Just something for future:
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.
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.
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..
Hope this helps!
I made another post earlier but it appears it got eaten on the way to the board....
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...
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)
Both very solid choices for a spellcaster who wants to be anywhere near combat once you can afford them.
Ravingdork wrote:
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.
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)
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. :)
Gobo Horde wrote:
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.
My favourite trick is Shadow Projection on a familiar...
And yes, evasion makes people cry.
Yeah if you are wanting it to eat something rare/powerful you would need to go the planar binding route....
1- Get a cow (or whatever you want to eat)
A good caster doesn't spam all his stuff and need to rest after every few fights....
Favored enemy = humans, favored terrain = jail :D
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....
Unless you are level 1 and fighting a Pugwampi with AC 19....
Seriously, just got out of a 30+ round combat. Not even exaggerating. But yeah, 4-5ish.
As far as I see it:
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...
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......
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
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.....
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?
EDIT: Ninja'd :P
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. |