Seltyiel

Jakken's page

30 posts. No reviews. No lists. No wishlists.


RSS


2 people marked this as a favorite.

I think my favourite concept is for a Dwarven Goliath Druid, who has a sabretooth tiger AC and turns into a giant wielding a warhammer (and maybe a heavy shield). Less focus on casting, more on smacking things.

Perhaps his clan/town/family was destroyed by marauding giant warbands and he's decided to fight fire with fire.


These are all great suggestions, thank you very much


I'm looking to create an encounter for my party, and need some assistance making it both challenging and fun.

Environment is tropical coastline/river delta. Group will be 5 level 4 characters (with good stats) so a CR 5 or 6 wouldn't be out of the question. So far I've decided on a River Drake with the Giant template, now just need to decide on some mooks or something else to boost it. Was thinking a small tribe of Goblins/Kobolds/Lizardfolk that it commands? Or would there be something else more appropriate?

This is going to be just a something to do/help the locals with a pest situation, not tied to a specific story element.


I interpret the successful swim check as just keeping your balance/moving as you want to, not an actual action. I haven't seen any language that interprets it as an action (no ability to retry the same round, no restrictions on full-round actions etc)

The "Action" section under the skill I take as only if you want to move.


I'm about to start a S&S campaign myself, and I've also heard you're better replacing the botfly swarms with singular creatures.

Like the Giant Botfly

I'm also worried about lack of player agency in the start, but I'm going to give them a big preface about it so they're aware that it's only for a bit. I'm also running 3/5 brand new players so hopefully being a little "on rails" will give them some time to learn the game


4 people marked this as a favorite.
GotAFarmYet? wrote:


So by the description you need to have natural armor to use the amulet. So, if the character doesn't have natural armor they cannot use the item. All the item does is add a enchantment bonus to the natural armor of the user from +1 to +5.

That's clearly wrong, as even if a natural armor enhancement required an natural armor score to begin with (it doesn't) the amulet is made with Barkskin so would follow the same rules.

For confirmation, see basically any NPC wearing an AoNA in any published book.

For example

or here

Other threads have covered the same question with the same answer.

Here

or here

A creature without natural armor has an effective natural armor bonus of +0.


If you consider Magus "Martial", Magus.
For pure Martial, Slayer. Just so versatile.

Other notable mentions include Wildshape-focused Druids, Warpriests and Brawlers.


1 person marked this as a favorite.

Thank you so much for the advice guys. I'll take all this on-board, and hopefully we'll have a successful campaign!


I'm looking to start up a new group with a handful of my long-time friends, but unsure on what Adventure Path/Module to run and looking for some advice. A few details:

  • I'm a first-time DM, have played previously but not in the last 18 months
  • The group will consist of my wife (previous player, about the same experience as me) and 3-4 brand new players, who've never played a tabletop RPG before.
  • I'm excited to do an AP, but worried about leaping into that headfirst and thought we might start with an easy module before going to an AP. I've heard Hollows Last Hope and Dragons Demand mentioned, are they suitable?
  • My wife and I last played RotRL, so it's likely off the table. Skull and Shackles is taking my fancy right now.

Thanks in advance!


At the threat of derailing the thread (because everyone hates these feats) and annoying your fellow players (because they're a nightmare to work with), the Arithmancy/Sacred Geometry feats fit this build quite well


Jurkal wrote:

usually casting a spell is a standard action but you can use spellstrike to cast it as part of a melee attack.

my question is if I have multiple attacks because of my BAB, so I get to attack additional times when using spellstrike?

using a two handed weapon

You're confusing Spellstrike and Spell Combat, for starters. Spellstrike lets you discharge touch attacks via a melee weapon, Spell Combat lets you cast a Standard Action spell and take a full attack as a full round action.

Second, yes, if your BAB grants you additional attacks you get these when you Spell Combat: See FAQ.

Third, you can't use Spell Combat with a 2 handed weapon. Must be a light or 1-handed weapon


Goddity wrote:
I think its a perfectly viable plan. Just make the air elementals make poor decisions about what is an enemy and its balanced.

I can just see an Air Elemental mistaking a large rock or a mound of dirt for one of it's Earth Elemental adversaries and trying to bomb that instead...


Hey guys,

Playing a Dervish Dance Magus in ROTRL right now, towards the end of the 3rd book. I've got a pretty decent idea of my build up until 15th level, where I'm going to take Spell Perfection (Shocking Grasp).

My question is, what Metamagic feats should I grab for Spell Perfection? I've got Intensify already, and was looking at a combination of Maximize/Elemental (Acid)/Quicken for the other two. Quicken/Maximize means I can get off 2 Shocking Grasps a round as 1st level spells, but Elemental means I'm not screwed when fighting a Electricity immune creature. Any suggestions?


1 person marked this as a favorite.

YAPCG has them all, but still working on adding the archetypes


Gisher wrote:
I don't see anything indicating that they are secondary either.

Hmm, seems there's conflicting SRD entires. In that case, I'd go with the one Blackbloodtroll posted, with claws as primary


The Allosaurus AnC is a different stat block to the Bestiary one:

AnC Allosaurus

In this case, I'd say the Allosaurus AnC has secondary claw attacks as it's effectively a different creature


Bahamutkotd wrote:

scaled disciple

or
Nethys link

divine hunter archtype

These are fantastic. Thanks for bringing them to my attention. I love the Dragon Disciple PrC, and this opens it up so much


Broadhand wrote:
Yes. The benefit of being able to heal-at-distance is balanced against the fact that you have to make a successful touch attack at said distance.

Except the ability says that "If the spell normally requires a touch attack", which the Cure spells don't when used on an ally. So if you don't roll to touch an ally with a CLW normally, you don't in this case either


Dwarven melee Goliath Druid, with Giant Hunter alt racial trait and Big Game Hunter feat. Plus the obligatory Glory of Old and Steel Soul.


Blakmane wrote:
minenotyours246 wrote:

I have a related question. I couldn't find anywhere in the rulebook that says I can take the same metamagic feat more than once but since you're asking about preparing 2 or more quickened spells, I'm thinking that is how it works. Does this mean that as a wizard, I can take the same metamagic feat (ex. quickened spell) more than once as long as I use them on different spells when I prepare spells?

The alternative I was working with is that I can only take a metamagic feat once and therefore only use each metamagic feat once per day.

I'm confused by your question. You take a metamagic feat only once, but you can apply it to any spell any number of times per day as long as you increase the spell level by the requisite amount plus have already prepared the spell with the metamagic in advance if you are a prepared caster

I think you need to read through these rules a bit more closely.

The only exception to this that I can think of is Elemental Spell, in which case you choose a different element to transform your spells to each time


Awesome, this clarifies a lot. Am I also correct in assuming that you can take 10 on spellcraft when identifying magical items and learning new spells?

How about knowledge checks? Can you take 10 or 20 on those? My DM is of the persuasion that you can't


Can a character take 10 on an Acrobatics check to make a jump, provided he is not in immediate danger or distracted?

I'm aware taking a 20 would be impossible, as this would mean taking a 1 as well (and failing the jump) but nowhere in the take 10 entry is it suggested that taking 10 means taking 1-9 first.


Alright, so my group and I just hit level 4 in RotRL. As a Magus, that means next level I get my first Bonus Feat. The question is, how useful are item creation feats? I've never actually played a PF campaign for longer than 3 sessions, so I'm unsure..

The way I see it now, I can either grab an average combat feat (like Improved Initiative), a metamagic feat for later levels, or Craft Magical Armor and Weapons/Wonderous Items. I'm the only arcane caster in the group, and likely to be the only one who grabs an item creation feat, so I doubt they'll be any overlap.

Suggestions?


I understand the stagger of Frigid Touch is the main component, but I didn't think stagger was that debilitating? Especially not at this level. Stagger for a minute would hurt, for sure, but until I get a keen weapon I don't know how likely that is

EDIT: I said stagger for a round, not minute. Whoops


Hi guys,

So my Magus has just hit level 4 in ROTRL. We've defeated 3 of the encounters so far (including the BIG one), but still a few to go.

I am, however, stuck for spell choices. 2nd level spells don't seem as black and white as 1st level. So far, I'm looking at Bulls Strength and Glitterdust. Frigid Touch does the same damage as Shocking Grasp..

Anyway, spells are as follows:

1st: Shield, Frostbite (for the fatigue), Shocking Grasp x2
2nd: Bulls Strength, Glitterdust

I have the Spellscars Arcana, so I'm planning on putting a few utility spells as scars to cast later (True Strike and such)

Any suggestions?


They function just as scrolls. So you prepare them ahead of time, costing you gp (as a scroll) and can, at a later time, cast one with a standard action, provoking an AoO. They don't give you increased spells known, as you need to know the spell to make the spell-scar in the first place (like a scroll).

A few interesting things: you don't need to see the scar or hold it in your hand to cast it (but you can't use it with Spellstrike or Spell Combat). Also, you can lower the CL of the spell (as low as the minimum level for that spell, at least) as you're writing it, lowering the cost.

So for 12.5gp you can scratch down a CL1 True Strike that's as useful as a CL20 one.


So my group is playing through RotRL, and we've just hit level 3. All great, problem is I'm a newish player and don't know what my next feat should be.

Stat block is as follows:

Spoiler:

Male Tiefling Magus 3
NG medium humanoid
Init +4 Senses Darkvision (60) Listen +1 Spot +1
DEFENSE
AC 16, touch 12, flat-footed 14
hp 33
Fort 5 ,Ref 3 ,Will 2
OFFENSE
Speed 30 ft
Melee +1 Longsword +4 (1d8+4/19-20/x2) or +1 Longsword +6 (1d8+5/19-20/x2)
Ranged Shortbow +4 (1d6/x3)
Space 5 Reach 5
STATISTICS
STR 16 DEX 14 CON 14 INT 18 WIS 8 CHA 8
Base Atk 2 Grp50
Feats Combat Casting
Skills Appraise +5, Bluff +2, Climb +5, leatherwork +8, Knowledge (arcana) +9, Knowledge (dungeoneering) +8, Knowledge (history) +6, Knowledge (planes) +8, Perception +1, Sailor +3, Spellcraft +10, Survival +0, Swim +5, Appraise +5, Bluff +2, Climb +5, leatherwork +8, Knowledge (arcana) +9, Knowledge (dungeoneering) +8, Knowledge (history) +6
Languages Common, Infernal, Draconic, Varisian, Kelish, Osiriani
Gear Scimitar, Shortbow, Boar spear, +1 Longsword, Iron - Cold Longsword, Arrows (20), Horse - light, Bedroll , Backpack , Waterskin (2), Rope - hemp (50 ft), Flint and Steel, Torch (3), Flask (empty) (4), Saddle (riding), Sunrod (3), Sailor outfit, Leather tricorn hat, Potion of Cure Light Wounds (CL: 1)

I was going weapon focus, but my weapon's likely to change a bit. I do seem to be hit a fair bit, so toughness/dodge look good too. I took spell-scars as my Arcana (no group wizard, so I've got to do all the spellcasting).

Also, what should my next goal for equipment be? I was looking at magic rings or metamagic rods.


The Fool wrote:
Stuff it into a bag and drown it then. Worked for my group. ;)

I'd love to, but she's 20 feet in the air and refuses to come down. We're trying to net it, but that's not going so well


Starglim wrote:
Unless specifically stated otherwise (as for infernal healing), fast healing is cancelled and negated by death.

Right. So if we're all out of spells, and we've only got 10 cold iron arrows... Looks like we're making a run for it for now.


Subject says it all: is a demons fast healing cancelled or negated by taking cold iron/good damage? Even just the damage dealt by that attack?

My group's fighting a certain quasit and it's giving them a fair bit of grief.