a good reason to be in town. Plus, the thematics for a night attack are on point.

A bunch of glowing lights as the beetles move in step, ominously approaching. Its good stuff.


I would prefer not to have him make a new character, just because of the disruption it would have on 5 years of inter-party dynamics. That being said, if there were no other options...

As for the current party business, the party is somewhat in-between jobs. Right now they are hunting creatures and venturing into ruins in the pursuit of some cash after a year long quest that ended up having very little monetary reward (though the allies they gained will pay off far more than any amount of gold). The area they are in has some importance to his character's over-arching story, but he's already uncovered most of it. I could give him a new lead. He's currently been tasked to do something that... well, is morally complex and incredibly difficult.


I like the shellfish idea, but he is usually pretty attentive during session. It seems the general consensus is to try and make a change of some sort. Have to think of something. Good ideas and keep them coming.


So, I have a player in a long running game (now running for 5+ years!) who started the game deeply invested and always coming up with new and interesting ways to resolve various conflicts (IC and OoC). However, over the past six months he's been becoming more and more blase to everything going on in the game. In addition, his character seems to be pulling away from the party more and more, becoming distant and even causing some interparty conflict in quest choice and decisions.

I've talked to the player in private, and he seems to have hit a point with the character where he just isn't sure what to do. He built a more jack-of-all-trades to help support and cover holes in the party builds, but now his other party members are reaching the point where they are good enough that he feels like more a 'lead weight' than offering a serious contribution to the group as a whole. Mechanically, he understands he is doing fine. However, emotionally he believes the group would be better off with him leaving and simply recruiting a more specialist for a given quest.

I've gone on record saying that if the party splits ways, we'd be starting a new game, and I am sticking to my guns here. However, I also want the player to really get involved like he used to be again. Is this a case where I'm trying to have my cake and eat it too, or is there something I (or the player) can do?

Thanks for the help.


So, this build uses a single optional rule, which allows an Animal Companion to take any feat if they manage to get an Int of 3 (noted from the following "link":http://www.d20pfsrd.com/classes/core-classes/druid/animal-companions / under feats, and quoted here for those on mobile):

d20pfsrd wrote:
Animal companions with an Intelligence of 3 or higher can select any feat they are physically capable of using.

With that in mind, here we go.

1.) Improved Natural Attack
3.) Power Attack
5.) Cornugon Smash
7.) Hurtful
9.) Intimidating Prowess

Weapon Enchantment (via Amulet of Mighty Fists): Cruel

So, does this seem like it will work out as a good build for an animal companion, or am I missing something?


Yeah, unfortunately. That being said, you can combine Lockjaw and the Wolf's trip ability to great effect. Attack, attempt to trip, then gain the bonus from a prone enemy on the grapple check you get from Lockjaw.

Get a wolf with a 3 Int (putting that first +1 you get at 4 into Int), and he can eventually take Greater Grapple. When combined with Lockjaw, you now have an animal companion who can put an opponent on the ground, deal ok damage, and pin them while you and your allies show them your stabs.

It's terrifying.


Since I can't edit the first post, there is an error in it. I though psionic=psychic, and I was pointed at that being incorrect. So, replace the last couple sentences with the following:

Any standard or advanced class is available, no hybrid, unleashed, or psychic classes. Third party stuff is, generally speaking, not allowed (though if there is something really cool or flavorful there, it could be made to be balanced). Finally, the GM is more than up for creating a new class, but the class has to be doing something unique that a class doesn't already do.

Thank you.


So, I'm in a game that is running past level 20, and I am a human Inquisitor. Problem is, I have no idea what to do after level 20! So, I'd like to take some ideas from you all to figure out where I should take the character

Important information:

* Alignment is Neutral Good
* Inquisition is a modified Conversion Inquisition (Charm person dumped in exchange for the ability to roll twice on Diplomacy checks)
* He contributes in combat with a greatsword and buckler (Buckler combat style not allowed)
* He knows blood magic (a unique skill-based magic created by the GM), but is not very good at it
* He has learned four rare knowledges (in-game,these knowledges represent unique information not readily available in the world)

Any standard or advanced class is available, no hybrid, unleashed, or psionic classes. Finally, the GM is more than up for creating a new class, but the class has to be doing something unique that a class doesn't already do.


This will be druid across the entire level range. I do recognize some classes might have better low level buffs, but I think that's going to be quite covered creating use-activated items for the Companion, and teaching the companion a trick to use use-activated items.


800k for budget. And Armor is an excellent addition.

Oh, in addition, Enhancement bonus items are taken care of.


Jeraa wrote:
Ganny wrote:
With the locked duration of a Divine Favor spell, I'm not sure what category to consider it under: Rounds per level, or minutes per level. Or is this just not an item that can be made at all?

Compare to existing items first. In this case, it is most similar to just a +x weapon. The bonus type is different, however.

Look at the chart. An enhancement bonus to AC is "bonus squared x 1000gp", while a different bonus type to AC is "bonus squared x 2500gp", or 2.5 times as much. Using a similar price increase to cover a luck bonus to attack and damage gives a formula of "bonus squared x 5000gp", instead of the normal "bonus squared x 2000gp" for an enhancement bonus on a weapon.

By that guideline, a +1 luck bonus to attack and damage rolls would be 5000gp. +2 would be 20,000 while +3 would be 45,000. Expensive, but as it is a luck bonus it would stack with the other, more common (and cheaper) ways to boost damage and attack rolls.

Using the formula for a continuous spell should only be done if none of the other formulas apply or if you can't infer one from the existing formulas. For example, a continuous mage armor effect wouldn't be priced by the continuous magic item formula (2000gp for a +4 armor bonus), but the armor bonus formula (16,000gp for a +4 armor bonus, same as bracers of armor+4).

Oh! That solves that problem quite nicely. Thank you!


So, I'm starting play as a druid and I really don't want to do wild shaping or anything like that. Instead, I want to make the most terrifying animal companion imaginable, using magical items (Druid spells can already do some pretty terrifying things).

So, the rules for this challenge are simple, and noted as follows:

1.) For the purpose of this challenge, animal companions have magic item slots. These slots are:

* Head
* Throat
* Shoulders
* Legs
* Body
* Torso

Note: If you use a bird animal companion for the basis of your equipment, you can swap the Legs slot for a Wings slot.

2.) Custom magical items are allowed, but must follow a general theme. These themes can't be something like 'The Armor of Armoring, giving the animal companion any potential bonus to AC' but can be something like 'The Amulet of the Primordial Beast, giving any animal who wears it the benefits of a continuous Animal Growth and Atavism'.

3.) Any magical item a druid could wear that would help benefit the animal companion (and not the druid!) are doubly appreciated.

4.) Do not worry about any spells to be cast on the animal companion. We're just looking at equipment for this challenge.


With the locked duration of a Divine Favor spell, I'm not sure what category to consider it under: Rounds per level, or minutes per level. Or is this just not an item that can be made at all?


As much as Hunter might be good, may I suggest a Shining Knight Paladin? Not only will your animal companion (your mount) get access to your paladin saves, but there is also that lovely bit about causing foes to become panicked (removing an enemy's ability to do any damage). Finally, combine this with the feat Monstrous Mount at level 5 and Monstrous Mount Mastery at level 7. Grab a griffon. You now have a flying mount with POUNCE. Finally, when you get the money, give your mount a little anti-maze insurance with either a +1 bonus to int from hit dice and a +4 or +6 int boosting item or a single use item of freedom.

Proceed to build a charger with fly-by attack and laugh.


Oh well. At least I learned the paladin was using his bracers wrong. Guess I just get to be a 3/4 BAB fighter with Stalwart. >.<;


So, I seem to have fallen into the rut of trying to figure out some inquisitor items that could alter my inquisitor abilities in unique ways ( For instance, a paladin can pick up the Merciful Baldric and cause a mercy to not just remove a condition caused by a poison, curse or disease, but also remove the poison, curse or disease ).

So, are there any nifty items for inquisitors that I missed, or am I out of luck?


Thanks for being so responsive. I have an interesting question regarding the interaction of invisibility and stealth (and I can get this FAQed in the Rules forum if you wish).

The scenario is simple: You are in an open plain against a single opponent, who can make a DC 40 Perception check while rolling a one. He has spotted you.

If you drink a potion of Invisibility, will that allow to make a stealth check to avoid detection?

The Stealth rules and the Invisible condition are both unclear as to whether this is allowed.


Well, isn't it still against the designated foe, however? I mean, the same argument could be applied to Defiant.

My thought is that the increase in Hardness from enhancement bonus would apply, but the HP wouldn't (its there for that moment the attack, but then vanishes like an unconscious barbarian's bonus HP when there rage ends).

Not sure if that makes sense.


I'm more curious if the Bane quality kicks in and raises the enhancement bonus by 2 when the attack occurs, raising the hardness by the appropriate amount.


The scenario:

You are playing a human fighter with a +1 Humanoid (Human) Bane Greatsword. A human bandit gets the jump on you and takes a swing, successfully sundering your greatsword and dealing 22 points of damage in a single blow.

The question: As the target of the weapon's bane is the one who sundered your weapon, does your weapon have the broken condition or not?

Assume the greatsword is made of steel. At full 'health' it normally has Hardness 12 and 20 HP (cause of the +1 enchantment).


For the 'Saint', let's give him/her a polar opposite.

Neutral Evil Emberkin Aasimar Abyssal Sorcerer 20 / Darkfire Adept 10 / Diabolist 10

I hate to break your rule about straight casters, but...this was too good to throw against your 'Saint', especially with those druid levels.

Backstory:
When the very universe curses your existence, some people fight against it. But there are a few who take that curse and shape it to there own ends. This villain would be pitied, her mother carrying the seed of heaven while the father a tint of the 666 layers of the abyss. When the villain was born, she took the life of her mother.

Her magic coming from the abyss, fighting his/her celestial heritage drives the villain to seek out darker powers. The villain makes a pact with an agent of Asmodeus, and her powers grow darker. Paladins attempt to slay the villain only to be destroyed by the villain's pets, or a planar rupture the villain creates. The planar ruptures corrupt the land and nature itself. The villain sacrifices each noble soul slain to Asmodeus. The planar ruptures grow in power with each soul sacrificed, and the world grows closer to the Nine Hells.

If you want, I can stat you up a full sheet. Hehe, this evil character was fun to build!


Cultural Adaptation has become my new favorite first level spell for diplomancy. Combine it with tongues, or just a character who knows the spell, and you can turn the GM's annoying yokel accent back on him!

Once your wizard or sorcerer hits second level spells, Oppressive Boredom is also an excellent spell. Combine it with the persistent metamagic, and watch as your enemies aren't scared as your party slaughters them...just bored AND unable to act.


Honestly, having your friend pay the costs to make the item makes sense. Time is an issue, of course, but that can be more or less hand-waved by a GM.


1 person marked this as a favorite.

Any spell level.

Kydeem: Ah, I love that spell. So many people forget about environmental effects till its far too late...


Topic title says it all. Let me know what spells you think are the best to buff yourself with at the start of the day! This can be from any book and 3.5 is allowed. Hours per level preferred, while durations of 24 hours is king!


Yeah, most of my buffs are passive. Increasing perception, increasing defenses. I only usually get to put up a wall before our combat wombats devastate the competition. I am playing a student exploring the mysteries of magic (They asked me to test the magic system). I didn't even build the stats correctly for a spell caster...of course, the gm was complaining that I was slightly above average (in extra point in a 10 point system) in spell casting stats. Maybe I should of seen this coming...


Fair enough. Its a high damage campaign (The basis of the system is the Fallout Setting), so its entirely possible that my healing is what is being referenced.


So then, my question: How do I not power game the support character? Do I just not support?


So, this is not a pathfinder game. This a setting that is getting heavily alpha tested, and I am playing a purely supportive magic caster. My spells are focused around healing, a little battlefield control, and buffing my allies. I don't really attack or deal damage; I have a full-time job keeping my allies alive. As a result, I have been accused of being a munchkin and power gaming the system.

Now, I might have a different definition of powergaming and munchkining, but my thought was that a character who was powergaming, or a player who was munchkining is a player who creates a character that is impossible to hit and can kill most everything, is well-liked by everyone, you get the idea. A Marty Stu or a Mary Sue, depending on Gender?

Am I incorrect? Is it possible to power-game or munchkin a pure support character? Or should I try and find a new GM?


Uh...dazzling display only makes them shaken.

From the d20pfsrd wrote:

You can use this skill to cause an opponent to become shaken for a number of rounds. This shaken condition doesn’t stack with other shaken conditions to make an affected creature frightened. The DC of this check is equal to 10 + the target’s Hit Dice + the target’s Wisdom modifier.

Success: If you are successful, the target is shaken for one round. This duration increases by 1 round for every 5 by which you beat the DC. You can only threaten an opponent this way if it is within 30 feet and can clearly see and hear you. Using demoralize on the same creature only extends the duration; it does not create a stronger fear condition.

Fail: The opponent is not shaken.


Fair enough. My biggest issue is I don't have that much knowledge playing spell casters, so hoping to draw on the community itself.

As for shutting the other side down, that's more of a Blue/Black thing.


Hrm...well I know Shivering Touch would never be allowed, but Wings of Cover might be a good one. I'll snag the basic idea of the pools in a sec.

[Edit]Pools as follows:

Red: Mountains, Fire, Lightning, and Chaos
Example Spells: Fireball, Haste, Transformation

Green: Forests, the Beasts of the Wild, and Life itself
Example Spells: Purify Food and Drink, Summon Swarm, Control Plants

White: Plains, Light, Good, and Law
Example Spells: Mage Armor, Spell Immunity, Break Enchantment

Blue: Islands, Water, Ice, and the Mind
Example Spells: Charm Person, Tongues, Waterbreathing

Black: Swamps, Death, Corruption, and Evil
Example Spells: Inflict, Animate Dead, Blight

Healing spells are classified as Green or White, while the resurrection/raise dead spells are classified as Black/White.


Alright, so my GM decided that to balance spell-casters vs. everyone else, everyone can cast spells. To make casters worth playing, they get to cast more spells. It also makes combat more interesting, as with everyone being able to cast more spells, it means monsters have more spell-like abilities (like dispel magic).

So, with that in mind, here comes the caveat: The system is using a Magic the Gathering setting, and spell point system to cast spells. I am playing a Blue/White Inquisitor, and our GM is allowing 3.5 spells as long as the rest of the group approves of them.

What spells should I be looking for?


Two-Weapon Feinting and Improved Two Weapon Feinting, though the feat cost is high.


So, went through this thread a bit, and having had a home-brew campaign that was just finished with equal parts roleplay and combat (as war, not as sport), I can safely say that discouraging optimization is as simple as the GM saying 'no'.

For example, the GM was new to pathfinder, so one of the players asked if he could involve 3.5 spells, since the spell selection for wizards kind of sucked. The GM said yes...that player, the Mystic Theurge took spell perfection (Greater Fireburst) and levels in Archmage, shaping the spell into a line and destroying encounters with ease.

The monk asked if 3.5 feats and a couple custom items would be allowed. The GM said yes...the monk eventually had an AC of 61 when he felt like it (45 normally, I think?) and could do 77 points of damage per attack...while doing a Flurry of Blows.

I played a Stealth of Shadows Halfling Ninja who focused as a sniper with a Great Crossbow from Races of Stone. The GM grumped because the enemies could never find me (I eventually took Hellcat stealth) and after a while, I retrained some levels and become a Ninja/Fighter using two weapon fighting. In comparison to the rest of the characters, I had sub-par AC, sub-par damage (relying on sneak attack for damage is not a good idea above level 15...), and I could control the RP and political situations we occasionally got into.

The halfling had a great back story...but because I felt absolutely useless in combat, I didn't have any fun. In fact, the GM had to throw in gimmicks (Well, if you disable the pylons you can help your friends out! Sure, you won't be dealing damage...but who needs to do damage?) so that my character would be useful in combat. As a result of this campaign (As well as the knowledge that Sneak Attack is a liability above level 12), I will probably never play a rogue/ninja again.

On the other hand, can you imagine if that same GM had said 'No' to a variety of player requests? The monk wouldn't of been impossible to hit and dealing over 500 points of damage with flurry, the theurge wouldn't have been ending encounters with a single spell, and I probably wouldn't of had the Great Crossbow.

How do you stop a player from optimizing? The DM does his job, says "No" occasionally, and makes sure the players are playing in the rules.


Noble Scion of War for your Charisma to Initiative instead of Dexterity.

Keep in mind you need a charisma of 13, and the feat has to be taken at first level.

Noble Scion Link


Ooooh. Well, damn. Guess I shouldn't of won that fight then using Blasphemy. Yikes.


Starbuck_II wrote:
Ganny wrote:
Hrm...my impression was that since the Eidolon Suit was a separate entity, those HD were considered for the effects of spells that are based on HD, such as Blasphemy, Holy Word, etc. I know that's how it works for ordinary Eidolons.
Not so, you are one creature when synthegisted, there is no Summoner or Eidolon, just the combined being.

...Uh...that can't be right. It has to be treated as a separate creature, or the anti-magic field would have no effect.


If you end up having a free spot, I would love to play.


Hrm...my impression was that since the Eidolon Suit was a separate entity, those HD were considered for the effects of spells that are based on HD, such as Blasphemy, Holy Word, etc. I know that's how it works for ordinary Eidolons.


If you are looking at a 'Monster Hunter', I would suggest Half-Orc. The racial favored class bonus (+1/2 to intimidate and checks to identify monsters) beats out everything the other classes can offer.


Crosswind, if you allow the monsters to come in buffed, the Pit Fiend kills you. He uses his Wish to cast Righteous Might, gaining a +4 size bonus to Strength and Constitution, -2 size bonus to dex...and his attacks go up in size. You win initiative, but can't kill it in one round. He uses Blasphemy to paralyze you and moves in range of his bite. You spend that round paralyzed, he walks over and performs a Coup de Grace using his bite, the damage being normally 6d6+15 becomes 12d6+30 on a crit. The fort save to be made is 72 on average damage, and you die.


[edit]Answered my own questions. 1.) If the monsters came in prebuffed, the pit fiend would of splatted the monk, so they don't come in prebuffed.

2.) This is a theory game, so we can assume paladin's don't fall when they kill the ancient gold or the solar.


The only issue I see (by a quick view) is that you can't have four levels of paladin with 18 levels of Summoner. >.>;

Also, with the beastmass being a known challenge, would a wizard-type be able to research each of these monsters?


I have a level 20 Arcane/Aquatic Wildblooded Sorcerer who could probably pull this off. Be tough though, being a spell-caster who is enchantment focused.


Huh, I thought my 'falling paladins' comment would of at least gotten a response or two...

1 to 50 of 283 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>