Zon-Kuthon

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I can't think of something off the top of my head, but when I am stuck for a name what I always start with is take the letters of a literal description of the character (DRAGONQUEEN for example) and make an anagram.

i.e. Orcish Sorcerer who blasts stuff = ORCBLASTS = Brassclot the Orc


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Dotting because wow these are awesome :)


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Just something for future:
Even if you can't afford all that much, one of the best things you can invest in to protect yourself from these situations is a +1 Ghost Touch Net.... All it takes is a ranged touch attack to hit, the entangled condition is an AWESOME one to get onto an incorporeal foe (Effectively -2 AC and -4 on attack rolls, half speed, can't run or charge, interferes with casting) and very importantly you automatically succeed at the opposed Str check, so it cant move beyond the range of the net (no hiding in walls)


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Personally I am all about planning out a character build in all the details (although I usually only build up to about 12th level) but I usually just make a list of 'which items would be most desirable' in my head.... But when I am actually playing in a campaign I get whatever items I happen to come across one way or another... If they match up nicely with what I wanted, that's lovely, but if they don't, hey thats how the game goes.
I don't like having every character gain access to whatever exact items they want the most (unless they put the time and resources into crafting it themselves)


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Odraude wrote:
Pugwampis... the creature that killed a campaign. We were playing Legacy of Fire and ran into them. After three boring hours of the same combat, we all just up and left to play Rockband and the campaign died.

+1000 to that one.

freaking pugwampis.
Want to make people pray for death? Set them against a Pugwampi with class levels that has a high AC for its level.


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There are actually quite a few ways. :)

There are several races that get multiple options, including IIRC Ratfolk, Catfolk, Tengu, Kobolds and a few others.

There are a few items that grant natural attacks including (again IIRC) a ring that grants a bite, a helm that grants a gore, and a cloak that gives something or other, probably a few others too.

BTW, the Alchemist thing is just a Discovery, you don't need a certain archetype or anything :)

And I think there are a few other things I am forgetting too... but yeah quite a few of these can be combined too..
For example, I have a Ratfolk Alchemist with the helm who has 5 natural attacks (Bite/claw/claw from Alch, Gore from item, Tail Blade racial item)

Hope this helps!


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Anyone ever done up Granny Weatherwax, Nanny Ogg and Magrat Garlick from Terry Pratchetts Discworld?
I was thinking they could make some excellent NPC's for something...

How would you stat them up?


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I made another post earlier but it appears it got eaten on the way to the board....
One thing I mentioned was you can combine a trap with some kind of reward, such as:
-A gem that, when held, shoots spikes out that do some damage and bind the gem to your hand, so you cant use that hand until you surgically remove the gem (heal check) but the gem still ends up being valuable.
-A chest that includes actual treasure, but also a slow-acting poison..
-A pair of what are obviously magical goggles on an otherwise normal-looking statue... but if you take them off you discover that they were put on to prevent the dangerous eye beams that start blasting out of the statues eyes..


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Im working on a project right now that includes 100 different traps (I think I am at 40 so far..) But one particularly memorable one for me is the UBERTRAP:

Basically, when someone steps on a certain square, the ceiling tile from directly above falls on their head (fort save to minimize dmg) which inturn shatter the floor tile that is covering a pit (reflex save to not fall into the pit) If you fall in it is 30ft deep, and there sre spikes (piercing dmg) that are poisoned (fort save negates) and the bottom of the pit has a layer of acid (constant small amounts of dmg) Landing on the spikes causes a new tile to slide across the opening of the pit, sealing you in. This triggers flamethrowers to pop out of the sides of the pit, doing a blast of fire dmg, and then they settle down into a torch-like flame... in this sealed chamber, which then rapidly runs out of air as the fire burns it away. :D

I know, ridiculous, right? I made it so that all the different amounts of dmg are not actually that high for the level, so even if you get hit by everything you might survive (..maybe) but it is fun to describe. And your buddies better open the pit up before you run out of air...


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Tunic of Careful Casting is a chest slot item for 5k that gives a flat +2 to all concentration checks (untyped too, so it stacks with everything)
Spellgaurd Bracers are a wrist slot item that also costs 5k and gives +2 on checks to cast defensively, and 3 times a day lets you roll 2d20 and choose the better result on a concentration check to cast defensively.

Both very solid choices for a spellcaster who wants to be anywhere near combat once you can afford them.


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Ravingdork wrote:

I'm not surprised to see the thread moved, but ADVICE? I'm not really sure how this thread fits in the Advice section.

EDIT: I guess the moderator thought I was asking for advice on the characters. :P

I think it is in Advice for the same reason that the various Guides are in Advice... if someone is trying to find some advice about how to build something, they will go to Advice, see this, and be all like "wow, here's several thousand ideas that might help me towards my goal" :)

Thank you very much for this, it looks fantastic, I am looking forward to when I have enough time to properly peruse the whole thing.


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I agree with both Fast Study and Persistent spell being great.. I have personal fondness for Reach Spell, but that depends a lot on your play style/ typical spells you use.

I would never get Dazing Spell at level 5 though, because it would be a completely useless feat until 2 levels later. (unless you had Magical Lineage for a first level spell or something)
Definitely one of my first choices for level 7 though.


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Jackissocool wrote:
And nobody stacks archetypes like a magus. I had a blackblade/hexcrafter/spelldancer magus in my last game. It gets crazy.

Tell it to the Qinggong Drunken Master of the Sacred Mountain of the Four Winds. :D


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Pugwampi. G@&~$+n Pugwampi. 'Nuff said.


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No no, lets make an Aasimar Scion of Humanity with Racial Heritage: Orc and make it a Crossblooded Fey/Infernal Sorcerer. Then lets try to build a family tree .. :O


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Personally I would love to allow them, but I feel that between +2 dodge AC, the 11+lvl spell resistance, and all the other stuff they are definitely overpowered.

I think the feat tree idea is excellent, I am going to write that up right away and start allowing gnomes to transform by them for house rules. Awesome. :)


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Q: How many Tengus does it take to replace a Continual Flame coin?
A: Ooooh Shiny!
Q: How many Tengus does it take to replace 2 Continual Flame coins?


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You can't get Eldritch Heritage: Sylvan anyway, since the Sylvan power is also the Bloodline Arcana, and you don't get Arcana with Eldritch Heritage.

Edit: Or rather, you can take it, but it would have absolutely no effect.


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Gobo Horde wrote:


Alchemists in general have quite a few tibits you can exploit. Off the top of my head are Touch injection with detonate, touch your opponent and have him explode for 5d6 damage with no save and have him hurt everyone around him for 10d6 damage. Alchemical Allocation allows you to essentially cast any spell of any level multiple times by using up a second level spell slot. Think cure critical wounds at level 10 used 7 times a day with a int of 16. A internal alchemist only needs to breathe twice a day with a measly con score of 12, so is essentially immune to inhaled effects, and can survive underwater/vacuum. mix this with the fact that with 2 feats at level 10, she becomes immune to poison, disease, cold, non-lethal, sleep, and paralyzation. Most classes have effects that when combined...

Most broken use of Alchemical Allocation...

Alchemical Allocation: This extract causes a pale aura to emanate from your mouth. If you consume a potion or elixir on the round following the consumption of this extract, you can spit it back into its container as a free action. You gain all the benefits of the potion or elixir, but it is not consumed. You can only gain the benefits of one potion or elixir in this way per use of this extract.

Plus

Elixir of life: Once per day, the alchemist can brew an elixir of life. This special concoction costs 25,000 gp to create and takes 1 hour of work. An elixir of life, when administered by the alchemist who brewed it, restores life to a dead creature as per the spell true resurrection. Alternatively, the alchemist himself may drink the elixir of life, after which point he is immediately targeted with a resurrection spell the next time he is killed. Used in this manner, the effects of an elixir of life persist only for a number of days equal to the alchemist's Intelligence modifier; if he does not die before that time expires, the effects of the elixir of life end. An alchemist must be at least 16th level before selecting this discovery.

Elixir of life costs 25000gp to make... but is powerful enough to justify it. Alchemical Allocation is a 2nd level extract that can let you use the the same Elixir of Life over and over and long as you please. Yes please! Sure you need to be level 16 for this trick... but pretty cheap form of near-immortality.


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I am going to make a Samsaran Synthesist... What do you figure would be the best Arcane spells to add to my list with the alternate racial ability?


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My favourite trick is Shadow Projection on a familiar...
It has target = you so you can use it via share spells, and then you just throw your comatose pet in your bag and you have a pet Str-damaging Shadow. Pretty drastically more effective than casting it on yourself, and basically negates the normal drawback.

And yes, evasion makes people cry.


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Yeah if you are wanting it to eat something rare/powerful you would need to go the planar binding route....
If you are just looking for food the cheapest way is:

1- Get a cow (or whatever you want to eat)
2- Kill it
3- Eat it until it is stripped right down to the bones
4- Cast Restore Corpse (1st level spell) to turn the skeleton into a corpse with (rotting) meat on it. Remove rotting flesh.
5- Cast Purify Food & Drink on the flesh (0 lvl spell) now you have nice edible meat.
6- Repeat as neccesary.


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A good caster doesn't spam all his stuff and need to rest after every few fights....
That said, I completely agree that if someone DOES try to constantly outdo the fighter/or whatever by blowing his load, then that is poor playing. If I was being the GM and saw this type of thing going on, I would throw more encounters at the party after the first few get blown away. Oh you wanna go sleep? Midnight ambush for you! A sensible caster will not have a problem with this type of campaign... if they dig their own hole that is their problem.
I would say about 80% at least of the characters I play are casters, and I never trust that the GM ISN'T going to throw that type of situation at me, and so I play accordingly. :)


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Doodlebug Anklebiter wrote:
[Settles himself in some camouflage among the bushes in Interzone's yard]

*uses scrying to check on status of prop 'home' used to fool intruders. Activates perimeter defenses... laughs from comfort of actual dwelling*

silly goblins.


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Very cool, I think this appears to be one of the best balanced homebrew things I have seen. I highly approve. :)


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Favored enemy = humans, favored terrain = jail :D
He seemed to be comfortable in a big vareity of terrains though...

What race would you make him, human? Or stat up a Furian race?

I made a Riddick card for Magic: The Gathering once...

I am going to try to whip up a build for him too, I like the Ranger idea, but I am going to look at some other things too....


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We have cure spells do increments of D4+4 instead of D8's,
Same maximum, higher average. Nobody likes a very important Cure Serious Wounds (3rd level spell) in the heat of battle to only heal 8 HP...


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Unless you are level 1 and fighting a Pugwampi with AC 19....
ARGH

Seriously, just got out of a 30+ round combat. Not even exaggerating.

But yeah, 4-5ish.
Some groups I have been in when things are a bit overpowered end up averaging more like 2-3 rounds, but 4-5 when things are normal (15-20 point buy and not cheesy)


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As far as I see it:
YOU are corporeal (unless you are under some sort of spell effect.
Your ATTACKS are corporeal or incorporeal. The fact that you are using parts of your body to attack doesn't make your body incorporeal, just the attacks you are making with it...
I figure if the DM wants to say "OK it is bullrushing your incorporeal bits" you can say "OK, that would be my fist/knee etc take a bunch of damage"
I mean it would be like "I want to bullrush a dude by pushing really hard on the sharp end of his sword"

As far as combat maneuvers: I would say any CM that you can do in the place of an attack (disarm/trip/etc) would work, but any one that requires a separate standard action would not...
My logic is that it should only be as powerful as if someone had, for instance, a ghost touch Dagger. If they don't get to use it to grapple an incorporeal creature, then you shouldn't be able to do it with incorporeal fists either.

And like another poster said, remember that there is ghost touch armor too for the defensive aspects.

Ok this is probably a scattered and vague post, im kinda distracted, but yeah that is my opinion......


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I don't see how Charm Person would not work...

"The spell does not enable you to control the charmed person as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn't ordinarily do. (Retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed person breaks the spell. You must speak the person's language to communicate your commands, or else be good at pantomiming."

Enemy: "I wanted to kill this guy, and then he cast some sort of spell, and now I don't want to hurt him... He must have charmed me! But that's okay, I understand why he would do that, he's a good guy and a good friend of mine. If I was in his shoes I would have done the same thing" etc
The spell has a specific description of what it does, and doesn't say anything about "this spell doesn't work if somebody sees you cast it". If they fail their save, they perceieve everything you do in the best possible way, and they (or the DM) can do whatever you like to justify it.
Obviously it is ineffective if you or your buddies are trying to attack the person, but that is accounted for in the spell already.


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Note: DR does not prevent the damage from Vicious on either end, so that extra 2d6 goes right past your targets defenses, but the d6 goes past your own.


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Hmmm, well if it only works on water/salt water and wouldn't retain the holiness, would that mean you could use it to purify water too, leaving the corruption/disease behind?

Let's look at the description:

This special dust has many uses. If it is thrown into water, a volume of as much as 100 gallons is instantly transformed into nothingness, and the dust becomes a marble-sized pellet, floating or resting where it was thrown. If this pellet is hurled, it breaks and releases the same volume of water. The dust affects only water (fresh, salt, alkaline), not other liquids.

If the dust is employed against an outsider with the elemental and water subtypes, the creature must make a DC 18 Fortitude save or be destroyed. The dust deals 5d6 points of damage to the creature even if its saving throw succeeds.

Actually it seems to me it just means you can't use it on things that aren't water, such as acid etc, and doesn't make a distinction of what kind of water. Time to make some holy water pellet bombs!

And +1 to the holy water elemental, hahahahha, that just opened up a whole slew of ideas for me.....


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You have to remember that earlier than this update, Ultimate Magic was released, containing the spell Masterwork Transformation.

Your cool weapon with all its rich history is now useless because you can't add magic abilities?
Find a Cleric/Druid/Wizard/Witch/Sorcerer/Oracle/Bard who knows/can prepare the spell, *Poof* Now it is Masterwork and can be enchanted.

EDIT: Ninja'd :P


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You can do a coup de grace on a stunned target with a feat (potentially):

Dastardly Finish (Combat)

You can take advantage of an enemy's debilitated state to attempt a coup de grace.

Prerequisite: Sneak attack +5d6.

Benefit: You can deliver a coup de grace to cowering or stunned targets.

Normal: You can only coup de grace helpless targets.


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Yeah, you disarm them when they try to stand up, and then trip them when they try to pick up their weapon.. repeat repeat repeat >D
Ah, dirty trip builds...