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.


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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.


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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 ... ;-)


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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:

DO NOT SIMPLY RAISE THE DCs!

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.

P.S.
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.

Dump:

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.


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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.


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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


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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 d20SRD.org. or [LINK]http://www.d20srd.org/srd/divine/divineRanksAndPowers.htm[/LINK]


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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.

P.S.
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."


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

/check = n./a.


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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!"


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@OP

"Is This Too Much Damage?"

Yes.


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Create Mr. Pitt wrote:
"Make Death Scary Again" Donald?

Jawohl! Wir werden den Tod wieder angsteinflößend machen!

Fürchtet euch!


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I think "in hand" for the purposes of the weapon enchantments means "ready to use for combat".


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In the higher levels when you can give out those nice Flaming, Electro etc. elemental abilities ... is when you get:

"Oh nice, you now deal +1d6 Fire-damage. Against the monster's 10 points of resistance." in various flavors. Meh.


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Saffora wrote:
There should be a magic headband of continued animation, that keeps your head alive after it is cloven from your shoulders. I imagine you would still be allowed to cast spells as long as they only had a verbal component and you could make perception checks, as long as you weren't face down in the dirt.

This would also need the effect of the head crowing spiderlegs from its severead neck, giving it a climb speed, and then running around on them. Having the head dangling upside down from them.

Throw in a free high-pitched scream Shatter-effect every 1d4 rounds. Just for the "Oh my God! What is that Thing!"-Effect.


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N.

Godzilla is more a waddling Force of Nature, then a creature.


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A normal Wolf is only medium. You need a Large mount to ride it.


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Bard is made for this.


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Glove of Storing?
► park one in the Gove, reload the other, switch crossbows between hands, park the full one, reload the empty one, switch back, unpark the 2nd. All with free actions.

Juggler splash?


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Beopere wrote:
Guru-Meditation wrote:

On the weapon the price is literally exponential.

Boots of Speed are the way to go. If you get rich, even pack a 2nd pair.

I'm sorry if it makes me that guy, but,i think it's pretty explicitly quadratic.

Isnt quadratic: [number] high 2

and exponential [number] high X

?

Thus making quadratic a subset of exponential. Might have gotten my english translations wrong.


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On the weapon the price is literally exponential.

Boots of Speed are the way to go. If you get rich, even pack a 2nd pair.


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Bioboygamer wrote:
...and used much of his WBL to create a Bloody Skeletal Dire Lioness, a Bloody Skeletal Ogre, and a Bloody Skeletal Bunyip. ...

He doesnt have "skill in character building", but simply abuses a too-nice DM.

Bill: "I want XYZ special individualised gear/weapons/monster-minions" - DM: "No. No, you may not abuse a loophole."

Problem solved.

As a DM it is hard, but you need to harness the power of "No".


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You need to start your turn in 30ft from the Skald to accept Inspired Rage.


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Rub-Eta wrote:

There is a lot of weirdness around the phenomenon of going up a level. One part of it is the fact that anybody, with the appropriate Intelligence to know a language, can put a rank into the Linguistics skill an instantly know a new language.

Mechanically, this makes sense. Roleplaying and flavour wise, it does not.

Do you roleplay out going to the toilet? No, seriously?

Or do you just assume that this stuff is done in the background?

The same is done when raising linguistics. All the time you guys were resting, some dude when into the bushes, some other guy played with his Familiar. And the last one was studying a new language.
And his efforts come to fruitution when he finally levels up and spends his skillpoint on Linguistics.

This is the same with how Wizards get their 2 "free" bonus-spells at level-up into their Spellbook.


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Daring Champion Chevalier is the class that fits your plan best.

And with these stats you can even go STR-based, so no need to multiclass with UNrogue. Only a splash of ShadowDancer looks interesting for Hide in plain Sight.


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First there was emptyness.

And Gary Gygax saw that this was insufficient.

Thus he said: "Let there be prices!"

And lo and behold! There were prices!

In The Creators wisdom the Ring of Invisibility was set at 20.000 GP. And it was good.

Then he spoke: "The prices I have given you in my wisdom shall be the cornerpoints at which all that follows shall be measured! And I will give you some guidelines to help the lesser creators to price their new creations."

Then all the Nerds basked in the Glory that is D&D and the ART of item pricing was born.

P.S.
ART, ART, ART.

Not MATH, ART!

P.P.S.
Art!


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Quote:
Does a VMC wizard not select opposition schools, as indicated in the rules for specializing?

A VMC Wizard also doesnt get spellcasting.

He just gets some explicitly named abilities from the class. and nothing else.

VMC is not real multiclassing, but imaging it more of a seasonig to your true classes. Instead of a true sidedish that multiclassing is when composing your "meal".


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Trying to fulfill this feat to get the Completion Benefit is utterly evil.

There is no leeway in this. It is crystal-clear that this is a feat for a serial-killer.

Xou want this? WANT this? --> You have an Evil character.


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Can we please compare Level 5, or if you want a longer shot, level 10 builds.

Because Level 10 is a level that can be expected to be reached, and still be played.

Level 20 is a pure hypothetical comparison, with my experience, no relevance to anything whatsoever, as even if you reach it (which about 95% of all campaigns simply dont), its mostly for one or two fights before the campaign ends then.

Level 10 is what you can aspire to, and expect to get some mileage out.

But a build needs to have come together at level 5, and feel like you are playing yor build, and not a proto-caterpillar that will someday hatch into your prefered build.

Level 20 theoretical aircastle calculations have no informational value about how a build will actually perform in play!


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Oxylepy wrote:
...in the DnD world for a non-economist like me to handle this?

Be glad that you are a non-economist.

As one it gets ... hairtearing fast if i dont shut up the little voice in my head fast.

"Look at these gives facts. City generation rules give the following distribution of classes as X. These will lead to Y, which in turn would lead to Z, even if we control for some different price elasticity and ... pseudo-medieval campaign worlds off the rails."

And dont get me on the effects of close to zero marginal costs of golem-based production and magic-items. Or what a permanent Wall of Fire and a Decanter of endless Water can be used for. Once set up and at nearly no running costs...

I just repeat the MYST3K-Mantra:

"If you're wondering how he eats and breathes / And other science facts / Then repeat to yourself 'It's just a show, / I should really just relax.' La-la-la"


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I miss Prestige Classes.

It is nice to be able to keep on taking base classes and not feel weakened and disadvantaged. I like that.

But it is bad that i cant take PrCs without knowing i give up much more then i gain, especially if it involves some core abilities of the class i come from. Sometimes even to the effect that it would be very bad to keep on spending actions in using the now obsolent abilities. For example at level 10 there are now so many interesting thigs to do with my swift action, that i cant keep on spending it for +1 to damage for 1 round , 5 times a day. For example.

The pendulum has swung 100% in the other direction. Now sometimes i'd like to take one for the classe's background, but would feel weakened and disadvantaged. Fulfill requirements and pay the price, but then get less then had i stayed pure baseclass, and the entryfee is still gone.

It would be nice if there were more PrestigeClasses that were worth taking if your char fits theri fluff. Without becoming weaker when finally getting to your "prestige"! It was nice working towards a goal and finally getting it.

Deadmanwalking wrote:
.. without almost forcing everyone to take them... let's avoid that, shall we?

But now almost everybody is "forced" into keeping on taking baseclass levels. Same thing, just in green.


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Jack of Dust wrote:
Pathfinder has no mechanic to help you catch up in levels.

It has!

It is non-linear XP costs to get to the next level. If you are behind lets say 30.000 XP, that may be 2 levels that you dont have. But later 30.000 XP only earn you half you way to the next level.

This way you have caught up, even thought the absolute difference in XP is still the same.


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Would you allow the unchained classes in your game?

- Yes i would. they are balanced.


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Centaur provokes when he closed from 10ft to 5ft distance through normal movement and not a 5ft-step.

Just the same as if two Large Creatures woul go for direct contact, instead of sloggin it out with a gap between them.

For your mental visualisation:
Just because he has half a horse sticking out of his butt does not mean that the human part of his body did not leave a space already threatened by the 10ft-reach dude to get into stabbity range.


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Depending on monster i describe DR as one of the following:

* A hard bouncing off - Like when hitting a stone and bounce back. [Constructs, etc.]
* Super-fast healing - Like you inflict a nice cut with your Longsword, but the gast never gets longer than 1 inch, as you see the flesh knit itself back together almost instantly, healing as if you never cut it. [Outsiders, most fleshy monsters with DR, etc.]
* Lowered or even ignored effects - Like when you hit him in the leg, but it bleeds hardly and he doesnt even hobble a bit. Or when you hit them squard in the face, and they just spit out a tooth, grin, and continue fighting as if nothing of notice happened. [Barbarians, Undead, etc.]
* Just passing through - You hit him, yet left no cut in his form. You are unsure if and how strong you effected the monster. [Elementals, incorporeal entities, etc.]


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Does your Fort crumble after being hit with 1 Fireball?


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The basic idea sounds promising, but it would require a rework of ALL save-or-else effects.

Would be more a thing for Pathfinder 2.0


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To have any chance to not have a group breakdown in the middle of the campaign, both players need to compromise. It can work, but not if both are close-minded.

best case:
Both come from the same faith, like Abadar's church. One LG Paladin of Abadar and one LE Cleric of Abadar. Need to work together because the Pope/Bishop /Bossman tells them to. cant choose your colleagues.

2nd best:
Cooperating churches. then see above.

Any case:
Otherwise upplay the Lawful aspect of bringing order and fighting crime, while downplaying your own selfish reasons for doing so. Skill Diplomacy and Bluff.
And FORGET RAISING THE UNDEAD! this is not "smart evil", this is mustachio-twirling evil, i like being chased by pitchfork-wielding crowds. Thats evil with a capital E, not just being a self-serving prick.


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Greater Head of Disguise to take on Human form, and that Ioun Stone that is basically a slotless Hat of Disguise to disguise your generic human looks to look like the recurring same individual. For extra sneakyness this Ioun Stone also makes all Ioun Stones invisible.


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Artifix wrote:
Can you use Create Demiplane, Greaters Portal feature to create a portal from the demiplane to a relative point in the material plane. Such as within 5 feet of a shield? So that you can have the entrance/exit move around in the material plane?

[Portal:

Your demiplane gains a permanent gate to one location on another plane, which can only be used for planar travel. This location must be very familiar to you. This gate is always open and usable from both sides, but you can secure it using normal means (such as by building a door around it).]

A place only defined by being near a certain item is neither "a location" nor "very familiar to you" - so no, you may not.


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Purely on the anatomical side:

How could a dragon wield a Sword? - they have no hands, just paws, and walk on all fours. Their limbs are not capable of wielding stuff, even if thei'd spend the feat on becoming proficient. You'd need a weapon specially designed for a dragon, like a dragon-sized Spiked Armor.

Also this:

Imbicatus wrote:
Besides, when they use a manufactured weapon, ALL of their natural weapons are treated as secondary. A -5 to hit and 1/2 str modifier is a big hit to take.


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Playing an Evil character can be done. But you need to be careful that his interests align with the party.

Playing any Alignment on a character that goes against the party will lead to "unfun times"(TM) on your table. DO NOT do it.


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You can simply roll up a Warpriest with a 14 in WIS and a 14 in CHA. Then you have your "charismatic non-Paladin Paladin"


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Race Points as any indication of balance?

?!?!

Ha Ha Ha Ha Haaaaa Haaaa Haaaa! Ha Ha Ha Ha Haaaaa Haaaa Haaaa! Ha Ha Ha Ha Haaaaa Haaaa Haaaa! Ha Ha Ha Ha Haaaaa Haaaa Haaaa! Ha Ha Ha Ha Haaaaa Haaaa Haaaa!
*strongly inhales*
Ha Ha Ha Ha Haaaaa Haaaa Haaaa! Ha Ha Ha Ha Haaaaa Haaaa Haaaa! Ha Ha Ha Ha Haaaaa Haaaa Haaaa! Ha Ha Ha Ha Haaaaa Haaaa Haaaa! Ha Ha Ha Ha Haaaaa Haaaa Haaaa!
*pffffuuuhh*

*wipes tear away from eye*

-

The Race Points system is completly broken and does more harm then good, as exemplified by your player, OP. The costs are completly out of whack with the utility. And it completly ignores synergies between abilities, so its super easy to build overpowered custom-races without even really trying, but getting the "blessing" of an official rules system, instead of simply comparing the whole race packet with the core races and letting the DM balance it individually.

@Aasimars
Imho they are a strong core race with the alternative stat mods. Right besides the Human. But strongest doesnt mean broken or overpowered! And it is very strongly dependend on your particular build which is "the strongest" race for it. Race-to-Build-Synergy overwrites the "pure" racial power by a wide margin.


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Grumiō Grumiōnis wrote:
Read Magic lets you use scrolls without a UMD check.

No.

To activate you still need the Spell Trigger Method.

just because you know what is written on the scroll doesnt mean you can simply use it without UMD or fitting spell knowledge.

Full Name

Ghetlin "Keanreaper"

Race

(Unbreakable) Goblin

Classes/Levels

(Spirit) Barbarian 6

Gender

Female

Size

S

Age

18 (15)

Special Abilities

Sorcerer Dedication (Undead)

Alignment

NG

Deity

Iomedea

Location

High Seas

Languages

Common, Goblin

Occupation

Artist

Strength 19
Dexterity 16
Constitution 14
Intelligence 10
Wisdom 8
Charisma 18

About Ghetlin - Dead

Faction Reputation:
Vigilant Seal: 24
Envoy's Alliance: 2
Horizon Hunters: 1