Aasimar

Jamieface's page

33 posts. No reviews. No lists. No wishlists.




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.


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.


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)


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?


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


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.


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?


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.