Shemhazian

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All Crazy Arcane Aasimirs Violently Incited Dramatic Elven Troubadours Long Bardic Accordion Assault.


a crazy aasimar and very indigo dragon eat the local bugbears alive again.


Eridan wrote:

Question regarding the Guardian Call 'Absorb Blow'.

Quote:
Absorb Blow (Su): As an immediate action, whenever you take hit point damage from a single source (such as a dragon’s breath, a spell, or a weapon), you can expend one use of mythic power to reduce the damage you take from that source by 5 per tier (to a minimum of 0 points of damage taken). If you have another ability or effect that reduces damage (such as protection from energy), reduce the damage with the absorb blow ability before applying any other damage-reducing effects. For every 10 points of damage that this ability prevents, for 1 minute you gain DR 1/epic and 5 points of resistance against acid, cold, electricity, fire, and sonic damage. The DR and resistances stack with any other DR and resistances that you have.
The damage reduction was change from 10 per tier (playtest) to 5 per tier (go live). Due to this fact the bold marked part of the ability is only active with tier2 and higher. Is this RAI or some kind of typo?

This is a question that came up tonight. Do you need to absorb 10 points of damage in a single attack (so this DR and resistance only kicks in at Tier 2) or can you absorb 5 points one round and then 5 points the next round to reach the 10 for the DR and Resistances to kick in?


The RAW would not allow you to avoid the 2 slots for an opposition school spell. It would have to specifically mention it in the preferred spell feat that you don't have to pay the 2 spell slot cost to not pay it. Since it does not specifically say that you don't spend 2 spell slots for casting an opposition school spell you must use 2 slots to cast your spell.


I like how demjing thought everything out but I find it too complex for every day use. Which is why I use Touch AC. It always listed in a monster description and is has to be calculated when I make my own monsters and villains. It also still works for the case of a Magus using a touch spell through his weapon. The spell affects the target if the touch AC is hit but the weapon damage is only dealt if the total AC is met. If you miss the touch AC no effect from either.
This whole discussion really is mote. PCs will do the math in their heads and quickly realize what the AC is and figure out what their chances of hitting are.


"Armor spikes deal extra piercing damage (see “spiked armor” on Table: Weapons) on a successful grapple attack."
Armor spikes are not weapons in the traditional sense that a sword or battle axe or spiked gauntlets are. You can not make an attack with your armor spikes outside of a grapple. You can't strike with your two-handed weapon and make a grapple combat maneuver in the same round. I am not sure you should be able to do a two weapon attack and a 2hd attacks in the same round.
Using descriptions in novels to justify making punches and two-handed weapon swings is also not useful since novels don't have to follow the round by round combat rules we follow at the game table. Wulfgar may have punched one round and swung his hammer in the next or used an extra attacks for a high BAB or because the novel was written in 2nd edition days some other rational or maybe just artistic license. We don't have any real basis for deciding what the author intended except maybe to ask the author.


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I usually use this caveat. If the attack would have hit if it was a touch attack the PC made contact with the target but didn't harm it. If they miss the touch AC they completely missed coming in contact with the target. I then let the PC think what they think.


1) I would think that you get the bloodline spells when your sorcerer caster level is high enough to cast them just like domain spells. I don't recall anywhere that would say you don't get them. Bloodline and domain powers you would not get.
2) "Spell-like abilities are magical and work just like spells (though they are NOT spells..." (Emphasis added by me) Since spell-like abilities are not spells I would say that Aasimar and tiefling's Daylight and Darkness do not allow entry into MT.
3) Without the heighten spell feat it would remain a 1st level spell in a 2nd level spell slot. I'm unsure which class' caster level it would go off of per the rules. I would probably go with the class whose spell slot I am using. I think that would also apply if a target gets a saving throw bonus against spells from certain types of casters, like having a +1 to saves versus divine spells. So a wizard spell cast in a cleric spell slot would be a divine spell but a cleric spell cast in a wizard spell slot would be arcane. But that last point is just my opinion, I don't know of any rules that state that.


Bones can be burned just like a paper scroll so I don't see why the standard method doesn't work except for possibly not needing to learn all 7 spells. So I would just cut out the parts with the spells your interested in and feed them to your familiar.


We used to play a lot in Forgotten Realms but stopped when 4e came out. We recently finished Age of Worms in a loosely referenced Greyhawk We moved to Golarion for Legacy of Fire and now Skull and Shackles AP and a new Homebrew campaign I've been working on.


Thanks for everyone's advice. I decided on the Empyreal alternate bloodline that lets me use Wisdom instead of Charisma for my sorcerer spells which solved my problem perfectly. Now I just need to explain how a tiefling has a variation on the celestial bloodline.


Darksol you're making several wrong assumptions.
1) Anti-paladin does not mean your against paladins but rather you are against the ideals they represent.
2) Demon lord A would let his minion get as powerful as he is.
3) Defeating Demon lord A automatically means you get his powers.
4) Demon lord A doesn't recognize the value of his minions and must waste them as cannon fodder.
5) The reason a minion shows loyalty is because he receives power for it. If he failed to show loyalty his demon lord would take back the power.
Chaotic Evil does not equal stupid. Also being chaotic does not mean you don't think of yourself as not having a moral code. It just means that every situation is evaluated individually and you are not necessarily required to come to the same course of action is similar situations. Just because you are dedicated to spreading chaos and evil doesn't mean you can't spare peoples lives. Think of the chaos generated when the refugees from one city flee to a nearby city and overtax its resources or start other conflicts.

Ilja, I agree with almost everything you've said in this thread.


andreww wrote:

Spell Perfection (DDoor) plus Quicken Spell

I had a Battle Oracle with Improved Eldritch Heritage who grabbed DDoor and used this combination to move to wherever he wanted to be on the battlefield and still be able to full attack. Only took a level 4 spell slot too.

You can't do this. The spell clearly states that "After using this spell, you can't take any other actions until your next turn." Even if you cast this as a swift action you can't do anything else that turn. You might be able to argue for doing something before you cast the spell. But that would be a GM's decision.


57. The party awakes to find the campsite covered in butterflies. Treat as a swarm of butterflies that deal no damage but provide concealment to anyone more than 5ft away.

58. At some point in the night kobolds/goblins or other minor monster sneak in and try to steal the party's horses. They flee if confronted.

59. The party discovers that the clearing they choose to camp in is a fairy circle and transports the party to the first world for the night where they encounter various friendly and unfriendly fey. Needless to say they get no sleep.

60. The party camps on the site of a long forgotten centuries old battlefield. During the night the bones of the chicken/rabbit they had for dinner animate as a skeleton.


How would being a Tiefling have helped?


I am considering running a monk/sorcerer in a Skulls and Shackles campaign. Does anyone know of any Monk/sorcerer appropriate prestige classes? I find a lot of arcane caster prestige classes and very few monk prestige classes.


Turin the Mad wrote:
Tarantula wrote:
Turin the Mad wrote:
I think the most accurate answer is "it depends". Some disabling would be very quiet (disabling/bypassing a typical tripwire trap as an example). Some would be moderately noisy (sawing or drilling through wood). Some would be quite loud (anything involving a hammer and pointy bit of metal, such as using a chisel or spiking something, or using a drill on metal).

I think your perception of what it takes to disable a device is excessive. You don't need to completely obliterate the thing to prevent it from working.

What if the rogue passes the check by more than 10? That allows the rogue to bypass it without disarming it, as well as letting allies bypass too. No idea how that works with a pressure plate, but obviously if it can still go off on someone else, there wasn't any serious damage dealt to the trap.

As a side note: There are separate rules for breaking a lock, instead of disabling it. This implies disable device is not destructive to the object, but merely involves disassembling it.
"Breaking a lock is sometimes quicker than breaking the whole door. If a PC wants to whack at a lock with a weapon, treat the typical lock as having hardness 15 and 30 hit points. A lock can only be broken if it can be attacked separately from the door, which means that a built-in lock is immune to this sort of treatment. In an occupied dungeon, every locked door should have a key somewhere."

What it takes to disable device from the outside is quite a bit different from having access to it from the "reloading bin" (or, in the case of a lock, when you have the key and are able to open the container/portal).

Derp-edit: These kinds of materials, as outlined previously, are not exactly quiet to interact with, especially with a paltry 1 or 2 pound "tool kit" to work with. Mechanically/RAW-speaking, there is no consideration made for it, so one need not worry overmuch about it. It is not...

Modern tools like electric drills may make drilling out a lock noise but a hand drill would be a lot quieter but would take more time. If you wanted to be quiet it is certainly possible. Speed may require you to be noisier and have to go the hammer and chisel route. But there is no reason you can't disable device and be quiet doing it.


I am having a similar set of decision as we start a Skulls and Shackles campaign. Like you I am thinking of running a monk. I see little problem with the Lawful alignment since being lawful doesn't mean blinding following the law but having a strict code of conduct. Loyalty to friends and companions is a good place to start. Keep your word and try not to lie. Just be consistent in your actions. I am choosing Lawful Neutral because I think that is going to be easier than Lawful Good would be.


A few years back dungeon had a 3 issue minicampaign set in the world of Greyhawk. You might want to look at if you have them or I'm pretty sure you can still get PDFs. It was a few levels higher (I think 10 or 12) than your thinking about. But as three written adventures you would have some good stopping points that would still give the PCs some sense of accomplishment. I wish I remembered what issues they were in. I remember it had to do with Drow and Giants in one of the war-torn western countries. I am sure someone will remember which ones they were in.


I am soon to play in a pirate themed campaign and am having the same thought process you are having. I think I have settled on a Monk/Sorcerer possibly with a planar bloodline or planar linked race from the advanced race guide (probably water or air). Playing a monk will be new thing for me as I haven't played one since 1st edition and I am not sure I did back then. I am liking monk because I'll avoid heavy armor which will be bad on a ship or in water and the increased movement should help in shipboard combat. The sorcerer is there to keep me from getting bored with monk and use spells to up my combat effectiveness (mage armor & shield, Owl's wisdom, shocking grasp etc). Hope this helps.


Ignore the succubus. If a wizard (or other creature without spell resistance) casts suggestion or any of the spells mentioned would the protection from evil spell protect you?


An argument came up in my last 3.5e game. Does the protection from evil spell (particularly Magic Circle against evil) protect against a succubus' (or anyone else's)suggestion spell. The protection from evil specifically states: "Second, the barrier blocks any attempt to possess the warded creature (by a magic jar attack, for example) or to exercise mental control over the creature (including enchantment (charm) effects and enchantment (compulsion) effects that grant the caster ongoing control over the subject, such as dominate person)." Suggestion, Hideous laughter and Irresistable dance are all Enchantment (compulsion) effects so are they blocked by Protection from evil? One opinion was no since the caster does not exert ongoing control since they cannot change what the recipient does on subsequent rounds. The other arguement is since the spells control the recipient for multiple rounds this counts as ongoing control since the recipient cannot change what they are doing for the duration of the spell.
Let me also explain what exactly happened during the game. The party had previously teleported away from a succubus. Upon our return the cleric had put up a Magic Circle against evil to protect us from charming. The hiding and invisible succubus cast Suggestion on the party's dwarven fighter suggesting that he was tired and should go to sleep. The dwarf failed his save and proceeded to go to sleep. The party's gnomish mage attempted a full round action to wake up the dwarf to no avail (DM ruled dwarf was asleep for the duration of the spell. So short of a successful dispel magic or similar effect the party's tank was out of the fight.) Needless to say without our big tank we had to flee again when the cleric's dimensional anchor failed to get past the succubus' spell resistance and the she broke free or resisted both of the mage's hold monster spells. So the arguement started about the magic circle and whether the dwarf should have fallen asleep.


I also had my stuff stolen from my car. Luckily I wasn't DMing at the time so I lost less then the OP. What was best was that the next week when I arrived for our next gaming session my friends had a new boxed set of 3.5 books (DMG, PH and MM) and a new bag and dice waiting for me. I still lost my notes and some old Dungeons that were in my bag but my friends really made me feel appreciated with that boxed set and new dice. Luckily I still had the next issue in the age of worms in the house and not in the car.


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I have played wizards and fighters and clerics and paladins and druids and rangers for over 30 years. I have with all these characters been the one to shined and been the one to stand aside while someone else shone at many different levels. I have used all my spells and only a few in various encounters. I had a fighter tonight hit and do over 60 points of damage in one round (without a crit) and watched the wizard cast an 8th level spell and only do 48. Each class has its role and abilities and for the most part I find the core classes to have been well balanced. Its the supplemental classes that were often unbalancing and poorly designed. There is nothing to fix about the wizard in "5th edition" and there was nothing to fix about it in 4th edition.


LeDM wrote:
Honestly of all the unrealistic things this game allows your characters to do, this doesn't even seem that outrageous. If a PC had Doublestrike (Ex) I'd allow it since it seems reasonable enough. Otherwise, the rules don't seem to offer any way to "double-charge", so in general I don't think you could do this.

Why should the rules let you Double charge. Charge is a full round action isn't it? So you should only get to charge once.

Also just because you can use a lance while mounted one handed does not mean it isn't still a two handed weapon for determining what can and can't be done with it. I would interpret the statement that you can use it one handed while riding to allow you to control your mount and shield with the other hand like real-life jouster do. So I would say you cannot wield 2 lances while charging.


It doesn't matter why the OP has a Versatile vest instead of a Handy Haversack or an Adventurer's sash. What should he put in it.


Alchemist fire and potions of Cure Serious wounds (among other potions) are still somewhat useful. What is your class(es)?


If it is not used as a weapon you don't have to add the cost of the magic weapon. It sounds more like a rod (or maybe wand).


DrowVampyre wrote:
Mergy wrote:
DrowVampyre wrote:

Selara's Stupendous Stun-gun

Aura: faint evocation; CL: 5th
Slot: -; Price: 10,000 gp; Weight: 1 lb

Description: Half of this short, blunt rod is wrapped in dark leather, while the other half is etched with stylized lightning bolts. When touched against a foe with a melee touch attack, the etchings spring to life, transforming into actual electricity and surging into the target, causing 5d6 nonlethal electricity damage.

Construction Requirements
Craft Wondrous Item, Merciful Spell, shocking grasp; Cost: 5,000 gp

** spoiler omitted **

It would be cheaper as a command word item. It makes sense that it should be so expensive though; it's essentially a wand that requires no UMD check or magical ability.

Indeed it would, but you'd hafta be a caster to use it - I was envisioning this more as a taser just anyone could pick up and use.

Theoretically, though, depending on your GM, you could get it for half-price if you were crafting it and had the Magical Lineage trait for shocking grasp.

How is this different from a shocking club that doesn't inflict weapon damage just the spell damage or a wand of shocking grasp just with unlimited charges.


The more I think about this I think a weretaratula would use 1/2 its limbs as legs and 1/2 as arms. So at most it could wield 2 bows. I agree with the OP that a natural weretaratula would learn how to use its limbs. An infected weretaratula would be a different story at least initially. Also I think this creature would need ambidexerity to wield bows in both his left and right hands.
Alternately we could argue that a weretaratula hybrid is more like a drider and not be able to wield two bows.
That's my 2 cents.


I am working on an idea for a demi-plane type dungeon where the party is inside the gears of a great clockwork mechanism. So the passages between gears change as the gears move. So passages open and close. Need to figure out how the gears move so I know how things change. Needs to be large enough that there is plenty to occupy the PCs for long time. Also need to create and economy and ecology for the denizens of the gears. Figure I have a community of gnomes growing a potato/bean like plant using dancing lights and illusion spells to allow the plants to grow for food. Figure the campaign is to get out of the gears.


Multiattack or Two weapon fighting feats.


Taking away animal companions (and to a lesser degree famaliars) hurt those classes. Also know who I will be fighting does impact my choice of spells to memorize which is the point of Indivar's questions which you clearly misunderstood. I have no problem with not having that knowledge it will just require a wider list of memorized spells. I'll think about posting something after tomorrow's finals.


Is your DM making you be an Ex-Cleric of Pharasma? If not you can take this as evidence that Pharasma is not opposed to the Undead horse. If I was the DM and player created an Undead horse and the Cleric of Pharasma allowed it exist I would make him and Ex-cleric.
Casting atonement every day is not a viable option. Not only does it cost too much but you have to actually want forgiveness and change your erring ways. Which would mean you would have to stop hanging out with the undead horse. If your DM doesn't realize this he's not the caliber of player I want running my games.
Personally I don't see how a ranger can justify an undead horse. It's a violation of the natural order. Also ALL the other party members should be on your side in this argument.
Unfortunately you can't channel to heal and destroy the horse as collateral damage. You have to specifically channel positive energy to harm undead.
The only solutions to this problem I see are:
1) Quitting and starting or joining a new group which might not be a option you want to take.
2) Rolling up a new character. As a player or DM I would hate forcing someone to stop playing their character for any reason.
3) Try and find an acceptable replacement for this mount. Either buy him a live horse or a magic item that summons a horse or other mount (ie figurine of wonderous power). I would give up a horse for a golden lion or griffon.


TOZ wrote:
A blast from the past. I've not seen some of these names in years...

Toz, probably because the thread was 7 years dead. But it's still an interesting topic.

My PC's don't adventure with their low level followers but do bring their cohorts along for back-up support.


shouldn't this be in a pathfinder forum and not the D&D 3.5 forum?


My players get half price for anything they sell. The buyer has to be able to make a profit. I usually don't worry about the wealth by level since most of the time this cash get used to make or buy replacement magic items that the party can actually use. In a pre-written scenario things should already be balanced for the most part by the authors unless it comes from some disreputable 3rd party publisher. (I'm not famaliar with any 3rd parties that really fall into this category).


The elf helped others desert which is nearly the same thing as deserting yourself. The alignment issue is about what happens to the characters in game. The fact that a player's character executed another player's character is a different issue and requires an out of game solution. I agree that killing your friends is bad and crappy thing to do. It can only be done in special circumstances and only if both sides agree it is what the character would do and only with friends who understand its not personal. Even than I wouldn't recommend it often.


You don't need anything. Just create your arms and give them whatever str bonus or effects you want. Think of them as new magic item you created. Considering the theme I would go with some kind of art deco mechanical arms with hydraulic or pneumatic muscles that give a +4 bonus to strength. Add slicing arm attachments and built in pistols or maybe small cannons or grenade launchers. Or maybe blowdarts powered by the pneumatic system.


I would say the animal companion doesn't get the stat boost since it already gets increases in STR and DEX as an animal companion.
I also would allow a character to retain an animal companion that became awakened or otherwise becomes unable to be an animal companion. I wouldn't want to penalize a player because something happened in the game to change the nature of his/her animal companion.


An enchanted whip is a magic weapon no matter how you slice it. It requires using the magic weapon rules. A shocking whip would give you a continuous shocking effect for the previously mentioned 8000 gp.
Also activating a magic item is a standard action so I don't think you could activate a shocking grasp and then attack more than once.


Jerry Wright 307 wrote:

The way I read it, the paladin didn't cut the elf's head off for disobeying orders, he cut his head off for refusing to kneel.

Lawful good is not lawful whatever-is-expedient. Summary execution has been viewed as a crime in every army since Hammurabi.

As I read it the paladin was going to execute him either way. Desertation has been a capital offense in armies for equally as long.


I agree with Quintain. This paladin did act Lawful and Good considering they were at war and the elf was weaking the army and putting the lives of others at risk. Now the player is a bit of an ass for breaking the unspoken convenant that exists around many of our tables not to kill other PC's characters. That said sounds like the campaign ended on a great note. Just my two cents.


I'm developing a similar elemental plane arrange for my new campaign world. At the corners of the d4 (where 3 planes converge) I have the greater paraelemental planes (like Ice-Air/Water/Earth) and the edges (where 2 planes converge) are the lesser paraelemental planes (like Mud-Water and Earth) This has lead to all sorts of other weird ideas like elemental and paraelemental specialist mages and different supernatural powers/godlings like the Stormlord (Water and Air)


What I don't like about the heighten spell feat is when PCs want to use it with another metamagic feat. Then get upset when I only allow it if they use spell slot at least one level higher then the other metamagic feat requires.
Also I don't like that wizards can only select spell mastery, metamagic and item creation feats for their bonus feats. Why can't they get spell focus or skill focus (in spellcaster related skills like spellcraft or knowledge or craft alchemy).
As a house rule we allow dodge to be a +1 bonus to AC against all opponents. It's easier logistically and makes the feat more useful without being to overbalanced.
The +2 to two skills are all a waste of a feat. It's not enough of a bonus to be worth a feat and I don't know that there is a solution that will save these feats.
I also hate the feats designed specifically for prestige classes or special races. They are rarely worth taking except as a requirement for a prestige class. A lot of the time they are unbalanced or just a waste of a feat. An example of this is the Destructive Rage feat required to be a Frenzied Berserker. Is a +8 STR bonus to destroy objects really worth a feat?


Are you looking for something the character would cast on him/herself or something that would happen outside the characters control? As a cleric, their deity could basic do whatever they want with the character in terms of visions/prophecy. If I were doing this sort of thing I would have the character not be aware that this is some sort of dream but rather have them think they have be transported somewhere and have them find out its a dream afterwards. That way the player would still think there is risk to their character and chance of dying is still real.


I like to use secret chest to store back up supplies on the astral plane. Bring it back frequently enough and you have little risk of loss. And I rarely put expensive magic items in it mostly healing potions, scrolls and the like. I can also store excess loot in this fashion which will help with your lack of bag of holding or handy haversack. I would invest in alchemical lab to keep yourself in those type of items. Also you could make potions to give to your party members unless that violates your no magic items. Also a base of operations/home is another idea.


My two cents. If these Amazons are not just a human culture than human standards of proportions would not have to apply and they could be tall and thin. If they are kind of cat-like physically they could have long thin limbs which could add height without weight and also give them a more exotic feel/look. I would also go with parthenogenesis (reproduction from unfertilized ovum) This gets away from the where are the men and the population growth/maintenance problems. As I think about this I may add a cat-like parthenogenic race to my new campaign world. Now I just need a cool name for these warrior women.


I have considered doing this myself but just haven't found the time. I would be interested in hearing what you do. I was thinking of starting with the slaver's (A series I think) and running it as one big campaign arc.


I'll have to dig out my shackled city and famaliarize myself with Orbius.