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Let's get going folks. WARNING:ANY GM WITH ANY SORT OF INTELLECT WILL SMITE YOU WITH ALL THE POWERS OF THE UNIVERSE IMMEDIATELY.

That being said, let's be lvl 1 Gods.

Step 1) be a level one wizard with one hell of a charisma score. This part really doesn't matter, but you are going to need that diplomacy so buff it any way you can.

Step 2) say Pazuzu 3 times. Pazuzu, the demon Lord immediately knows your location and just like that annoying ex that keeps calling you, if you call him up enough he will eventually come.

Step 3) sell your soul to the demon Lord in exchange for a candle of invocation. Word the deal so that he gains your soul UPON DEATH, NOT IMMEDIATLY. We like our soul, so let's keep it for now.

Step 4) planar binding a genie race with your candle. Get 3 wishes. Be super careful with your wording. Wish yourself a greater demiplane that has the timeless quality and wish it to be populated with Kobolds. Go to demiplane and since it's timeless you stay their to infinity and level to level 20 by killing Kobolds( don't let them know you are killing their dying friends. We want them to work for us.)

Once your level 20. Start a cult worshipping the tiny god. To make the tiny god you need followers, hence Kobolds. Tiny god is a homunculus. With infinite time you can use craft skill to make infinite money and therefore give your humunculus infinite hit dice and therefore infinite hp, ability score bonuses, kill ranks, feats. Then go back to the material plane. At this point no time has past since you were lvl 1 and you have a literal infinite stated homunculus. Have fun, tiny god, have fun.


Waldham wrote:
It's normal that the ability is not in the list because the base creature hasn't the ability.

Totally correct. I would houserule that it gave you Regeneration, but that's just my gming. Ask your GM, but by RAW, the answer is no, it would not grant Regen. Great attempt though! I'm going to have to remember this thread for later:)


Seraphimpunk wrote:

So... Aside from the Black Blades sidebar ( and the word "blade" everywhere ), is there anything specific to blades in the archetype?

( I know "a black blade is always a one-handed slashing weapon, a rapier, or a sword cane". But I'd really like to play a "Blackstaff", just wondering if I have to wait for a home game and beg the GM to bend that rule, if there is some part of the archtype that I'm overlooking that is slashing/piercing specific, or if I'd be able to mix Bladebound and Staff Magus in organized play for fun. )

All this humbug is rediculus. You want a RAW legal Blackstaff Magus, here you go.

Step 1, Monk of the Empty Hand. This let's you use all two-handed weapons as a quarterstaff. I'd stack this archetype with Weapon Adept because more thematic.
Step 2, choose a large Swordcane. As the whole debate above proves, changing size category doesn't change the weapons actual category, so a large Swordcane is still a 1-handed slashing weapon. Now don't unsheath the blade, leave it in the Cane. Use your large Cane as an improvised quarterstaff through MoTEH. Technically, the sheath is still part of the weapon, so it should still hold all the Blackblade features.
Step 3, enjoy beating the crap out of people with an sheathed oversized Canesword.


Alright, so starting this summer I am running a campaign for a group of friends and one of my players sent me this wall of text I'm about to copy and paste below. Effectively, I need to create balanced, but still Impactful Intelligent Items equipped with a backstory and an emotion/alignment. Here is the backstory he sent me.

Character Idea.
-Tabias- Bearer of the Family of Espateth
-Tabias never met his father, nor any of his Grandparents either. His mother, Elwin, was a caring moral compass for Tabias who worked as the caretaker for the Espateth Family Mosuleum of Relics. Tabias heard stories of his father Horas Espateth, who was a reclusive artificer of renown skill. It is said that a fraction of his heart and soul go into every artifact he crafts. The exact age of Espateth is unknown, but it is known that he is at least 6 generations old and has other world beauty. Picking up the family trade, Tabias is the book keeper of historical records of the Relics of the Family of Espateth. Tabias hated his job. He never understood his mother's value that she put on these Relics. As a kid his mother use to tell her that she would go talk to them to call them down and let them know what's going on in the real world as "life is pretty boring when your stuck on a shelf all day". Tabias chalked this up to children stories. One bitter Winter's Night, when staying late at the Espateth Family Mousuleum of Relics a robber came in and robbed what he could before he ran into Elwin. In his escape he stabbed Elwin and left her dying on the floor. She did not die that night, but would in the week to come as desiese took her life. In her dying days Elwin told Tabias the story of his family history.

Horas Elspateth was no oridinary man. Celestial, Demigod, no one truly knows, but he is much more than any mortal. Horas has had many lovers of many Races and Genders throughout the years and love them all till their death. Horas was a man of great heart and could not bear to watch his lovers die. To save them, he would take their ashes and forge them into magical relics. Whenever He found a new lover, he would ask them to watch over his family. This happened again and again, with assortments from decorative amulets, to intracate wands, to Armour, to weapons being forged. Things changed with Elwin. For as many lovers as he has had, he has never been able to bare an offspring. In fear of being unable to an adequate father, Horas provided Elwin with the means of taking care of Tabias on her own. He set up the Mousuleum for Elwin and told a few of his trusted family where she could find him if the situation turned your enough.

Tabias, with his newfound knowledge of his family history, and with a few of his inteegent artifact distant family in his possession, he is off to bring his mother's ashes to his elusive father so that he can forge her into his family. Tabias is also looking for his missing family as one of them may know the way to where his farther now resides in soitude.

-Actual mechanics: A character that holds a multitude of intelligent items some that get along, some that don't, that are all different objects with all different unique properties(as per being magic) that relfect their personality in some way. Work closely with GM in creation of these magic items. Tabias is a Archeologist Bard.

Example item, (Siezire Scouge- the 800 year old Male Elf wand of Magic Missiles with the ancient property[25% chance of forgetting how to use it's ability] that sometimes offers good advice but usually just talks old person gibberish)

Alright,so what do you guys got? Don't worry about what level he will be when he gets them. He will not be starting with the entire family set of Items. He will probably find a few along the way;)


I was actually eventually hoping to play this. The goal was to play a Masked Performer Bard whose sole purpose was to gain the greatest renown that he can for himself as a musician under the stage name "Kira, the Midnight Fairy". Here is the twist. He can't sing, dance,or play any instrument. He just fakes it. His pal Kira (who is an actual darkblue pixie that stays invisible usually) is an AMAZING musician and plays music while he fakes like he is playing. They are both bards, and I'm sure this can be accomplished with the leadership feat. I want to see how far and how famous I can be before the bard secret gets out that he is a fraudXD

I want to do this sooooo bad:(


Dave Justus wrote:

Fair enough, if you understand the limitations and still think it would be fun (and the other players are cool with the concept) then more power to you.

In all honesty, when I made this concept last December it was a joke attempt. I've been playing it since Janurary and it's a blast (albiet few changes- 25 Point Buy, no spell breaker or Invested Regent, but add the Panther style feat chain for a usual 10 attacks a turn). I was hoping when I saw this thread coming back to life that a few people would have found what I did and do it better. It's a blast to play and and crazy fun to RP. I'm still looking for answers to stuns and grapples though:/


Dave Justus wrote:
GodsSpeed wrote:


2. Being impactful in combat. Is he effective enough as a backline harasser? Or do you still believe he will be ignored?

Explain to me how you think this works.

It seems to me that this character is at his best when the biggest hitting thing on the opposition team wastes his turn trying to damage him. But that means he is right in the face of the hard hitting guy, not somewhere in the back line.

I just don't see what the character can effectively do if the other side chooses not to waste time attacking him, but I certainly am willing to be wrong, just walk me through on what you think he would be doing and how that would be effective.

There are plenty of ways to be effective in combat, but I am not going to pretend that my little goblin could do any of them better than someone else. His goal is to be able to stay up as long as he can and be a real pain to take down. You make a great point that if they ignore him he is useless. At that point he would just be a over glorified flanking buddy for the party rogue. He is a pest. He is annoying as heck and could really benefit from the Antagonize feat if he had the charisma to make it work. His damage is nothing compared to a true DPS build but still isn't trab(4d10+24 across his attacks).

Ideally, his job is to be annoying and eat up attacks and attention. The smart choice is to ignore him because he isn't a really heavy threat. I gave him Spellbreaker to try and make him a threat to spellcasters and I am looking to give him Come and Get Me so that he can dish out WAYYYYY more damage and eat up WAYYYY more attacks when roll with it sends him flying across the battlefield.

All of that to say, his job will be to eat attacks and deal spot damage where it's needed. He isn't the best at it, and it's not a common role needed in a party. If Come and Get Me, Spellbreaker, and Roll With It can't pressure things enough then I don't know what else even has a chance of remotely making him effective in combat.


Slim Jim wrote:
GodsSpeed wrote:
I know from experience that Uncanny Dodge truly is a life saver, but that being said this build just cannot function without a decent amount of DR, which will not be possible without Invulnerable Rager. I'm not saying that dropping Invulnerable Rager for Uncanny Dodge is wrong, it's just not the path I'm comfortable taking.
As an all-in dex goblin, your AC should be so high that about the only reason an opponent is reliably hitting you is if they've managed to puke out your dexterity bonus to AC.

You are totally correct. The sad part is the job of this build isn't to never be hit. If I was just attempting to minimize damage from ranged or melee attacks I would totally agree with you, but I'm also trying to minimize damage from AoE attacks, evokation/damage spells, debuffs(not real damage but you get the point). And at higher levels of play it isn't likely that misses will be more common than hits. What this build is attempting to do is plug as many holes as it can as effectively as it can. Uncanny Dodge is great at plugging one hole,but takes away from my effort to plug in the rest. I'm sorry, but I truly do not think Uncanny Dodge is right for this build. That being said, seeming that you talk with experience of dexterous type characters, what other suggestions do you have when dealing with the those struggles of being immobilized? Your help and experience is most welcome.


Slim Jim wrote:
GodsSpeed wrote:
Then take levels in Invulnerable Rager/Urban Barbarian. Grab Stalwart at level 5. Take the rage power chain up to Spell Breaker. Hopefully grab Monk Robe's and Amulet of the Mighty fists so that my unarmed is 1d10+Dex.
Don't take Invulnerable Rager, as that archetype forfeits Uncanny Dodge, which this character would need to maintain it's "all-in" investment in Dex bonuses to AC.

I know from experience that Uncanny Dodge truly is a life saver, but that being said this build just cannot function without a decent amount of DR, which will not be possible without Invulnerable Rager. I'm not saying that dropping Invulnerable Rager for Uncanny Dodge is wrong, it's just not the path I'm comfortable taking. DR will apply in many more situations than Uncanny Dodge will. Uncanny Dodge does not retain my Dex to AC of I am immobile, and being immobilized is already an issue in this build so I'd prefer not to double up on my weak spot. I'm sure the build could be redone in a way that Uncanny Dodge is the right choice over DR, but where the build stands now, I do not believe that it is the right choice as of now.


Okay, so after reading through you all's wonder responses I think I've made a fair few changes that should help a bit. Make the first three levels Invested Regent/Monk of the Seven Winds. Grab feats (from class or leveling) in listed order
Roll With It,unarmed Strike Deflect Arrows, Endurance, Diehard.

Then take levels in Invulnerable Rager/Urban Barbarian. Grab Stalwart at level 5. Take the rage power chain up to Spell Breaker. Hopefully grab Monk Robe's and Amulet of the Mighty fists so that my unarmed is 1d10+Dex.

These changes hope to accomplish the following.

1. Invested Regent is just their to push saves a little farther. In combat I would not spend every Swift action buffing will, but situationally it would be helpful.
2.Monk of the Seven Winds let's him grab Endurance for free (needed for Stalwart) and boosts his damage a little with the immediate action attack(hopefully an enchanted weapon).
3.Stalwart does wonders for helping against swarms of smaller enemies.
4. The Spellbreaker Rage power chain actually gives Squee combat purpose as he can wreak havoc when flung into the face of a spellcaster hiding in backlines. This also let's him more directly address the issue of his imperfect saves.

Issues still needing addressing.

1. Grapple creatures could end him if get past his DR.
2. Being impactful in combat. Is he effective enough as a backline harasser? Or do you still believe he will be ignored?

Thank you for correcting my misunderstanding of how enemies should act in combat in relation to initiative. That being said I believe increasining his DR and actually playing smart should still make avoiding attacks not to difficult.

Any more suggestions on how to protect little Squee are welcome. Also any critisizm on the builds functionality and weak points are open to discussion also.


Meirril wrote:

If the initial attack does less than 5 points of damage, you don't move. Mobs of creatures are Squee's natural enemy. You'll only get 1 immediate reaction each round, so a mob of grunts get 1 less hit per round.

But possibly the most likely way Squee will die is either to a grappling monster, swallowed whole, or by falling. Mainly due to his Roll With It making him ping pong off a cliff.

You might consider getting a Ring of Feather Falling.

My idea was that since usually all the enemies act on the same initiative, I could have them all finish their movement, roll with it out of their provoking a few AoO,but then be out of the range of the other attacks. Also I get to choose my direction I travel with roll with it so I should be safe from cliffs. The grappling is an excellent point though. I'll watch to kite those creatures or use My crazy Escape Artist checks to skip that issue hopefully.


So if I am understanding correctly their is two schools of thought here. One states that when it states "extends the duration" this would apply to the Frightened condition because that is the highest existing fear condition and is therefore extended instead of increased because of the limitations of demoralize. I believe this is the correct RAW translation based of the given rules in the last thread.

That being said I believe the interpretation that creates a larger divide between the shaken and frightend condition is fairer. Because demoralize doesn't specify which fear effect and expects you to assume it all applies to shaken is the issue. Sadly, the lack of specificity leaves it open to interpretation making it both plausable.

All in all, the RAW is it extends frighten, but a strong argument of fairness (which is always valid for consideration independent of RAW) can be made on why it shouldn't. Take it as you may.


Aydin D'Ampfer wrote:

My part of the argument stems from the final phrase in the Demoralize ability:

"Using demoralize on the same creature only extends the duration; it does not create a stronger fear condition."

Per Cevah's reading, 'the duration' is only defined as the Shaken Condition.

Per my reading, 'the duration' is defined as whatever Demoralized does.

Because of this duel-reading, there are different potential outcomes to the question in the first post.

Also, there is an issue with the term "extend". Does this mean "add the duration of the fear effect to the current duration" or does this mean "Keep the fear effect going for some duration"(I still don't understand what this would actually mean).

As a GM for my game I have had this build pass by me before. The way it works (or as my table justly believes) is that the phrase in demoralize referring to it cannot create a stronger fear condition ON ITS OWN. That being said if you have made a character Frightened through the use of the Thugs ability the rounds of shaken extends their Frightened condition as per normal fear condition interaction rules.


Turlin wrote:

Hello!

I got an idea for a PC who is pretty much a squire, but I'm having trouble finding a class that will work... At first I thought Caviler but even that really have anything.
By the way, when I say squire I mean a support guy, healing, equipment carrier, and of course, there to learn how to be an adventurer.
Does anyone have any suggestions?

A Squire is traditionally a young nobleman working as an attendant to a knight prior to gaining his own knighthood. The fact that they tend to be subserveant to another makes them traditionally weaker. With all that in mind you want your character to also be helpful(heals and the such), effective, and also smart as he is learning from his compatriots. Much of that is accomplished through role-play and not in game mechanics but there are in game mechanics that would reflect that mentality.

I believe playing a 1 lvl Standard Bearer(Cavalier archetype)/3 Detective Bard/ X fighter will give you enough general team buffs, heal potential, and fighting potential to be useful. Also take a look at investigator inspiration for some thematic insight.

hope I was of some help! Being a good squire will in the end come down to roleplay, but having a thematic build to accompany it would help!


Hello everyone!
I know that I am not the first to attempt this and that it can probably be done better but I want to post it here to just share the plan i have so far and get everyone's input on how I should change this. Disclaimer: I am excluding true immortality such as the reincarnated druid, Lich acquired template, or other such revivification shenanaganary for the purpose of creating someone who just wont die. NOW I PROUDLY PRESENT, SQUEE THE IMMORTAL GOBLIN

20-point Buy
Race: Goblin
Altered racial trait: Tree Runner
STR:5
DEX:18 (boost it at 4th and 8th to 20)
Con:12
INT:12
WIS:14
CHA:14

2 levels of Monk(Kata Master) (Monk becomes ex-monk at lvl 4 when become Barb)
+3 to all saves
+WIS to AC
BF: Unarmed strike, Deflect Arrows, Combat Reflexes
Panche Pool (2/day- used for derring do)

1 lvl of Spiritualist(Dedication Phantom)
+2 to will
BF: Iron Will (from phantom)
+4 against mind affecting effects
-few tiny spells (CLW and Mage Armor!)

X levels of Urban Invulnerable Rager (currently 4 on paper but I lvl here)
+4 dex Controlled Rage
+1/2 Barbarian lvl DMG reduction
+endure elements
+RAGE powers:Superstition, Renewed Vigor ( will pick up increased dmg reduction and regenerating Vigor)

Feats:
Roll With it
Weapon Finesse
(2) Godless Healing

Summary: So I understand its not perfect or truly immortal but its a low level example of being pretty close. Stupid high acrobatics from being Goblin alows roll with it to shrug off a attack almost every turn and since he gets pushed away there is never really a full round of attacks. Deflect arrows is a baby cushion against ranged attacks but the DR and the self healing are their to help with that also. The saves are my protection against magic (Will +14 against mind affecting and +10 against other magic) and the Panche pool helps make those acrobatic checks every once in awhile. Squee uses no weapons or armor(Mainly for thematic reasons). Items are Ring of Ferocious action(To help roll with it) and Amulet of the Mighty Fists(agility to fists).

So what do you all think? Is my little Squee going to survive out in the big bad world? If not, how do we protect him? Thank you all for reading my post:P


For the two posts above:

The parenthesis seem to be stating summoned creatures as an example that should never activate blood vengeance because you should never reach the requirements with them. Using my cohort as my main character did let me reach the requirements though, so i'm not entirely sure how to translate parenthesis.

Also, the cohort never attacked the summoned ally, so he should still be an ally right?

To the second post,
the listed strength boosts are to my cohort, not my summoner, I apologize for the conclusion. I know Amplified Rage doesn't stack and I haven't calculated it as such.

Also the way blood Vengeance is written, you modify your rage bonus, the lesser rage is if you do not have a rage ability.


Hello! so I have been toying around with a build idea for a while and I want to verify I am not breaking any rules in this build. Their are a few rules that interpret favorably, but I believe are interpreted correctly. So I am here to figure out if my build is actually legitimate.This entire build revolves around the half-orc feat Blood Vengeance and my attempts to optimize it. The build goes as follows

Half-Orc

STR:16
DEX:14
CON:14
WIS: 9
INT: 7
CHA:14 (+2 racial to 16)

1 lvl-Bloodrager
Bloodline-Arcane (Arcane Bond)

6 lvls- Blood God Disciple/Broodmaster

Feats:
Amplified Rage (+4 STR/CON when raging with other half-orc)
Extra Rage
Toughness
Leadership

His cohort is his lvl1-Fighter/lvl2-Barbarian half-orc son who is built as follows.

Half-Orc

STR:16 (+2 racial to 18)
DEX:10
CON:18
WIS:9
INT:8
CHA:7

Feats:
Amplified Rage
Ferocious Tenacity
Blood Vengeance.

So here is the plan (and in turn the issues). The Father(summoner) summons a giant spider with Summon Monster 2, which has 3 hit dice. The son then goes into a rage (STR/CON-22) and holds his standard action. The Father then commands his brood to slay the giant spider which activates Blood Vengeance(STR/CON-24). The son then takes his standard action and attacks. This repeats as necessary, usually only one more time (STR/CON-26). Then the father goes into his blood-rage activating Amplified Rage (STR/CON-30). I can do blood-feast shenanigans after that but that is the general gist of my plan.

Major issues/questions:

-Because the spider has the same hit dice as my cohort it should activate blood vengeance in theory.
-Another clause of blood vengeance is it must be an ally that falls. A summoned creature is an ally, but looses that title to the Summoner and his brood when they attack it, but it shouldn't loose that effect for the cohort.
-Blood-rage acts as normal rage. So does it trigger amplified rage?
-Blood Vengeance should stack as it modifies the actual bonus of rage and is therefore not subjected to the rules of bonus stacking.

This is just a build I've been fiddling around with. I know their is easy ways to beat it but I just want to know if my summoned blood sacrifice method functions.


Hello! so I have been toying around with a build idea for a while and I want to verify I am not breaking any rules in this build. Their are a few rules that interpret favorably, but I believe are interpreted correctly. So I am here to figure out if my build is actually legitimate.This entire build revolves around the half-orc feat Blood Vengeance and my attempts to optimize it. The build goes as follows

Half-Orc

STR:16
DEX:14
CON:14
WIS: 9
INT: 7
CHA:14 (+2 racial to 16)

1 lvl-Bloodrager
Bloodline-Arcane (Arcane Bond)

6 lvls- Blood God Disciple/Broodmaster

Feats:
Amplified Rage (+4 STR/CON when raging with other half-orc)
Extra Rage
Toughness
Leadership

His cohort is his lvl1-Fighter/lvl2-Barbarian half-orc son who is built as follows.

Half-Orc

STR:16 (+2 racial to 18)
DEX:10
CON:18
WIS:9
INT:8
CHA:7

Feats:
Amplified Rage
Ferocious Tenacity
Blood Vengeance.

So here is the plan (and in turn the issues). The Father(summoner) summons a giant spider with Summon Monster 2, which has 3 hit dice. The son then goes into a rage (STR/CON-22) and holds his standard action. The Father then commands his brood to slay the giant spider which activates Blood Vengeance(STR/CON-24). The son then takes his standard action and attacks. This repeats as necessary, usually only one more time (STR/CON-26). Then the father goes into his blood-rage activating Amplified Rage (STR/CON-30). I can do blood-feast shenanigans after that but that is the general gist of my plan.

Major issues/questions:

-Because the spider has the same hit dice as my cohort it should activate blood vengeance in theory.
-Another clause of blood vengeance is it must be an ally that falls. A summoned creature is an ally, but looses that title to the Summoner and his brood when they attack it, but it shouldn't loose that effect for the cohort.
-Blood-rage acts as normal rage. So does it trigger amplified rage?
-Blood Vengeance should stack as it modifies the actual bonus of rage and is therefore not subjected to the rules of bonus stacking.

This is just a build I've been fiddling around with. I know their is easy ways to beat it but I just want to know if my summoned blood sacrifice method functions.