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Two Ton Tessie, an elephant ballerina (maestro bard/celebrity archetype) :P


Adjoint wrote:
I guess whether regeneration and spell resistance are dependent on the original form and are lost is subject on GM's discetion.

As I read it, the Ex & Su abilities that are not from classes/feats/etc are all dependent on the original form, but this is ultimately a GM call.

Adjoint wrote:
It also doesn't seem right to me that ogre mage (natural armor +5) transforming into a stone giant (natural armor +11) would end up with lower natural armor than either of these forms. I think that I'll hold on to the clause "Your new form might restore a number of these abilities if they are possessed by the new form" and allow the bonus granted by the giant shape I to stack with the original, up to the natural armor of the form it transforms into, giving it natural armor +9 in stone giant form. If disputed, I'll call it a home rule.

On a re-read, Natural Armour is neither an Ex or Su ability so I would think this is a reasonable interpretation, however remember it works both ways - an Ogre Mage in small humanoid form (eg halfling) would also keep the base Natural Armour.


Actually it doesn't affect the strength/stats:

universal monster abilities wrote:

Change Shape (Su)

A creature with this special quality has the ability to assume the appearance of a specific creature or type of creature (usually a humanoid), but retains most of its own physical qualities. A creature cannot change shape to a form more than one size category smaller or larger than its original form. This ability functions as a polymorph spell, the type of which is listed in the creature’s description, but the creature does not adjust its ability scores (although it gains any other abilities of the creature it mimics). Unless otherwise stated, it can remain in an alternate form indefinitely. Some creatures, such as lycanthropes, can transform into unique forms with special modifiers and abilities. These creatures do adjust their ability scores, as noted in their descriptions.

Format: change shape (wolf, beast shape I); Location: SQ, and in Special Abilities for creatures with a unique listing.

polymorph subschool wrote:
...While under the effects of a polymorph spell, you lose all extraordinary and supernatural abilities that depend on your original form (such as keen senses, scent, and darkvision), as well as any natural attacks and movement types possessed by your original form. You also lose any class features that depend upon form, but those that allow you to add features (such as sorcerers that can grow claws) still function. While most of these should be obvious, the GM is the final arbiter of what abilities depend on form and are lost when a new form is assumed. Your new form might restore a number of these abilities if they are possessed by the new form....

This is a case of specific rules (Change shape) over ruling general rules to some degree (polymorph subschool).

Shape change is more about granting a disguise/size bonus to a creature and changing its special abilities, than altering it's stats. Ogre mage in halfling form for instance will have the same Str & Dex, but incr AC and to hit by +2 due to the size change and loose the +5 Natural armour, darkvision, spell resistance and regeneration. In Fire Giant form they gain rock catching, rock throwing, resistance fire 20, vulnerability to cold, +4 natural armour, but looses +5 natural armour, spell resistance, regeneration and darkvision.

And I've probably missed a few bits there - it gets complicated


I don't think this will work. Channel foci are not spell focuses and work differently:

Spiked ward focus wrote:
"Once fixed in place and activated, it stores channeled energy..."
channel foci wrote:
"Activating a focus is identical to channeling energy, but instead of directing the power outward, the cleric (or other appropriate character) directs it into the focus, expending one use of channel energy. This triggers the item’s ability; the channel does not have any of its normal effects (for example, a cleric channeling positive energy through her focus would not heal living creatures or harm undead in the area)"

This means that it has to be in place and activated (standard action as per channel energy) BEFORE it will absorb the channel energy. And only 1 foci can be filled per channel.

Each focus also would have to be touched to release the channel energy, which should take a standard action for each again.

As to coup de grace-ing yourself - don't forget the fort save or die, and if you roll a 1 you always fail

Sticking a few of these on a plank/shield and filling them with energy, may be a way to increase to AOE healing available to a party though, especially if you distribute them through the party.


Cloudkill - also known as "How to depopulate small villages"


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Mark Thomas 66 wrote:

Don't remeber where I Originally found this list but I love it:

Possible list from message boards submitted for GM perusal/approval:
• Target is rendered sterile.
• The next person introduced to the target for the first time
will hate him or her uncontrollably forever. Even if this
curse is removed, the person still hates the victim of the
curse, but the victim can improve the person’s attitude
normally after the curse is gone.
• Each time the target attempts to help a friend or ally, there
is a 50% chance the attempt fails and causes the ally to fail
at the task.
• Target is struck blind and deaf.
• Each round in combat, there is a 25% chance that the
target will attack the nearest creature rather than choosing
an opponent normally.
• Every time the victim makes a d20 roll, a roll of 20 counts
as a 1.
• The victim effectively ages, moving him or her to the
beginning of the next age category. See Chapter 6 of the
Player’s Handbook for the effects of aging.
• At some point within the next week (or whenever it is feasible),
thieves are able to steal all monetary wealth the
victim has.
• Animals refuse to be within 5 feet of the target and do not
respond to the target’s commands or requests.
• Each time the target meets someone for the first time,
there is a 50% chance that the new person will confuse the
target with a hated enemy, a well-known criminal, or a
raving lunatic.
• All creatures of a specific kind (such as orcs, owlbears, or
black dragons) are permanently invisible to the sight of
the victim (invisibility purge does not help, but see invisibility
and true seeing do). The spellcaster chooses the kind of
creature.
The following effects can be substituted for those given in
the bestow greater curse description (see Chapter 6).
• A random friend or family member of the target contracts
a disease. If the disease is magically cured or runs its
course (regardless of the outcome), another loved one
contracts a new disease.
• The...

There was a Dragon magazine article about alternative curses back in 3.5, I think this was the list for Bestow Curse and there was another one for Greater Bestow Curse


I could swear that there was a Paizo module with a serial killer that lopped off feet as trophies.

Does anyone remember this or am I just imagining it all?


OK - but how about things like licences & permits? Something that cannot be easily checked against a central repository


How would a magocracy (with median caster level 5-7) go about making documents forgery proof?


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Have them help clear some rubble and open a pocket of the poison gas that results from the acid breath. DC 32 fortitude save should give them pause for thought.


There is a concept in the Dresden Files (by Jim Butcher) - a war on certain knowledge. By eradicating knowledge of certain entities, the entities themselves are denied entry to/existence with in this reality. Is there any better reason to control language? :P


Something to keep in mind is that a bonded object can be a free magic item at low levels. You also always count as having the relevant Item Creation Feat for enhancing your bonded object.

Ultimately it comes down to your preference as a player though :)


Explosive Missile & Focused shot are two different standard actions. Plus all the above reasons

Looks like there is several arguments to say they don't stack


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A mini voodoo doll of the multiverse, made by gathering tiny fragments from each plane. When it's eventually complete it will draw power from the multiverse and in turn empower the golem for as long as the multiverse keeps turning ;)

As added bonuses, there's a bit of adventuring in gaining the fragments of each plane and if the power core is damaged the damage gets reflected in the multiverse, which could make for a nice high level adventure


I have 2 low level casters with this spell and I can say IT IS AWESOME! At least the blindness option is. Lvl 8 necromancer with Greater Spell Focus Necromancy (and cheesy high Int by dint of some luck) means that even high fort savers need to fear this spell!

If you cannot see us, we can gut you like yesterday's catch! (yes it's an evil campaign :P )

50% miss chance, reduced AC & speed and auto sneak attacks tend to kill opponents in 1 round flat. And if we aren't killing them then we can safely ignore them as they are essentially harmless as long as you stay out of their way, which only requires a 5 ft step in most cases.

As the duration is PERMANENT it also means they are unlikely to escape to come back another day


Mojorat wrote:
Pretty sure the size step bit ie based on the lycanthrope not the animal. Ie a hill giant wereboar can't infect a halfling.

Nope - its based on the animal size

Quote:

PRD

Size and Type: The creature (referred to hereafter as the base creature) gains the shapechanger subtype. The lycanthrope takes on the characteristics of some type of animal (referred to hereafter as the base animal) within one size category of the base creature's size. A lycanthrope's hybrid form is the same size as the base animal or the base creature, whichever is larger.

(emphasis mine)


Adam Chapman 109 wrote:

If you take a basic tiger for example it has a 23 STR +4BAB giving it an 11 CMB, but the tiger is also Large sized.

So my question is do you have to add a size modifier to the creature, to calculate its base stats? Also in hybrid form, what kind of stat changes (if any) are applied to a PC to signify this change?

It's hard to imagine a PC character going from Med sized to Huge (over 16 feet/ 3,200 pounds)without some sort of AC/Dex nerf or CMD/CMB buff.

Thanks for your input!

First off - a lycanthrope can only shift 1 size step; so a medium character can become a large animal (eg tiger), but a halfling (or other small PC) cannot become a weretiger (or any were creature greater than medium size)

Secondly - size mods to AC/to hit/CMD/CMB are applied as normal (see stats for weretiger). Actual Str/Dex is based on the base/creature strength + template adjustments

Quote:

PRD

Ability Scores: +2 Wis, –2 Cha in all forms; +2 Str, +2 Con in hybrid and animal forms. Lycanthropes have enhanced senses but are not fully in control of their emotions and animalistic urges. In addition to these adjustments to the base creature's stats, a lycanthrope's ability scores change when he assumes hybrid or animal form. In human form, the lycanthrope's ability scores are unchanged from the base creature's form. In animal and hybrid form, the lycanthrope's ability scores are the same as the base creature's or the base animal's, whichever ability score is higher.

Also note that in Pathfinder Change shape is based on Polymorph which means any belt/headband that adjusts your stats is carried over into your new shape.

Quote:

PRD

When you cast a polymorph spell that changes you into a creature of the animal, dragon, elemental, magical beast, plant, or vermin type, all of your gear melds into your body. Items that provide constant bonuses and do not need to be activated continue to function while melded in this way (with the exception of armor and shield bonuses, which cease to function). Items that require activation cannot be used while you maintain that form.


Paz wrote:

I have a 6th-level cleric in the Pathfinder Society campaign; he currently has a Wis score of 17, which I'm looking to boost somehow. The difficulty is that I'll probably buy a phylactery of positive channeling next level, taking up the headband slot, which rules out a headband of inspired wisdom.

What are the most cost-effective, PFS-legal avenues open to me to boost my cleric's Wisdom score over the next few levels?

Owl's Wisdom - you won't get the extra spell slots, but you will get the spell DC boost.

Alternatively - get a combined headband of positive channeling & wis - its PF legal, not sure about PFS. Costs 17,000gp (+2 Wis) or 32,500gp (+4 Wis)


minor editing issue:

Pg2: Create DEAD spell should be Create UNDEAD
Pg3: Bloody Zombie should be Bloody Skeleton

hmmmmm - I should have been a proofreader/editor in another life lol


2 people marked this as FAQ candidate.

Feat: Undead Master (p158)

PRD wrote:

Undead Master

You can marshal vast armies of the undead to serve you.
Prerequisites: Spell focus (necromancy), the ability to
cast animate dead or command undead.
Benefit: When you cast animate dead or use the
Command Undead feat, you are considered to be four
levels higher when determining the number of Hit
Dice you animate. When you cast command undead, your
duration is doubled.

Using the Command Undead feat doesn't allow you to animate undead, should it not perhaps simply read:

"When you cast animate dead or use the Command Undead feat, you are considered to be four levels higher."?


Seems legit, Vestigial arm lets you hold extra stuff but not have extra attacks unless you take TWF.

Nothing in the Spellstrike seems to say he cant use it with a two handed weapon, BUT in Spell Combat you need a free hand. A generous DM may let you use a 2H weapon and the vestigial arm for spell casting.


Ffion_Tarokka wrote:

And would you please be a bit more specific? Pls :-)

Like.. "I suggest this feats .... at level..." or "Take this weapons... because..." or "25 pt. system. That means: ST:... DEX:..."

I really suck at building an "uber"char. MEH

just a quick outline:

25pt build
Str 15
Dex 15
Con 14
Int 10
Wis 10
Cha 10

This leaves you 6 points to play with: can incr str/dex to 17 or both to 16 or adjust your mental stats a bit to reflect your character concept

You'll also have a 4th level stat point to place somewhere, I'd suggest Str.

Favoured class: Fighter +1HP/lvl or human bonus

Weapon - either a martial a light weapon or a double weapon (so that weapon focus etc counts for both hands)

Armour: at this level probably chain mail or a breastplate, but eventually aim for Full plate

feats:
Human Exotic weapon proficiency (double bladed sword)
1st Two Weapon fighting
1st bonus Weapon focus (double bladed sword)
2nd bonus Double slice
3rd Two Weapon Defence
4th bonus Weapon specialisation (double bladed sword)

Weapon training (double weapons or whichever group your weapon falls in)

Assuming you don't increase your strength any and a non masterwork/magical weapon (hopefully you'll be able to buy one at this level) this will give you attacks of:

primary hand +6To Hit 1d8+5/19-20 crit range x2
off hand +6To Hit 1d8+5/19-20 crit range x2

You'll have an AC of 19 (or 20 when fighting with two weapons) + magical bonuses

Over time you will need to raise your Dex to 17 by 6th level and 19 by 11th level (via items or stat point boosts) so that you can take Improved & Greater TWF

If you have access to more than the Core Rule Book, especially Ultimate Combat you may want to raise your Int to 13, take Combat Expertise & then go down the Two Weapon Feint route

Otherwise just take Greater Weapon Focus/Specialisation, or any other combat/critical feats as fits your concept.

Good luck & enjoy


pokepotter4 wrote:
I need some help naming the gods for my campaign, the gods` alignment and portfolios are:

LG goddess of heaven (Silver Dragon) - Elayura

NG god of the sun, life and healing - Melinor
NG goddess of the moon, hunting and lychantrophy - Ciliane
CG goddess of the earth, farming and freedom - Asindara

LN god of deserts, travel and starvation - Dyrin
LN god of cities, laws and mountians - Aztor
N goddess of death, time, prophecy and magic - Nyrista
CN goddess of the ocean, sea monsters and drowning - Deralea
CN god of forests, wind and music -

LE deity of secrets (Aboleth) - Shurinmal
NE god of undeath - Gorreth
NE goddess of madness - Arushni
CE god of rage (Red Dragon) - Xastor

A few random ideas - gd luck getting them named


JoeNobody wrote:
Question: can a ghost be affected by the magic jar spell? Does anything weird happen?

This is gonna come down to the DM ruling of whether Ghosts have bodies or not. Ghosts aren't the only incorporeal creatures, so this ruling will affect whether or not any other incorporeal creatures can be affected.

If you decide that they can be affected keep in mind that the caster will only be able to target a manifested ghost and not be able to use any of the ghost's supernatural abilities. So it means a caster will be able to affect ethereal targets but wont be able to use touch attacks/spells on material plane targets. NO horrific gaze or corrupting touch however.


Vivar wrote:

I know Paladin's Special Mounts and Sorcerer's and Wizard's familiars can "share spells", but, with regards to Animal Companions:

If a Druid have Mind Blank cast on himself, could his Animal Companion still be located with Discern Location?

What about a Simulacrum or an Homunculus, could they be targeted and used as a way to locate you despite being under Mind Blank?

In both 3.5 & PF druids also have the "share spells" ability with their animal companion. So if your druid were to get the ability to cast Mind Blank, then yes they would share it.

The caveat being that they can't share spells cast by another caster on the druid, which is the same for all familiars/special mounts/animal companions. Also note that if the Animal companion/familiar moves further than 5ft from its master it looses all shared spells and doesn't regain them when it returns.

So - the long and the short of it is - get Mind Blank cast on your Animal Companion unless you plan to multiclass massively AND keep your Companion right next to you at ALL times.


Weapon focus, Improved natural attack

Complete Warrior and PH2 (3.5) have a variety of stunning fist based feats.

Improved disarm/trip/grapple - useful for controlling enemies in combat

Any feats allowed that improve your initiative further


3DArtwork wrote:


I would like to know where specifically it says I cannot perform a specific attack that says "during a standard action" during a Full Round Action instead?

<snip>

Where does it say it can't stack? I see so many people saying they don't because you can't use a Standard Action during a Full Round Attack, but I have never read this *anywhere* in *any edition*. If someone can back this up with the rule, I will be quite happy.

d20SRD wrote:


Full-Round Actions
A full-round action requires an entire round to complete. Thus, it can’t be coupled with a standard or a move action, though if it does not involve moving any distance, you can take a 5-foot step.

Also stated on pg 143 in the PHB 3.5

Choosing not to move after a Standard Action does not turn it into a Full-round Action, its merely a choice to abdicate that part of your action.

Hope that helps


BenS wrote:

Here's my example. Mystic Theurge (cleric 3, wizard 3, mystic theurge 1) means I'm a 4th level wizard for this purpose. I find a scroll of Teleport (5th level spell), presumably scribed by a 9th level caster.

What do I roll to see if I can cast this scroll spell? Am I rolling 1d20 + 4 (pretty sure), and more importantly, what is the DC? 11 (base) + 9 (level cast) = 20??

Don't have any forbidden schools...

Not quite that difficult:

SRD wrote:

To have any chance of activating a scroll spell, the scroll user must meet the following requirements.

The spell must be of the correct type (arcane or divine). Arcane spellcasters (wizards, sorcerers, and bards) can only use scrolls containing arcane spells, and divine spellcasters (clerics, druids, paladins, and rangers) can only use scrolls containing divine spells. (The type of scroll a character creates is also determined by his or her class.)
The user must have the spell on his or her class list.
The user must have the requisite ability score.

If the user meets all the requirements noted above, and her caster level is at least equal to the spell’s caster level, she can automatically activate the spell without a check. If she meets all three requirements but her own caster level is lower than the scroll spell’s caster level, then she has to make a caster level check (DC = scroll’s caster level + 1) to cast the spell successfully. If she fails, she must make a DC 5 Wisdom check to avoid a mishap. A natural roll of 1 always fails, whatever the modifiers.

You already meet the first two requirements and assuming you have an INT of 15 you would have to make a DC 10 caster level check (Caster lever 9 for scroll +1). And yes, you'd roll 1d20+4, unless you have any items/feats/other that increases your wizard caster level.

BenS wrote:
EDIT: and if I fail that roll, is the spell still on the scroll, or ruined/cast??

If you fail the spell and the WIS chk, then the spell is expended from the scroll but a scroll mishap occurs. The rules don't seem to explicitly state what happens if you make the WIS chk, but I would rule that you merely waste your action and that the spell remains on the scroll.


Asteldian Caliskan wrote:

Hi all, I am playing a 3.5 DnD game and I will be rolling a monk. I know, first thing most are thinking is'don't do it!' It's a crazy idea, as they are an unloved child of the game, but to be honest, in 3.5 core most the classes are depressing, so I thought I could have some fun playing the underdog.

So, I was hoping some people could give me some help with the char to make him as good as he can be.

He will be lvl 5, if lucky he may have Bracers of Armour +1, and the party does have an Amulet of the Mighty Fist he could use (thanks to random loot done at the beginning).

Stat wise we rolled and so including the lvl 4 stat increase the numbers are in the monks favour.

Str: 18
Dex: 16
Con: 16
Int: 12
Wis: 16
Cha: 11

I can move those numbers around though I am in favour of high Str for some damage. Race choices are limited (sadly no Half-Orc) but I could go Elf to get 18 Dex, though obviously would lose some Con.

If I am allowed, at 6 I will try and get Improved Natural Weapon Feat from the Monster Manual to get my unarmed strikes to 2D6. If I cannot, I may be tempted to go Quarter staff instead (I assume you can use one 2h?) and have Power Attack as a feat.

Feat wise I was thinking of something like:
1) Weapon Focus
1a) Stunning Fist
2a) Combat Reflexes
3) Power Attack (if 2h staff)

I don't really know monks very well so am making things up as I go really, so any guidance or advice is appreciated.

Thanks

I'd suggest a dwarven monk and forget about using the quarterstaff, your natural weapons will outpace the damage it can do relatively quickly.

As for feats I'd go for:
1st level - Weapon focus (Unarmed Strike)
1st bonus - Stunning fist
2nd bonus - either
3rd level - Dodge/Improved Natural Attack (unarmed strike)
6th level - Mobility/Toughness/any of the skill feats
6th bonus - Improved Trip

Other MM feats that are worth having for a monk are Improved Natural Armour & Ability Focus (stunning Fist)

Your 4th level stat point should either go to Strength (eventually improving attacks & tripping) or Wisdom (eventually improving AC and stunning fist DC)

Get yourself a Kama to avoid being tripped if you fail your check. If its silvered, then you will also have a few more options to overcome DR.

Once you can afford it you should also get a Monk's Belt (13,000gp).

Good luck & enjoy!


Black Fang wrote:

Massive Two-Weapon Fighting (Combat)

<SNIP>

This has been re-written as Oversized Two-Weapon Fighting in Complete Adventurer I believe.

I'd probably suggest that feat together with a Homebrew variant on Monkey Grip to allow the use of a two-handed weapon with one hand.

I have done something similar with Exotic Weapon Proficiency (bastard sword) & Oversized Two-weapon fighting. Its fun playing a character with a bad-ass big sword in each fist :P


Dragon 661 wrote:

SNIP

I would ignore the AC 17 statement as it doesn't take into account Dex/size bonuses.

Yes, your cleric would then have an AC 30 in that example & any modified hit roll that rolls higher will hit normally, but anything that misses damages the armour (I'd probably make an exception for a fumble).

So any To Hit roll of less than 30 (without being a fumble) damages the armour, but if you get over 30 you hit the PC instead & leave the armour undamaged.

I think its unlikely this spell will do more than absorb a 1-2 blows before the bone armour crumbles, its HP is just too low to to absorb much damage.

Hope that helps


Can'tFindthePath wrote:


I agree (btw, he means Improved Rapid Shot). I'd split it right down the middle, half Ftr half Rog. Keep up your stealth skills, and go for invisibility (improved as soon as you can); use wands with Use Magic Device. Although, if you can use non-core, there are a few swift Ranger spells in the Complete books (and the Spell Compendium) that make archery kickass.

Oops! My bad. You're totally right of course. That's what I get for posting after a glass of wine on a Friday eve (UK time that is)


ArchAnjel wrote:

I'm looking for advice on how to build a mostly-core archer.

I am interested in taking on the challenge of creating an archer that is at least reasonably powerful (not overpowered) while sticking to mostly core SRD rules. A few non-core elements here and there are not going to kill me but I want to stick as close to core as I can and still have a character who is not utterly teh suq.

One other stipulation - I don't want to go down the path of Cleric Archer. I understand that one can use cleric buffs to become awesome at virtually anything. I've done that with another character - no need to do it again with this one.

Any thoughts on the issue would be greatly appreciated.

Shannon

I'd recommend a straight up high dex Ftr or Ftr/Rog with a composite longbow/repeating heavy crossbow. Feat wise go for the Multishot/Rapid shot chain plus Weapon focus & specialisation. The non-core feat Improved precise shot from Complete Warrior eliminates the -2 penalty. Taking Improved Initiative to catch opponents flat footed for a sneak attack the 1st round can be devestating.

Weapon wise - I'd load the weapon with bonuses and additional fire/acid/etc damage and stock up on every single bane arrow you can lay your hands on.

Mounted archery can also increase your options in combat as you can make a full attack and move at your mount's speed with a free action DC 5 ride check


dmchucky69 wrote:


I got my info from the DMG (at the back, in the Condition Summary section). Per the DMG:

Entangled: The character is ensnared. Being entangled impedes
movement, but does not entirely prevent it unless the bonds are
anchored to an immobile object or tethered by an opposing force.
An entangled creature moves at half speed, cannot run or charge,
and takes a –2 penalty on all attack rolls and a –4 penalty to Dexterity.
An entangled character who attempts to cast a spell must make a
Concentration check (DC 15 + the spell’s level) or lose the spell.

So if a person is next to an immobile object, according to the DMG, they are held fast, unable to move. Granted, this is not totally explicit; but as the power describes it, Entangling Ectoplasm entangles its target.

Looking at the online SRD for both the power and the entangled condition I can see how you are reading it this way, but the power description says nothing about the ectoplasm anchoring against anything. Think of it more like a psionic tanglefoot bag minus the "stuck to floor" option.


IronGolem wrote:

Can anyone out there tell me how much Iron costs? What is a going price? GP/lbs?

Thanks
Chuck

There's a table for trade goods in the PH pg112, iron is priced out at 1sp/lb


Hang on! Didn't Miko actually destroy the gate rather than O-chul?


On a side note: now THAT is a paladin! Even in captivity with no hope of escape he is trying to redeem the creature in the darkness.


SmiloDan wrote:

The War Hulk is on the ship of ice. The PCs are on a ship of wood.

Breakable, burnable, warpable wood.

}:->

D'oh! Totally misread that. In that case possibly a Hill Giant Dire Wereboar or Ettin, either with barbarian levels or Ranger with favoured enemy (any PC race).

And on a the sneaky side I'd have druid hang at the back to attack the ship directly via Warp Wood or something similar. Even if defeated it would affect the ship's performance and could precipitate a race for a safe harbour before the ship sinks.


SmiloDan wrote:

If you were a band of nigh-epic swashbucklers, sailing the seas of the plane of shadow, what would be the scariest base monster race to encounter as a War Hulk on a ship made of ice, crewed by dark gnolls and dark ghouls?

There are 8 PCs, around 17th level, a good mix of tanks and blasters and skill monkeys.

The War Hulk is a PrC in the Miniatures Handbook which is just an uber-tank. It doesn't advance its BAB--instead it just gets +2 to Strength every level. It also must be Large or bigger.

I'm kind of leaning towards a minotaur barbarian re-imagined as a horned hyena-headed monstrosity.

Anything that could melt that ship out from underneath them would be a major worry I'd bet :P

Anything with a fiery breath weapon would do, but esp if it can fly or swim away. My personal favourites would be a dragon or 12 headed fiendish pyrohydra. I'm not familiar with the War Hulk PrC and unsure how it would work with either of those, but the combination of destroying the ship while dishing out damage to multiple PC's should make your players pause a bit.

PS - just thought of a half dragon fiendish 12headed pyrohydra (CR 16 before the War Hulk PrC). 2 types of breath weapons, 12 bites & 2 claw attacks with reach, flight & swim abilities. Sounds deadly. Enjoy ;)


SmiloDan wrote:


So far, the list includes:

1. Drowned
2. Advanced Kraken
3. Dread Wraiths
4. Yugoloth ship (Ultraloth with Nycoloth pirates)
5. Sea Serpent (sonic lance variety)
6. Black Pudding

What else can I do to add to this list? The PCs are around 16th-17th level and there are 8 or 9 of them.

I just worked on some dark kenku shadowcasters on flying mounts.

Ideally, they'll be nautical shadow plane-like encounters. Nothing too complex, since they're "just" wandering monsters, but they should...

You could try the Shadow Creature template from the Manual of the Planes (CR+1) and just add it to any appropriate nautical monsters. I'd also suggest that if they are passing close to land perhaps using an aerial monster (or a shadow version of one). For some reason I'm seeing a group of Shadow Harpy Archers attacking the ship while staying out of reach of the melee fighters, could be fun ...


Hunterofthedusk wrote:
[Stupid Question]Okay, after reading the entry in the PHB about damaging an object, I am ever so slightly confused. Does acid and sonic damage ignore hardness? Because it says to apply it normally and it doesn't make any clarification as to whether it does or doesn't, while every other entry for energy types tell you that it does (for example) [it does half damage. Divide by 2 before applying hardness]. Is ignoring hardness for acid and sonic implied by the omission?[/Stupid Question]

I read it as ignore hardness. If you want to rationalise it, acid melts and therefor hardness means bugger all; sonic sets up harmfull harmonics so once again hardness has little to do with resisting damage.


JezzaL wrote:

The duration of this spell is 1 round.

Does that mean that someone who is on open ground and falls into a fissure has one round to escape? Or is the idea that anyone who fails both saves just dies? Reading the spell it says that people on the ground can't move or attack, but that spells can be cast with a successful concentration check. Does that mean that you can't climb out of a fissure, but if you can cast teleport or something you might get away?

As written that is what it seems to say, except any creature in the area only needs to fail the DC 20 save to be caught in the fissure.

Personally I'd prob allow a climb check for a 10ft deep chasm at a DC of 20 (15 for rough natural surface + 5 for it still being crumbling). The only downside is that even if you make the check you still would need a movement of 40ft/round or more to make it out in 1 round. A standing start high jump DC of 80 should also make it out.


Mike Cary wrote:


With the Giant blood he is a large creature, and with weretiger he would also be a large hybrid and large animal.

I'm no expert, but a quick look at the SRD on bloodlines says nothing about the base creature becoming Large size or a +12 STR bonus. It does say "characters bearing giant bloodlines tend to be massive for their race" and it only gives a +1 STR ability boost at a specific level.

Hope thats usefull


Hunterofthedusk wrote:
We're getting ready for a new campaign, and I was looking into make a Hexblade. I was looking into the class more for the roleplaying opportunities and background possibilities (he's going to be the brother of the party warlock), but I also like the possiblities that the class provides, combat wise. I was just wondering what some of your suggestions would be for a decent Hexblade build, or even some information on supplemental rules you may know of.

I've always thought the Hexblade could be a very interesting class. Some things I would look at if I were you would be the extra feats in one of the Dragon magazines (the issue mentioned above). Also Arcane Strike is very usefull.

Spell choice wise: only pick spells with no SR as your caster level is pretty pathetic. Personally I like picking debuffs & curses from a thematic point of view.

Combining Intimidate checks, Hexblade curse & Enervation can potentially lead to an enormous penalty on an opponent.


The Black Bard wrote:

Okay, so Undead have the blanket statement of being immune to fortitude saves unless the effect can affect objects. Fair enough. This prevents things like thunderstones from affecting them, which is fair, hard to deafen something that has no fleshy inner ear to abuse.

But what about raw damage?

SRD wrote:

Energy Attacks

Acid and sonic attacks deal damage to most objects just as they do to creatures; roll damage and apply it normally after a successful hit. Electricity and fire attacks deal half damage to most objects; divide the damage dealt by 2 before applying the hardness. Cold attacks deal one-quarter damage to most objects; divide the damage dealt by 4 before applying the hardness.

A bit of a conundrum, but I think the sonic energy has a blanket effect on affecting objects. Its just not clearly stated in spell descriptions.


TGZ101 wrote:

Here's what I'm currently thinking of.

---------

Lvl 6 Elemental Sorcerer

1st:
Burning Hands (bloodline power)
Magic Missile
Grease
Nerveskitter or Shield
Ray of Enfeeblement

If you're considering Shield as a spell I would personally prefer Mage Armour: its got the same bonus, lasts a lot longer and can be cast on another (just in case the fighter looses his armour to a rust monster :P )

Once you are high enough level to have Bracers of Armour +5 or more you can swap it out for Shield to get both bonuses if necessary.


carborundum wrote:
One of the players in my 3.0 campaign has a ring of jumping and boot of Striding & Springing. This means an average Jump check of around 50 letting him spring into the rigging of the Sea Wyvern and generally lark about.

On a side note - the ring & the boots both provide a competence bonus so they'd overlap rather than stack


roguerouge wrote:

Okay. My player likes to roll for things. And she rolled really badly last session and now her character's pregnant. While she has a plan for it to not derail the campaign for 18 years, I do want to make her character's discovery of her pregnancy special and funny. FUNNY.

So, here's what we have to work with:

* a Lawful Good cleric who's taken a vow of chastity
* a privateer ship crewed by Paizo goblins and humans (She's converting the goblins. There's only been two mutinies!)
* an ocean voyage lasting several months.
* a wand of prestidigitation.
* a ship's cook hired because he was the only one drunk enough in port to be willing to cook for goblins.

Hmmmm - how to make this fun.

Seasick + morning sickness = lots of nausea! Have her roll a % chance to be nauseous at the start of any activity, or make a Fort save vs DC 10 + 1/2HD + con mod every time instead. Combine this with the cooking of a drunk (and probably sub par) chef and there may be some fun. The wand of prestidigitation may help the flavour though.

Also take into account her changing body - give a minor Cha bonus (for the pregnancy glow) and increasing Dex penalty after say 6months pregnant. Finding clothes (or even armour) to fit her changing body while at see may be a problem too.

And if the Cleric is the primary healer present at the time of birth, you'll have to work with player to figure out how much a Vow of Chastity character knows about midwifery - this could lead to possible complications at that time. You could also engineer an attack during the birthing, necessitating the need for the cleric to split his/her focus.

To have fun with the goblin component: thats more difficult, but you COULD have them suddenly start worshiping the PC in stead of the god the Cleric had been converting them too. Some nice possibilities of intra-party tension there

Good luck and let us know how it goes


Jal Dorak wrote:

On a slightly related note, hence seperate post, does anyone know of any spells that remove the sickened or nauseated condition?

It kind of bothers me that dragon shamans can remove them with a touch, but clerics may not be able to even with spells.

The only spells I know offhand that can do this is Heal & Mass Heal.


Jal Dorak wrote:
That is a cool idea, except that planar binding only allows you to call an elemental or an outsider. Ghosts are not either, nor can they be.

Damn, I just checked the line that reads "to lure a creature from another plane to a specifically prepared trap." Oh well, back to the drawing board. Though Roguerouge as DM could allow it.

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