Captain Castothrane

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I would interpret "drawn and in hand" with the intention that it is ready to be used. Thus armor spikes would always be giving the bonus feat as long as they are on your armor.


The restriction is only for choosing which version of "Arcane Bond" (normally Familiar vs Item) you can choose.


Even the list of Rogue talents open to a slayer is restricted.

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Runes! On every surface, as many as you can.

Add some open barrels of lamp oil for extra explodiness. Throw in a few handfull of caltrops, just because.

Wait in proximity of the prepared room (but not too close ;-) ) to immediately hit them once you hear the BOOM. Other wise they will simply heal up, use some useless low-level spells or charges from healing wands as your only "victims" of the nice ambush.

Chess Pwn listed the general rule.

How many extra AOOs you get our of Combat Reflexes is the specific feat you want to analyse.

Going along this kind of thoughtline a DEX-booster would not actually raise the number of AOOs...

Specific effects overwrite general, thus, yes, your number of Extra-AOOs goes down when your DEX-mod goes down, and up with it likewise.

The feats "check" what your current stats are when you want to use them. Like when your STR falls under 13, and you cant use Power Attack any more.

Grab a reach weapon and Combat Reflexes. If they walk up to you directly, you get an AOO, becasue you threaten out at 10ft, and they leave the 10ft threatened square to ge tto the 5ft square to actually hit you. If you want you can trip as part of an AOO. If you want you can build for it and medium humanoids will literally throw themselfes at your feet ;-)

And if they dont go to you directly and stay at 1 square out so as not to provoke an AOO, they just wasted a turn. :-) And you can attack them with your reach wepon, and then 5ft-step backwards :-).

But you need something like Improved Unarmed Strike, natural non-claw-weapons or Armor Spikes to still treaten at 5ft distance simultaneously. If yuo get zerg-rushed by massive numbers comstantly, get Quickdraw to switch from your reach weapon to a normal one if you cant maneuver when completly surrounded.

For extra funsies combine this with a Come and Get Me Barbarian to slaughter half a russian-stlye human wave attack when it isnt even your turn.

From your description i am unsure you handly the Surprise Rund correctly.

1st. Sneaky Rogue gets into position right behind victim. No combat yet, because Rogue is unnoticed.

2nd. Rogue starts Combat with a Surprise Round against the flat-footed victim. Due to surprise round, only 1 Move Action, or 1 Standart Action. No Full-Attack possible yet.

3rd. If victim is skill conscious you need to win Initiative against him to give him a full-attack and still catch him flat-footed. Once he got to act, flatfooted happy-sap-time is over.

Anyway, if you hit in these situations a Sap Master Rogue will deal MASSIVE amounts of damage. IF you hit. For your character your to-hit-bonus is terrible.
My advice would be to get some simple +5 Saps and a bigger DEX-booster item, which boosts to-hit indirectly, as well as other nice stuff. Also there is an Ioun Stone for 4k iirc that gives a +1 competence bonus to hit. And i'd stack up on Potions of Heroism. Its a great buff, comes with +2 morale on to-hit and can be drunk silently. The cost is very affordable at level 13.

With the massive amounts of surprise subdual damage you can deal, it is much more important to make sure you actually hit your enemies, instead of trying to get 2 or 4 more D6 to damage.

Like CLaxon said Deadly Sneak & Powerful Sneak are trap options! The actual increase in average damage deal is tiny (yet positive). Add the -2 to-hit on top of this, and it becomes a net loss of expected damage! You are more dangerous and deadly NOT using it!

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When you follow a deity you are restricted by which domains you can choose from, and you have to follow a certain Code of Conduct for behaviour your deity likes. Very narrow and specific for Paladins, very wide and lenient for Inquisitors, with Clerics in the middle. And you risk the possibility of falling from grace. But you get the weapon proficiency (hard benefit) and the advantages of being a member of a holy organistion which can support you (soft benefit).

If you go for the "i do my own thing", you have absolute freedom, cant fall from grace, but dont get the free proficiency.

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Reminded me of this

Go to Order of the Stick.

No, not Hellknights ... ;-)

Rules-wise these boni are all untyped, thus they stack if wielded against a target that triggers more of them simultaneously.

Balance-wise this is very, VERY specific at least +6 weapon, that is for other purposes just a very expensive +1 weapon.

What kind of "Immortal"?

* Ageless, eternal youth?

* Invulnerability to (almost) all weapons?

* Reformation after destruction?

A combination of the above?

I played a beast line Skald in Kingmaker.

Pounce rocked! In! Your! Face!

In general the Kingdom can buy magic stuff for itself that is available for sale through the expenditure of BPs. 1 BP is worth 4.000 Gold if buying stuff with it for kindom use.

This is not by withdrawing money from the state for private use, in which case you only get 2.000 Gold and 1 Unrest.

So simply look at the market price for the Golem you want and buyit regularly. Just that the seller isnt a generic NSC, but a PC. For the kingdom it makes absolutly no difference from whom it buys, as long as it pays market value for its wares.

The Kingdom Building rules are very general and cant cover every possible action. The DM has to make a judgement call.


Independent of that, Golems are creatures and not really buildings, thus they should better be processed as "Armies" with no upkeep, then as buildings.

Unless you really just employ them as Gatewatchers or more specific jobs, in which case the GM has to make a judgement call, again.

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CBDunkerson wrote:
Because casters can't have nice things.

HahahahHAHAhaha. *wiped tear away* HahahahHA

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Guru-Meditation wrote:


There is nothing more frustrating having a character that is an ace at something, or at least should be, and then suddenly the world changes and every trap ever is permanency invisible, so it can be found with a 50% chance at best.

Why did i then even choose a character concept that spend so much on being the best at traps, when i could also half-assed it and still find stuff 50% of the time?

The XP he gets are not "for free"! He spend a whole bunch of character resources to get this far.

Also most traps are barely an annoiance at best. If nothing else happens, like a combat immediately starting, or the target person fleeing, you end up with a little pause and a few charges drained from the Cure Light Wounds wand, or some spellslots spend to save wand charges if you are hgih enough to know you will never be casting down to 1st or 2rd level spells.

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I made myself a list for the spells that can be used with it, as i am currently playing a Skald. I cleaned it up somewhat by removing duplicates and a few utter useless trash spells who have better in every way spells on the same level.

The list is CRB-only, as i consider it undefined that it would also include all POSSIBLE non-standart spells, as well as clearly secret spells or restricted to secret society X spells.

IMPORTANT! - I left out those spells that my Skald already regularly knew. So check for some classics that are not on the Kenning-list, as they were on the normal Bard Spells Known list of my char.


General Spell-Lines for Spell Kenning
Cure [Light, Moderate, Serious, Heavy, Light Mass, Moderate Mass] Wounds: Cures damage.
Inflict [Light, Moderate, Serious, Heavy, Light Mass, Moderate Mass] Wounds: Deals damage.
Summon Monster [I - VI]: Summons extraplanar creature to fight for you.

Beast Shape [-, -, I – IV]: You take the form and some of the powers of an animal.

0-Level Kenning Spells

Create Water: Creates 2 gallons/level of pure water.
Detect Poison: Detects poison in one creature or small object.
Know Direction: You discern north.
Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
Read Magic: Read scrolls and spellbooks.
Summon Instrument: Summons one musical instrument.

1st-Level Kenning Spells

Alarm: Wards an area for 2 hours/level.
Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or objects.
Detect Secret Doors: Reveals hidden doors within 60 ft.
Detect Undead: Reveals undead within 60 ft.
Divine Favor: You gain +1 per three levels on attack and damage.
Endure Elements: Exist comfortably in hot or cold regions.
Enlarge Person: Humanoid creature doubles in size.
Floating Disk: Creates 3-ft.-diameter disk that holds 100 lbs./level.
Grease: Makes 10-ft. square or one object slippery.
Magic MouthM: Objects speaks once when triggered.
Obscure Object: Masks object against scrying.
Protection from Chaos/Evil/Good/Law: +2 to AC and saves, plus.
Reduce Person: Humanoid creature halves in size.
Remove Fear: Suppresses fear or gives +4 on saves against fear.
Shield: Invisible disc gives +4 to AC, blocks magic missiles.
Shocking Grasp: Touch delivers 1d6/level electricity.
True Strike: +20 on your next attack roll.
Unseen Servant: Invisible force obeys your commands.

2nd-Level Kenning Spells

AuguryMF: Learns whether an action will be good or bad.
Blur: Attacks miss subject 20% of the time.
ConsecrateM: Fills area with positive energy, weakening undead.
Darkness: 20-ft. radius of supernatural shadow.
Death Knell: Kills dying creature; you gain +1 caster level plus.
Delay Poison: Stops poison from harming target for 1 hour/level.
DesecrateM: Fills area with negative energy.
Detect Thoughts: Allows “listening” to surface thoughts.
Gentle Repose: Preserves one corpse.
Ghoul Touch: Paralyzes one subject.
Glitterdust: Blinds creatures, outlines invisible creatures.
Invisibility: Subject is invisible for 1 min./level or until it attacks.
Locate Object: Senses direction toward object (specific or type).
Make Whole: Repairs an object.
Phantom TrapM: Makes item seem trapped.
Pyrotechnics: Turns fire into blinding light or choking smoke.
Remove Paralysis: Frees creatures from paralysis or slow effect.
Resist Energy: Ignores points of damage/attack from energy type.
Restoration, Lesser: Dispels ability penalty or 1d4 ability damage.
Rope Trick: Creatures hide in extradimensional space.
Scorching Ray: 4d6 fire damage, + 1 ray/four levels (max 3).
Shield OtherF: You take half of subject's damage.
Spider Climb: Grants ability to walk on walls and ceilings.
Status: Monitors condition, position of allies.
Summon Swarm: Summons swarm of bats, rats, or spiders.
Tongues: Speak and understand any language.
Whispering Wind: Sends a short message 1 mile/level.
Zone of Truth: Subjects within range cannot lie.

3rd-Level Kenning Spells

Animate DeadM: Creates undead skeletons and zombies.
Arcane LockM: Magically locks a portal or chest.
Arcane Sight: Magical auras become visible to you.
Bestow Curse: Curse the subject.
Command Undead: Undead creature obeys your commands.
Contagion: Infects subject with chosen disease.
Continual FlameM: Makes a permanent, heatless light.
Create Food and Water: Feeds three humans (or one horse)/level.
Daylight: 60-ft. radius of bright light.
Deep Slumber: Puts 10 HD of creatures to sleep.
Deeper Darkness: Object sheds supernatural shadow, 60-ft. radius.
Displacement: Attacks miss subject 50% of the time.
False Life: Gain 1d10 temporary hp + 1/level (max +10).
Fear: Subjects within cone flee for 1 round/level.
Fireball: 1d6 damage per level, 20-ft. radius.
Fly: Subject flies at speed of 60 ft.
Fog Cloud: Fog obscures vision.
Gaseous Form: Subject becomes insubstantial and can fly slowly.
Glibness: You gain +20 bonus on Bluff checks.
Gust of Wind: Blows away or knocks down smaller creatures.
Invisibility Purge: Dispels invisibility within 5 ft./level.
Invisibility Sphere: Makes everyone within 10 ft. invisible.
Lightning Bolt: Electricity deals 1d6/level damage.
Magic Circle against Chaos/Evil/Good/Law: As Protection spells.
Magic Weapon, Greater: Weapon gains +1 bonus/four levels.
Phantom Steed: Magic horse appears for 1 hour/level.
Protection from Energy: Absorb 12 points/level of energy damage.
Remove Blindness/Deafness: Cures normal or magical ailment.
Remove Curse: Frees object or person from curse.
Remove Disease: Cures all diseases affecting subject.
See Invisibility: Reveals invisible creatures or objects.
Shrink Item: Object shrinks to one-sixteenth size.
Speak with Animals: You can communicate with animals.
Speak with Dead: Corpse answers one question/two levels.
Stone Shape: Sculpts stone into any shape.
Vampiric Touch: 1d6 damage per two levels; caster gains temp hp.
Water Breathing: Subjects can breathe underwater.

4th-Level Kenning Spells
Air Walk: Subject treads on air as if solid.
Black Tentacles: Tentacles grapple all within a 20-ft. spread.
Break Enchantment: Frees subjects from effects.
Control Water: Raises or lowers bodies of water.
Detect Scrying: Alerts you to magical eavesdropping.
Dimensional Anchor: Bars extradimensional movement.
Discern Lies: Reveals deliberate falsehoods.
Dismissal: Forces a creature to return to native plane.
DivinationM: Provides useful advice for specific proposed actions.
Divine Power: You gain attack bonuses and 1 hp/level.
Elemental Body I: Turns you into a Small elemental.
Enervation: Subject gains 1d4 negative levels.
Fire Shield: Attackers take damage; you're protected from element.
Globe of Invulnerability, Lesser: Stops 1st- through 3rd-level spells.
Illusory Wall: Wall, floor, or ceiling looks real, but anything can pass.
Legend LoreMF: You learn tales about a person, place, or thing.
Locate Creature: Indicates direction to familiar creature.
Minor Creation: Creates one cloth or wood object.
Neutralize Poison: Immunizes subject against poison.
Phantasmal Killer: Fearsome illusion kills.
Planar Ally, LesserM: Services of a 6 HD extraplanar creature.
Resilient Sphere: Force globe protects but traps one subject.
RestorationM: Restores level and ability score drains.
Secure Shelter: Creates sturdy cottage.
Sending: Delivers short message anywhere, instantly.
Speak with Plants: You can talk to plants and plant creatures.
Spell Immunity: Subject is immune to one spell per 4 levels.
StoneskinM: Grants DR 10/adamantine.
Solid Fog: Blocks vision and slows movement.
Wall of Fire: Deals fire damage out to 10 ft.
Wall of Ice: Ice plane creates wall or hemisphere creates dome.
Zone of Silence: Keeps eavesdroppers from overhearing you.

5th-Level Kenning Spells

AtonementFM: Removes burden and reverses alignment change.
Baleful Polymorph: Turns subject into harmless animal.
Blight: Withers one plant or deals damage to plant creature.
Breath of Life: Restores life to recently slain creatures.
Cloudkill: Kills lesser creatures, 6+ HD take Con damage.
CommuneM: Deity answers one yes-or-no question/level.
Cone of Cold: 1d6/level cold damage.
Contact Other Plane: Lets you ask question of extraplanar entity.
Dispel Chaos/Evil/Good/Law: +4 bonus against attacks.
Dispel Magic, Greater: Can affect multiple targets.
Disrupting Weapon: Melee weapon destroys undead.
Elemental Body II: Turns you into a Medium elemental.
FabricateM: Transforms raw materials into finished items.
False VisionM: Fools scrying with an illusion.
Feeblemind: Subject's Int and Cha drop to 1.
Flame Strike: Smites foes with divine fire (1d6/level damage).
HallowM: Designates location as holy.
Insect Plague: Wasp swarms attack creatures.
Mage's Faithful Hound: Phantom dog can guard a location.
Magic JarF: Enables possession of another creature.
Major Creation: As minor creation, plus stone and metal.
Mark of Justice: Designates action that triggers curse on subject.
Overland Flight: You fly at a speed of 40 ft. and can hustle.
Passwall: Creates passage through wood or stone wall.
PermanencyM: Makes certain spells permanent.
Persistent Image: As major image, but no concentration.
Planar Binding, Lesser: Traps extraplanar creature of 6 HD or less.
Plane ShiftF: As many as 8 subjects travel to another plane.
Prying Eyes: 1d4 + 1/level floating eyes scout for you.
Raise DeadM: Restores life to subject as long as one day/level ago.
Righteous Might: Your size increases and you gain bonuses.
Secret ChestF: Hides chest on Ethereal Plane; you retrieve it at will.
Shadow Walk: Step into shadow to travel rapidly.
Song of Discord: Forces targets to attack each other.
Spell Resistance: Subject gains SR 12 + level.
Telekinesis: Moves object, or hurls object or creature.
Telepathic Bond: Link lets allies communicate.
Teleport: Instantly transports you as far as 100 miles per level.
True SeeingM: Lets you see all things as they really are.
UnhallowM: Designates location as unholy.
Wall of Stone: Creates a stone wall that can be shaped
Wall of Force: Wall is immune to damage.

6th-Level Kenning Spells

Acid Fog: Fog deals acid damage.
Analyze DweomerF: Reveals magical aspects of subject.
Animate Objects: Objects attack your foes.
Antilife Shell: 10-ft.-radius field hedges out living creatures.
Antimagic Field: Negates magic within 10 ft.
Banishment: Banishes 2 HD/level of extraplanar creatures.
Blade Barrier: Wall of blades deals 1d6/level damage.
Chain Lightning: 1d6/level damage and 1 secondary bolt/level.
Charm Monster, Mass: As charm monster, but all within 30 ft.
Circle of DeathM: Kills 1d4/level HD of creatures.
ContingencyF: Sets trigger condition for another spell.
Create UndeadM: Create ghasts, ghouls, mohrgs, or mummies.
Disintegrate: Reduces one creature or object to dust.
Elemental Body III: Turns you into a Large elemental.
Find the Path: Shows most direct way to a location.
Flesh to Stone: Turns subject creature into statue.
ForbiddanceM: Blocks planar travel, damages different alignment.
Form of the Dragon I: Turns you into a Medium dragon.
Freezing Sphere: Freezes water or deals cold damage.
Globe of Invulnerability: As lesser, plus 4th-level spell effects.
Harm: Deals 10 points/level damage to target.
Heal: Cures 10 points/level damage, diseases and mental conditions.
Heroes' Feast: Food cures and grants combat bonuses.
Irresistible Dance: Forces subject to dance.
Move Earth: Digs trenches and builds hills.
Permanent Image: Permanent illusion, all senses.
Planar AllyM: As lesser planar ally, but up to 12 HD.
Planar Binding: As lesser planar binding, but up to 12 HD.
Programmed ImageM: As major image, plus triggered by event.
RepulsionF: Creatures can't approach you.
Stone to Flesh: Restores petrified creature.
Undeath to DeathM: Destroys 1d4/level HD of undead (max. 20d4).
Wall of IronM: 30 hp/four levels; can topple onto foes.
Word of Recall: Teleports you back to designated place.

WIS 7 on a melee DPR-machine?!?




Who gets hit with Will-Saves the 1st by any reasonable competent caster? The "stupid brutes"-looking dudes! And who does indeed have a bad-Willsave? Mr. MAX-STR POWER! - dump WIS.

He will run, he will cower, or worst cast do some stupid suggestions or even become charmed into protecting his new ebst friend, or outright dominated.

The Disguise-kill encompaasses so much more then mere makeup. So you cant use your skill modifier in place of someone elses.

But you can use the Aid Another Action to give someone you are helping a +2.

The Golem's body has some costs when creating it.

Subtract a bit of the worth because it is damaged and mixed up in metals and has to be sold at scrap value, rather then at new-material-cost.

So i'd halve the worth of a used golem body at half unbroken worth, and then they can sell it at half value. If they go through the trouble of getting it to a smeltery that can break down the mixed up metals.

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The spell is overall meh. Far from "too good". Not even really good.

It targets the best save of most monsters.
While the damage-type is good, the amount is low, and can be even halfed further by the save.
The Daze-Effect is what this is good for. But it only CCs for 1 round.

Even at the level there are much better CC options.


Temp HP are the 1st to go if you get injured.

Give him a Hat of Disguise. Then let him put on a new disguise everytime they meet him, so they are never sure if the friendly innkeeper is really that, or if his cold boddy is rotting behind the kegs in the cellar and Mr. BBEG is trying to poison them again, or trying to slit their throats in their sleep again, or trying to frame them for a murder again.

Let the paranoia grow.

Never fight fair. Run to scheme another day.

Attack them indirectly. Make a plan so that they jave to split up to protect all their loved ones, or leave some deliberatly to their death, to incite distrust and hurt feelings in the group. try to disunite them.

GreyWolfLord wrote:
Guru-Meditation wrote:

3.5 had some more concrete rules about the Powers of Deities. They are not almighty nor allknowing nor omnipresent, not even the greater ones.

You can find them at the or [LINK][/LINK]

Divine Ranks and Powers

Hope that helps the link work.


But how did you do that? What the BB code to get proper links in this forum?

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You dont need to hit everything as hard as you possible can. this is as obvious as that dead people stop fighting.

If you are strong enough to open a slightly stuck bottle of coke - then do always and without exception squishy every banana you want to peel to a pulp?

Have you ever slapped someone, without it suddenly mutating into a strong right-handed knock-out punch?

This is clearly a case of trying to read the rules in a way too litteral case if you are honestly asking if a normal person can control his own body strengh ingame.

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Gulmocks freshly squished Potions

Elrezzakiehls Emporium of excellent Excesses

Smash & Grab's

Bloodcharger's Supplies

Enchanted Entropium

Honest Stan's slightly used Souls

Aunt Lilly's little Slave Shop

This is a GM problem.

No amount of looking for other abilities will solve this. The GM is either incompetent on how to increase challenge in a non-stupid way by simply handwaving away character abilities, instead of raising the CR in an appropriate way. Like with more monsters (4 flunkies, instead of 2 besides the BBEG), or by raising monster CR (give them more levels, a Simple Advanced Template), or even switching monsters out to higher CR versions of related abilities. Like switch a CR 5 meleemonster to another CR7 melee monster (liek Direbear to Firegiant).

What the DM does is literally the worst way to "bring challenge back to the table".

OR, in the worst case, he is stuck in a players-vs-DM-mindset and resents that he "looses" all the fights.


You need to have a grown-up talk with the DM to find out which of these two possible scenarios apply and then work TOGETHER to remove them.


Short: DM problem. Can NOT be solved in-game. Needs to be solved by talking out-of-game.

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3.5 had some more concrete rules about the Powers of Deities. They are not almighty nor allknowing nor omnipresent, not even the greater ones.

You can find them at the or [LINK][/LINK]

If the spell allows SR, Golems ignore it with their Magic Immunity (unbeatable SR).

This are the rules of magic.

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Paladins dont go around "killing anything that is evil", because that also includes minor evil people who do mundane evil things, like bullying or wife-beating.

No "I walk down the street, activate Detect Evil, and start the slaughter of anyone who pings". This behavior is the caricature of a Paladin. Nor do you have to play him Lawful Stupid.

The Punisher is Something Evil. Captain America is how a Paladin would behave.

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Edymnion wrote:
Dave Justus wrote:
The Skeptical Gnome wrote:
An undead friend could just turn against you whenever it feels like it. I mean, it may obey your orders if it suits it, but if I wanted it to enter a situation where it may be killed it could just say screw that and leave.

This is the general problem with being an evil overlord, whether your servants are undead or not. It is pretty much a given that anyone that will work with you will be a bad guy, out only for their own self interest and prone to betray you.

All you have is coercion or payoffs, and eventually those always fall apart.

You're doing it wrong. Nothing about being an evil overlord says you have to be a dick about it.

Evil overlords can be good bosses just like anyone else. Human(oid) capitol management is every bit as important to the evil hordes as it is to the good guys.

Finally someone else who gets it!

"So, friend, do you have some time next weekend, do discuss some "projects" i have been juggling in my mind ...? The Golden Bell over at the docks has some nice privat rooms who are protected by a Private Sanctum, and the extracharge is really miniscule."

In the Occult Realms book there is an official paizo ritual on how to become a Lich.


For really big fights, or climatic BBEG encounters, every rogue worth his salt should carry "Dust of Disappearance", which gives you Greater invisibility for 2d6 rounds.

Or be a Ninja, and just call yourself a rogue, and get the ability at 10th level to Greater Invis yourself per ki-pool ability.

Or play an Arcane Trickster, who can cast regular Greater Invisibility on himself.

Can Juggernaut's Pauldrons be used by a non-humanoid to get to Large size?

While the Enlarge Person spell itself only targets humanoids i read somewhere that i cant find again that if items refernce spells for their effects, they do not concurrently apply the restrictions a refernced spell may have. Just that their effects are what the spell would generate.

Like if an item would refernce the "Sleep" spell in how it works, this would not also mean that it caps at affecting creatures with 4 HD. Or like in this question here, referencing "Enlarge Person" is only for what effects happen, but not that it also imports the "humanoid creature" as a restriction.

So, how does this work?


Pauldrons, Juggernaut’s

Aura faint necromancy; CL 5th
Slot shoulders; Price 40,000 gp; Weight 1 lb.

These massive pauldrons take the shape of a pair of clenched fists made of beaten bronze. They bestow a +4 bonus on CMD, and grant the wearer the ferocity ability. On command, the wearer can increase its size, as though subject to an enlarge person spell, and can revert to regular size with another command. Three times per day, as an immediate action after the pauldrons’ wearer kills an opponent, the wearer gains the benefit of the deadly juggernaut spell for 1 minute.

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The Sun is not hiding, thus you done need to roll Perception to see it.

/check = n./a.

If inheritance sets only in after a certain amount of time, instead of irrevocabily and instantaneous, it makes assassination for effect much harder.

So if the timelimit for Raise Dead has to tick down 1st without a successful raise, and then inheritance happens, it gives the now temporarily-deadified but still technically ruling noble time to undo the hard the assassination caused. Thus pulling off a succesffull assassination will become much harder, as the classic (and relatively easy) poisone dgoblet or crossbowbolt from the belltower wont really work any more.
This makes it ahrder to assassinate ruling nobles, which are inciddentally also those people with a) the power to write the laws and b) the money to pay for being raised.

Thus i conclude that there will be an amount of time for reviving, and at least a stipulation that at least 1 possibly working try to resurrect has to have taken place before an inheritance process can be started. While still allowing for reliable rules, this also makes it so that the realm doesnt fall into a succession crisis just because the King was temporarily unavailable for 5 hours.

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James F.D. Graham wrote:

As for criminals, you could make a case that a person sentenced to death and is then executed has paid their debt to society. If they have some manner of coming back after then they are considered to have a clean slate in regards to that crime.

This has extremly strange consequences.

I am rich, so i can hunt grannies with my Crossbow. I mean, even if they catch me and hang me for bloody murder, it only costs me about 8.000 Gold and 2 weeks vacation to get rid of the resulting inconveniences.

"Off off, Harold. Go fetch me the 9er Club! I'm gonna hunt me some preschoolers before lunch. Tolly-Ho!"

Or a bit more sane:
"Dont make me angry you peasant. I can cut you down where you stand, and your whole family with you. Do as i say. I am willing to spend the 8.000 Gold to make a point. Try me!"

Skald is THE raging spellcaster.

If it is a magical device a rogue with Trapfinding can disarm it.

How? - Its magic.

Perhaps draw the correct take-it-off-runes on it, disrupt the flux-combumbulator-thaumaturm-flow or make it think you just spoke the correct command word etc.

Indedendend of that, if you have no thief tools, no roll if your DM sais you cant improvise this with spit and fingernails.


What also might be is that this is a cursed item, for which you'd need Remove Curse or some substitutes thereof.

But if it is a variant of Magical Menacles working correctly, then you should get a DD or EA roll.

Skald Ability: Spell Keening. Huge versatility.


The "Far Seer" Ability of the "Fated Champion" Skald Archetype is worded a bit unclear. Especially when looking at the healing spells who do not deal damage per se, but can be used to deal damage on undead creatures.


Spell Kenning (Su)

At 5th level, a skald is learned in the magic of other spellcasters, and can use his own magic to duplicate those classes' spells. Once per day, a skald can cast any spell on the bard, cleric, or sorcerer/wizard spell list as if it were one of his skald spells known, expending a skald spell slot of the same spell level to cast the desired spell. Casting a spell with spell kenning always has a minimum casting time of 1 full round, regardless of the casting time of the spell.


Far Seer (Su)

At 5th level, a fated champion learns a method of spell kenning that is especially suited for divining and understanding the future, but not for directly harming opponents. For the purpose of determining what level spell slot he expends when using spell kenning, the skald treats the spell level of spells that predict the future (such as augury and divination) as one spell level lower (minimum spell level 1st), and treats the spell level of spells that deal damage as one spell level higher.

This ability alters the spell kenning class feature.

#1. So can a Fated Champion cast Heal as a 6th level spell when using his Spell Kenning ability to heal himself?

#2. And if he can, what about when he wants to use it on an undead?

How i read it as it is written as "spells that deal damage" and not "could deal damage" option #1 would cost him a 6th level slot as it does not deal damage. But when he tries #2 if would cost him a 7th level spellslot and thus fail, as the spell now "deals damage" and thus the level increase would trigger.

How do you guys see this?

I am sure that this is simply an editing mistake.

Race, Stats and feats please. "a bard" can be many things. Singing wimpy wuss, or greataxe-wielding half-orc officer.

CampinCarl9127 wrote:
You make a single check and apply it to each DC. It's possible to successfully acrobatics your way past a low CMD foe without provoking an AoO from them while simultaneously failing to acrobatics your way past a high CMD foe and provoking from them.

I see it the same way.

1 check, and then compare it to the monsters in the order you want to pass them.

+1 DC is way more useful, and comes into play way more often, too.

its not really a real choice.

Darksol the Painbringer wrote:

Let's say I'm a Reach wielder, I got a guy within 10 feet of me, and a guy adjacent to me. If I make one attack with my Reach Weapon, and then another attack with my Spiked Gauntlet, not incurring TWF, he's telling me I wouldn't benefit from Weapon Focus because I'm using that hand to make attacks with a Two-handed Weapon.

I'm saying if the requirement of "Wield" entails that you must hold the weapon in your hand, then you can't enhance Gauntlets with special properties, since Gauntlets aren't held in hand, they are your hand.

The question was about making AoOs, not if and how you can switch around between weapons used on your turn.

The actions you can take out of your trun are severly limited!

There is a cutting differnce between both, and that is that on your turn you can use the free action to let one hand go of the wielded 2-handed Longspear, to reduce it to being merely held with one hand (and thus not threatening with it any more), and use your now freed up PHYSICAL hand to punch with the gauntlet. And then using another free action to grasp the 2handed Longspear again, reestablishing your thretened are with it again.

BUT when it is not your turn you cant take the necessary free actions to switch between how you are using your PHYSICAL hands. When you end your turn you can either wield thee Longspear 2handed and thus threten at 10ft, but not 5ft, OR you hold the Longspear in one hand, and have the other free to punch, thus thretening at 5ft, but not 10ft.

It is only a free action, but an action nontheless. And you cant take it because it is not your turn.

I honestly do not see the real issue her. Just use Armor Spikes to get exactly the combat-result of thretening at 5ft you want to have, and dont need to change your grip on your Longspear.

I advice you against allowing gestalt in your 1st run as a GM.

Gestalt is a significant power- & utility-boost for the PCs. You needto factor that in as a DM, and that takes experience how to do it, without stuff becomeing too easy or having to fudge rolls constantly to prevent TPKs.

Keep it simpler for your 1st time. In the next campaign when you have a feeling for how certain effects will work you can give Gestalt a try.

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"Is This Too Much Damage?"


hiiamtom wrote:

Has anyone pointed out that a Colossal greatsword is 4d6 damage? This isn't 5e.

2d6 medium
2d8 large
3d6 huge
3d8 gargantuan
4d6 colossal

Seriously, this is a basic glaring flaw by the table on this one but I love seeing how quickly people jump on the 3PP is sub-par train.


The steps you have given there are wrong.

This here are the correct steps for weapon damage from size increases:

"ETA:2d6 (greatsword) ->3d6 (large greatsword) -> 4d6 (huge) -> 6d6 (gargantuan)"

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