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Hi.

I would love some help with finding ways to just increase the base damage dice of unarmed strikes. Monks already have really high base damage, but I'm kind of curious just how far it could be pushed. What I've managed to find on my own so far is to use Enlarge Person and the Brother of the Seal prestige class, because they get an ability at level seven that makes them do unarmed damage as if one size larger.

I'm not super familiar with Monks or unarmed strikes, so hoping someone knows more than me and can help with if there are more ways to pile on this pile of crazy.


Well, my first thought was to have our crafting person make a wondrous item with a spell on it, if there was some available one. Afraid that I don't really know all spells :(

Non-Unchained Barbarian, but using the Invulnerable Rager archetype.

Feats: Combat Reflexes, Dazing Assault, Extra Rage Power (Reckless Abandon), Power Attack, Raging Vitality, Stand Still

Rage Powers: Come and Get Me, Improved Damage Resistance (3), Superstition, Unexpected Strike


I'm in a game where I'm playing a barbarian that has just recently managed to get Come and Get Me, which has so far proven to be absolute murder for any enemies with melee attacks. I have no real idea of how to handle ranged attackers, though, aside from just trying to pick them off one by one. Are there any spells or effects that protect against ranged attacks well? Safe to assume enemies will be able to pierce DR/Magic.


JohnHawkins wrote:

Nothing obviosuly wrong

I would not take Still spell at level 19 , it's main use is to allow casting while grappled. Just get a ring of freedom of movement at that level. A feat like Summon Good/evil/neutral monsters or expanded summon monster would be more useful

It may also be better to replace Improved counter spell with another feat but that because personally I rarely use or see counter spelling used
Skill focus is the sad necessity for Eldritch heritage. I presume you are going to be summoning demons a lot otherwise the greater eldritch heritage is not much use, if you are summon Evil Monsters (which requires you to be evil) or Expanded summon monster to add more demons to your lists would be very nice.
Summon evil monsters also makes summon monster a standard action , although playing an evil character may well be too much of an issue

Which of the other bloodline feats would you replace Still Spell and Improved Counterspell with? Mind you, one big reason why I took Still Spell is to reach the prerequisite of having three metamagic feat for Spell Perfection.


I'm about to start a new campaign and have toyed around with a silly idea I've had for a Sorcerer, mainly making it into a summoner, but would love to hear what other people might have to say about it, since I'm not super experienced when it comes to playing.

Race: Human (no alternate racials)

Attributes: (before level increases or items)
Strength: 10
Dexterity: 14
Constitution: 14
Intelligence: 16
Wisdom: 12
Charisma: 20

Bloodline Feats:
(7*) Improved Initiative
(13* )Improved Counterspell
(19*) Still Spell

Feats:
(1) Spell Focus (Conjuration)
(1) Augment Summoning
(3) Skill Focus (Knowledge [Planes])
(5) Superior Summoning
(7) Leadership
(9) Eldritch Heritage (Abyssal [Claws])
(11) Improved Eldritch Heritage (Abyssal [Demon Resistances])
(13) Dazing Spell
(15) Quicken Spell
(17) Greater Eldritch Heritage (Abyssal [Added Summonings])
(19) Spell Perfection (Summon Monster IX)


QuidEst wrote:
Can you play a Kitsune? Realistic Likeness is amazing for any spy.

Great idea and very fitting, but I got to make my own race with the Race Builder and took Greater Change Shape that gives that same bonus.


Casual Viking wrote:
Well, you need a Hat of Disguise (itself disguised as a cigarette case), a knife, the ability to make a Death Attack, the ability to turn briefly invisible, a tailored suit and a Galtish accent.

Is this a reference I'm not getting? :x


PhD. Okkam wrote:
Urban druid with Charm domain

I specifically said it was NOT about what class to use, but FEATS and SKILLS.


Giving this a bit of a bump, 'cause I didn't really get any actual help about skills and feats which was what I asked for, not what classes I want to use :(


Imbicatus wrote:
Jamieface wrote:
How do Ninjas and Slayers get a death attack? :x
The assassinate advanced ninja trick or advanced slayer talent.

Those aren't the same as death attack, though, so they wouldn't stack with Master Spy, which I really, really want to take :(


Can't use any sources that aren't fully published, I'm afraid.


How do Ninjas and Slayers get a death attack? :x


Hi!

I'm trying to make a spy character for a game that I've been invited to and looking for some help with what could be good in terms of feats and skills. When it comes to classes I've decided to aim for Rogue (Spy) 5/Assassin 5/Master Spy 10.

Any help or thoughts would be hugely appreciated ❤


Simply enough, is it possible? Their respective templates say they need to be Good/Evil, but is this only that they start off as that, then can go through the slippery slope of morality changing through roleplay, or will they always, always be good/evil?


I come seeking opinions and help once again!

Is there a simple and cheap way (so no constant Giant Form or Shapechange) to make a magic item that would be able to turn a medium outsider into a large one? Full on outsider, not a native one. We're thinking of using it on a demon.


This is a really silly idea, but is it actually somehow possible to create a magic item that can create a single type of magic item? Having one where you could create anything seems a bit weird (or weirder), while dealing with blueprints also feels weird.

Anyway, yeah, just a bit of idly curiousity jiggling around in my head when I came to thinking of mass producing arms and armour for armies. Arm arm arm.


I need some help with a thing that's come up in a campaign of mine, so would really love to have some input from other people with what they think.

A player of mine found that Wish says it can duplicate spells with up to 10K gold pieces worth of price components, so you could technically use it to cast Fabricate and "give" that spell a chunk of gold worth that much, then transform it into actual coins. If you then put Wish and Fabricate on a magic item with, for example, one use per day. If I remember right, this would cost about 400K. In just a little over a month, you've already earned that money back.

From a completely cold rules standpoint, I can see how this works, but it's also so obviously an exploit of the system and the wording of the spells, with how Fabricate says that the material worked is a component, and not a target of the spell.

Thoughts?


Thank you :)


Just a very quick question. When you use Infectious Charms, you can only make it spread once per spell cast, correct?


Yay to see so much enthusiasm for helping me!

I looked into making nodes with Reverse Gravity on them, basically using them as foundation for the city, but each node would cost 1.12 million gold to make, because it's a continuous effect.

Also looked into the demiplane idea to see how much it would cost to create a city distract when using Greater Demiplane. Result was 57 million gold, and then it'd only be ten feet high. Multiply that each time you want to add ten more feet >_<

Splendor, where are the rules for making constructs like that? I'm not really sure where to look, since I've never really fiddled with constructs before :x


wraithstrike wrote:
If they are getting a free city, I don't think making it fly is going to matter that much unless the other players had something equal to it before it could fly.

I don't really understand what you mean.


But it'd still end up with the other players needed to find ways (probably rather costly ways) to get around something that the one player was handed for free. I just really want to know if there's any possible way to do this according to rules.


Well, the problem with just handing it to them as a setting piece is that if any of the other kingdoms end up going to war with them, they're going to have a hell of a hard time invading an island in the sky.


Hello, nice people here.

Is it somehow possible to make an entire city hover? Don't want to say fly, since it'll be stationary, but to basically be up in the air. A great example of something like this would be Idylla from Kingdoms of Amalur. Link: http://amalur.wikia.com/wiki/Idylla

I'm running a really high level campaign that's based around very strong creatures (not even all of them humanoid!) controlling different kingdoms that they get to rule and tailor to their own devices, but there's popped up questions about if something like this could be possible. I don't really like mixing in a whole lot of house rules, so wondering if there's a non-house ruled way to do it.


Is it somehow a possibility in the rules? Question that's come up because of campaign using Race Building with enough points to have Undead races. Would it have to be house ruled?

Since they're not required to be evil, the problem would come up with undead Clerics and Paladins.


I wasn't really thinking of held things, but more like robes, headbands, boots, rings, stuff like that.


Neat. Can a ghost wizard with item creation feats, for example, create new things for itself? Or could someone else create for them?


Can ghosts uses wondrous items, or any other non-armour, non-weapon magical item somehow? Or are they forever barred from using anything except ghost-touched weapons and armours?


Name Violation wrote:


penalties are based on size alone.

stats are not dependant on size.

What, its not right that bigger numbers dont start giving penalties for being awesome?

Stats kind of are dependent on size, because a creature being colossal gets +16 strength, -4 dexterity and +8 constitution just because of its size. Unless I've just completely lost the point of the size table. Also, I have absolutely no idea what you meant with your last sentence.

Edit: Okay, so guess it seems like my interpretation of things are wrong, or at least majority seems to disagree with it.


Actually, those +8 bonuses are hugely important as we noticed in try-out fights. For someone that could only hit them on 19+, a 10% hit rate, would be changed to 11+, being 50%. Same thing with the hitting others. Losing reach can be bad, sure, but it doesn't seem to affect that much at all as is.

But either way, they do actually not adjust their ability scores at all when becoming a smaller size, yet losing all penalties? That's...completely bonkers.


Would you then say that they keep their penalties to attack and AC as well? Or would they just straight up get a +8 boost to them? I really don't think it makes any sense at all to not adjust them fore size. What I see in both the text on polymorph effects and Change Shape is that Change Shape doesn't give you the individual spell bonuses, like the +2 Strength from being medium with Alter Shape, or the +6 Strength, -2 Dexterity, +4 Constitution from Giant Form. Would still gain the other listed abilities, like low light vision or such.

Ace, not really about flavour here. She's using it simply to become way stronger in combat.


I tried to show that to them as an explanation, but they complately denied it and said that this following text there justified them not being changed:

Quote:

If a polymorph spell causes you to change size, apply the

size modifiers appropriately, changing your armor class,
attack bonus, Combat Maneuver Bonus, and Stealth skill
modifiers. Your ability scores are not modified by this
change unless noted by the spell.

Okay, second reply while typing, so already have two different opinions on this and I have no idea what to think still >.< It just seems super weird to me, because if their ability scores do not get adjusted for their size, there would be practically no reason to ever want to be in their natural form, because they get so many penalties. Would spend all their time as small creatures and use their insane strength to make up for smaller strength weapons easily, yet have much better defenses and get even more bonus to attacks.


In a game I'm working on, there's a player playing a Thanatotic Titan (yes, very high powered game), but we disagree on how their Change Shape ability would work. According to me, changing into a medium creature would adjust their strength, dexterity and constitution and other negative/positive effects as per the Space, Reach, & Threatened Area Tables. According to them, they keep ability scores as they are, but lose the penalty to attack, AC, fly and stealth.

Which one is right? If either is. Help, please! Even better if anyone can point me towards an official ruling on this.