Iron Dragon

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So with an upcoming campaign, we have a player that would like to play a ghost, we often use the rules for creating new races and we often build advanced races (20 RP, or race points)

The question I have, is how many RP would the incorporeal trait be worth?

It's obviously strong, but when they won't be able to interact with most physical objects, so it has some downsides

Any thoughts?


So this is just a theory craft for now, but our group has decided that living grimoire can still treat the holy book as an improvised weapon (despite the faq)

The cathc off guard feat allows sneak attack when the for is unarmed. So if we go for a disarm build, we may be able to sneak attack with a book! xD

So my question, is there any good way to get sneak attack on the living grimoire? There are no compatible archetypes, and the variant multiclassn into rogue is...meh
And I would like to avoid multiclassing in general

Are there any items? Feats? Abilities?

So far I have sense vitals spell, which could be grabbed with mystic past life on a samsaran, but that's it


So this is just a theory craft for now, but our group has decided that living grimoire can still treat the holy book as an improvised weapon (despite the faq)

The cathc off guard feat allows sneak attack when the for is unarmed. So if we go for a disarm build, we may be able to sneak attack with a book! xD

So my question, is there any good way to get sneak attack on the living grimoire? There are no compatible archetypes, and the variant multiclassn into rogue is...meh
And I would like to avoid multiclassing in general

Are there any items? Feats? Abilities?

So far I have sense vitals spell, which could be grabbed with mystic past life on a samsaran, but that's it


So a lot of people like the concept of word spells, but we can probably agree there are some issues with execution, I'm wants ng to tweak the system, to make it a bit more balanced.

The first, and most glaring aspect I want to address is meta-words

To give a brief rundown, meta words generally mimic metamagic feats, the difference is they count as words you learn, like spells, and rather then increasing spell level, they draw from a limited pool of points equal to half your caster level.

Generally, this aspect of the system feels fine, except 1 notable exception, Boost.

The boost meta word is essential for many spells, do you want to cast an effect like greater invisibility? You need to boost invisibility, do you want your level 3 fireball to cover a 20ft radius? You need to boost you Burst, do you want your buff spell to effect multiple party members? You need to boost the target word, do you want your shocking grasp equivalent to roll d6s instead of d4s, boost it, you want a cure that can heal with d8s instead of d6s? Boost again

Boost is essential, and, at level 10, you can likely use it 5 times a day...assuming you don't want to use any other meta words.

I would like feedback on the following change.

You get a scaling number if free boosts in a round, based in caster level (you can end up boosting more then one word in a spell)

You get 1 free boost, +1 for every 5 caster levels you possess.

However, scaling boostable effects, will require multiple boost words, for example the burst target word, will cost 1 boost to make it a 20ft radius (level 3 spell slot minimum still applies) and 2 boosts to do a 40ft radius (level 5 spell slot minimum still applies)

Players would still be allowed to spend meta word uses, to use extra boosts, on top of there free allotment, if they so choose

What do you think?


So I'm putting together a fire based blaster sorcerer, not because it's effective, but because it's fun :D

I'm already aware blasting is often sub-optimal, and fire is the most often resisted element, but that's what the rest of the spell list is for :D

To keep it brief, I already have most of what I need, but I am currently scrounging for every possible source of extra spell damage (whether I use them all or not is another story, but we are playing a Homebrew, up to level 20, with a lot of feats,nits chaos, but it's fun)

What I have so far

Cross blooded sorcerer (yeah yeah, I know)
Orc/draconic

i will be using word casting, so delayed spells known is not as big an issue

1st level bloodline power replaced for blood havoc

At level 20 we take the alternate capstone for primal elemental bloodline and arcana (assuming gm is fine with it) if not I'll take Phoenix bloodline, and be a decent healer ;D

So far every dice adds 4 damage, but we are not done yet

We play a half orc, and our favored class bonus adds 1/2 our level to fire spells
+10 at level 20

We VMC as an admixture wizard, adding 1/2 our wizard level to spells damage

And we get a familiar, a school familiar (evocation) adds the spell's level to damage

Beyond the regular caster level, and metamagic traits, additional traits could be taken, including

(Adopted) pyromancer(aasimar) +1 on fire spells

Elemental pupil +1 on fire spells at least level 1 and above

Havoc of the society +1 damage on all spells

Goblin fire drums +1 damage on fire spells

Alchemical power components like alchemist fire

Salt Peter +1 fire damage
Black powder +1 damage evocation

Have my familiar throw an incindiary catalyst to give them vulnerability

At level 20, This gives us +4 damage per die +26 static damage

Even a cantrip will do 1d4+30 fire damage :D

A tripped out level 9 word spell, will be able to throw 30d6 fairly easily be level 20 (it's not hard to get caster level that high

Then we're talking 30d6+159, without metamagic :)

Phew...did I miss anything :D

any other obscure damage buffs?

Items?
Feats?
Traits?
Compatible class features?
Other spells that can buff damage?
Other useful tricks in general?

The community usually surprises me :)


So the kinetisict wild talent spark of life allows a kinetisict to create elementals, witht the mindless trait, taking a move action to direct them.

What happens if he directs an elemental to a place out of sight? Can he no longer direct the elemental? Is he aware of anything the elemental is?

What about when he puts some of his sentience into it? Removing the mindless trait and causing it to last one round/level?


So im running a campaighn with my younger siblings, they are level 3

We have a fighter (tower shield speacialist, with flail)

A Magus ( blade bound kensai)

A druid (nature fang archerer, rides a tiger)

And a bard (she's is a winter wolf bard, so bite attacks, and an ivy breath weapon)

A human Outpost has been overun by orcs (under the direction of an opposing kingdom's emmisary, a low level spell caster)

They are going to try and take the Outpost back, freeing those that were taken prisoner, they don't know about the emmisary yet, but suspect the involvement of the other kingdom

Due to their recent success in defending anouthet small City, they will have access to willing troops

That all being said, i have some ideas, but the community has always been a great source of fresh ideas and inspiration

does anyone have any ideas for fun/varied encounters centered around taking the city back?


So the rules for cold weather and ivy terrain, are a bit scattered, in one place the acrobatics skill check DC is increased by 5 in others it says you need a DC 15 acrobatics check to not slip, in other places moving in to an ivy square takes 2 squares.

So I'm wondering if anyone has a comprehensive list of rules/effects of icy terrain.

(And if you have time any other lesser known cold-related rules)


Simple enough, I know you need to take a check to move them, but can you take a 5ft step?


Simple enough, what do you think of the battle dancer brawler archtypes?

Is it worth the trade offs

Looking at it, it looks solid, just wondering what other people think about it.


So in an upcoming campaighn, our gm is allowing extra feats, a lot of them actually, mostly basic prerequisites, allowing for powerful builds, to have some fun options :) main point is, feats are not a huge problem

I'm going to play a fighter,using a polearm, and spear dancing style, allowing him to do 2 weapon fighting, or 2 handed fighting, and either eventually spear dancing reach, I can twf with reach, or 2 handed AoO, this is also a trip build, so AoO are important, not only this, but spear dancing reach unfortunately requires weapon finesse, but does allow you to use weapon finesse on a polearm,

To add to the options here, we have an archtypes called high guardian, that allows you to use Str to gain extra attacks if opportunity instead if Dex.

To summarize, should I use Dex, or Str as my primary stat? Regardless the secondary needs to be high, (Str still needed for damage in the dex build, and Dex still needed in the str build for twf)

To do pros and cons,

Dex build
Dex to attack
Dex for attacks of opportunity
With full plate being the goal, nit much Dex to AC
Less damage, and less options to boost (enlarge person becomes a penalty :()
No extra feats required (I have to take weapon finnese regardless)

Str build
Str to attack

If I take a net loss if 2 feats from high guardian, I can get Str for attacks if opportunity, otherwise settle for less AoO overall

Easier to find strength buffs, and enlarge person would even increase my AoO rather then decrease them (but again, another 2 feats out)

Probably more damage

What do you think? Dex, or Str?
And I'd Str, is high gurfian worth the lost feats, or should I just deal with having less AoO?


Title says most if it, I'm helping a new player, they want to be a half elf, so they can get proficiency with a bow, as far as riding a tiger, they want to play a druid, but I think they would be okay with a Hunter.

Looking for help finding traits, feats, archtypes, and spells, that can help with the build

Any and all sample builds welcome, and we are starting at level 1, going to 20 (Homebrew campaighn) only housrule at the moment is there can be 4 traits, and there is no restrictions taking multiple traits from the same category


So I am currently playing a kinetisict with the fast healer feat, and I'm looking for more ways to squeeze use out of it, I'm already familiar with fasy healing/Regen etc.

I'm looking for other feats, spells, it items, that provide multiple instances of healing, some examples

Vampiric shadow shield, a cool spell, allowing you to heal when attacked, but it's personal, and I'm no wizard, so it's off the table

Vampiric weapon-weapon enhancement, that allows you to heal 1/2 the damage you deal, it's limited in how many times this can be done, but it is an option

Other then that I'm struggling to find action economy efficiant, or automated healing

Anybody know of anything I missed?


Alright, where to begin, I'm trying to design an item for kinetisict to use kinetic cover as an immediate action

For those unfamiliar, kinetic cover allows one side of one square to provide total cover from that direction, the cover itself is extremely fragile, and will usually stop 1 attack from a cr appropriate monster, or even a weaker add on, but it is very easily bypassed with even a five foot step, possibly blocking nothing at all
this ability is at-will, as it has no burn cost, but requires a standard action, and is usually not worth using in combat (you set up a wall, 5 foot step, and they get a full attack, you could use it for ranged enemise perhaps, but that's about it) even as a swift action, it's value would be questionable

If able to be used as an immediate action, kinetic cover could block 1 attack a turn, for the kinetisict or an ally, this is a very powerful ability, but I don't think so game breaking as to be impossible, perhaps limited to 3 times a day, but not impossible, the real question here is cost, as there is NO precedent of immediate action magic items

A couple of spells to use as reference however are
stone shield (level 1 imediete action, provides cover NOT total cover)
And emergency force sphere (level 4 immdieate action, blocks spell and attacks from all directions, and is incredibly durable)

Kinetic cover as an immediate action would probably be akin to a second level spell effect (using the 2 above as reference points) but at will, that's the benefit of being a kinetisict however, and there are tradeoffs with the lack of limits

So how would you make it/price it?

the goal here is not to game the system, but create a fun/balanced item for kinetisicts, requiring that they spend a utility talent to use, but then get something interesting and worthwhile out of it.

(Remember in custom magic items, you can get a 30% discount for an item requiring a certain class feature to use, but again, these are guidleines not rules)