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![]() So I was looking at the Titan Mauler archetype for barbarians. Their 5th level ability "Evade Reach" is described as. Quote:
Could this reduce a creatures reach to 0 ft. and make it unable to fight with anything except grapple? (and even then I'm not sure they could) NOTE: This is purely out of curiosity, I would never do this as it seems horribly abusive. ![]()
![]() I wish to build a Divine Unarmed fighter focused on unarmed combat for my backup character in case of death. Requirements are pretty much that he needs to be able to tank well. Anyone have any ideas? ~Campaign notes~
Currently I'm thinking of Monk 1/Paladin 6. ![]()
![]() Can a paladins "Divine Bond" ability be applied to unarmed strikes? My conclusion is yes since an unarmed strike counts as a "light weapon", but I want to confirm. ![]()
![]() So I'm going to run a gestalt game soon, question is what is an appropriate CR for monsters/enemies facing a group of Gestalt players? (For those that don't know Gestalt is when players pick two classes and pick the best of both, so Fighter & Cleric would get the proficiencies, attack bonus, HD, Fort save and bonus feats of the fighter AND be a full cleric for all intents, I believe the rules were in the 3e Unearthed Arcana book) ![]()
![]() ~1st question~ Do I count the HP of the summoner before or after summoning the eidolon? 1st level Summoner w/ Con 12 (+1) HP is 9 (1d8+1)
Before Summoning example His HP stays at 9 since he does not alter his standard HP score After summoning example His HP bumps up to 10 while with the eidolon due to a higher Con score. And drops by 1 when it is dismissed. ~2nd question~
Same Example
~3rd question~
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![]() To me the idea of Oracle Curses is one of the most interesting but I'm a little underwhelmed by the ones presented to me, so I decided to try making my own using the same formula. Do these seem fair? Also share some of your own if you have them. ~~~~Oracle Curse Ideas~~~~ ~~“Blind”~~
At 5th level you blindsense increases to 30 feet and Blindsight increases to 10 feet. At 10th level you blindsense increases to 60 feet and Blindsight increases to 15 feet. At 15th level your blindsense increases to 120 feet and blindsight increases to 20 feet. ~The idea taken from characters in media such as~ Toph from “Avatar: The Last Airbender” (although Tremorsense/sight, not Blindsense/sight)
~~“Demon Inside Me”~~
At 5th level: You can cast “Detect Good” as a spell-like ability at will. At 10th level: You can cast “Protection from Good” as a spell-like ability at will. At 15th level: You can cast “Magic Circle vs Good” as a spell-life ability at will. ~The idea taken from characters in media such as~
NOTE: This really only works in a good-based campaign and with a good character. (Though a good character in an evil campaign would be interesting) Evil characters would get all the benefit with no penalty (which kills the point of a curse) ![]()
![]() So I've played 3.5 since it came out (3.5, I had gotten into 3.0 before that but didn't play till 3.5) and in these nine years I have realized I have never played a character who uses a reach weapon. Any tips or tricks on making a character who uses a reach weapon? Is it all that different from wielding a two-hander? Is quick draw/a secondary weapon a requirement or can I rely on my ability to 5 foot step? ![]()
![]() So I'm interested in building what will be an Arcane Archer, however the group is only going to be starting at level 6 and the minimum for Arcane Archer is 8 (6 Fighter+1 Any Arcane Caster is the fastest way to meet the prerequisites I can think of) Here are a few Combos I thought of with their respective Pros/Cons ~Synthesist Summoner 6~ (hit AA at 9)
Cons
~Fighter 5/Sorcerer 1~ (hit AA at 8)
Cons
~Magus 6~ (hit AA at 9)
Cons
~~~~~~~~~~~ So what do you think of these ideas? (other ideas are welcome as well please list the pro/cons of any suggestions you have) ![]()
![]() Got a couple questions about Summoner Archetypes, the first is a rules questions the second is an opinion question. FIRST the "First Worlder" Archetypes replaces the Summon Monster ability, and under the new ability Summon Natures Ally it seems to leave out the whole "he can only use this ability when his eidolon is not summoned" restriction. Is this an oversight? A mistype on PFSRD? or Intentional? In my personal opinion I think its intentional as both the First Worlders Eidolon AND his Summons are weaker so it would make sense to allow him to use both, but I'm not here for MY opinion I'm here to see if there was an official source on this or if I just misread the ability. SECOND The other archetype I was interested in was the Master Summoner. The problem with the Master Summoner is that I CANNOT find a reason to use his lesser eidolon. It just doesn't seem worth it... And I won't use the eidolon, it doesn't hurt me that much, my problem is that with the exception of the two abilities replaced by Master Summoner every single class ability is focused on the Eidolon. Would it be unfair to ask to replace those abilities with something... useful to me? (or if you know of a legal way to replace these abilities, please tell me) |