Orc Shaman

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Organized Play Member. 136 posts. No reviews. No lists. No wishlists. 4 Organized Play characters.



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Increased Range (Su): This ability replaces the 3rd- and 9th-level infusions.

and

Knight’s Resolve (Ex): This ability replaces the kineticist infusion gained at 3rd level and supercharge.

As they both replace the 3rd level infusion, they are not compatible and do not stack.


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Captain Morgan wrote:
Haunted Oracle ain't a bad suggestion. Pretty much gets the force powers from the curse, and Vader seems like he would jive well with a curse. And then the mystery can fill in the martial aspect.

Plus, the curse totally jives with the movies. Name one time a character drops something and it lands less than 48 feet away.

I'll wait.


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I knew I was forgetting something. Well, it could still theoretically carry me while detached, right? At that point, if it was built off a wallaby with it's natural 12 strength, it could still end up with a light load Max of 299 lbs after the reduction from small size, if my math is right.


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So, I've been working on an Aberrant Bloodline Eldritch Scion Magus idea for a while now, and I had Aberrant Tumor slotted in as my 5th level feat. I had originally planned on taking the protector archetype, but just stumbled onto the errata that that isn't possible anymore. So, I started looking at other ideas...

And then I started to wonder if I could get flight.

Tumor familiar states The tumor acts as the alchemist’s familiar whether attached or separated (providing a skill bonus, the Alertness feat, and so on). which, to me, indicates it can take actions. Especially when considering the text As a standard action, the alchemist can have the tumor detach itself from his body as a separate creature. So, it can take actions on its own, but it's a standard action to detach. Well... what if we didn't want it to?

Figment familiar archetype gives 2 points worth of eidolon evolution points that don't require a base form requirement. Flight is a 2 point evolution, to grant "large wings, like those of a bat, bird, insect, or dragon, gaining the ability to fly". Doesn't require a base form.

We apply flight to a Compsognathus form tumor familiar. It has strength 8. We craft muleback cords for it, which increases it's strength to 16 for the purpose of carrying capacity. We then put a heavyload belt on it, which triples it's strength for carrying capacity, giving it a light load of 228 lbs or less. After the flight evolution, it would gain a fly speed equal to it's base speed - 40ft, with good maneuverability as it is Tiny.

At that point, would my imaginary flying tumor compy be able to merge onto my back, and use its move actions to carry me while flying? Or have I just been getting too little sleep?


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I've used trees on several occasions. Once to do the sleeping bag kill from Jason, a few times as thrown items. ...my barbarian's strength score and carrying capacity are pretty nuts, we have an engineer among our player group, and a lenient DM.

Said engineer also has a backup character for our current game who is a priest who uses a thurible as a meteor hammer.

My favorite story actually comes from the Dark Heresy system, where a character with all jammed weapons was thrown into a ruined building, and as a last resort, threw a brick at his enemy. Proceeded to roll perfectly on the dice, and killed a Chaos Space Marine. With a thrown brick.

He then carried that brick in a holster for the rest of the campaign.


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My experience with a paladin tends to be best off focusing on self healing. My personal favorite is a Pitborn Tiefling using the alternate favored class bonus from ARG, taking Fey Foundling at level 1. Upon your second level of Paladin, your Lay on Hands heals you for 1d6+4 as a swift action, which could be a third to half your hit points depending on your Con. Having been screwed by the dice more times than I can count, those bonus points have saved my hide a bunch.

Focus mainly on charisma to get the most uses of lay on hands, take power attack at third level to boost your melee damage, go Oath of Vengeance for the option of burning your spare uses of LoH for extra smites, and start picking up Extra LoH for bonus healing/damage.

Alternatively, you can go human. You lose some static healing bonuses, but make up for it with the extra feat. Fey Foundling and Power Attack at level one can get scary, especially with good party tactics and a reach weapon.


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On a rather flamboyant sorcerer I played, it was used to create a very small wind to have his hair and cloak blowing dramatically on any entrance he made.


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I'd personally go with the Mobile Fighter Archetype and a reach weapon.

1. Dodge, Combat Reflexes, Power Attack
2. Mobility
3. Spring Attack
4. Iron Will

Probably not the strongest build, but with 20 Con and 22 Str, there's really not a whole lot else you'll need starting out. With 18 Dex, there's very little reason in my opinion to not get Combat Reflexes, as you move from 1 attack per round to the possibility of up to 5 with good positioning and tactics. Iron Will replaces bravery for your weak save, and the Spring Attack tree should get you wherever you'd like to go.

I especially like that when you aren't fighting creatures with reach, you get to make trip attacks without provoking an attack of opportunity, so you don't even really need the improved trip feat.


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AvalonXQ wrote:

Do you mind sharing the third party feat?

It seems unlikely that it will be better than just taking Improved Unarmed Strike or armor spikes, either one of which "fills in" all the squares missed by your reach weapon.

Near and Far.

Aratrok wrote:

The dead zone you're talking about doesn't exist. Literally the only squares you stop threatening by picking up a reach weapon are the ones adjacent to you.

To summarize the effects of using a reach weapon:
1. Your natural reach is doubled. For a large humanoid this means your reach extends from 10' to 20'.
2. You cannot threaten or attack adjacent squares with your reach weapon. You still threaten all other squares from 10' to 20', just not the 5' squares.

Quote:

Large, Huge, Gargantuan, and Colossal Creatures: Very large creatures take up more than 1 square.

Creatures that take up more than 1 square typically have a natural reach of 10 feet or more, meaning that they can reach targets even if they aren't in adjacent squares.

Unlike when someone uses a reach weapon, a creature with greater than normal natural reach (more than 5 feet) still threatens squares adjacent to it. A creature with greater than normal natural reach usually gets an attack of opportunity against you if you approach it, because you must enter and move within the range of its reach before you can attack it. This attack of opportunity is not provoked if you take a 5-foot step.

Large or larger creatures using reach weapons can strike up to double their natural reach but can't strike at their natural reach or less.

The above quote was taken from the "Big and Little Creatures in Combat" section of the combat chapter. I'm not concerned about when I'm my normal medium size, but more the idea of not threatening squares of up to my natural reach when I am Enlarged, which by rules text of Enlarge Person is 10'. The Near and Far feat I mentioned above takes care of adjacent squares, but not the 10' options, according to my understanding of the rules.


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Talonhawke wrote:
deusvult wrote:

This just in:

Famous adventurer Lamey McWeakSauce escaped from Prince Humperdink's dungeons using naught but his adamantine sewing needle!

Internet-witness news reports that McWeakSauce left a 5' wide tunnel, burrowed through the 20' of solid stone castle foundation to reach the inner bailey.

Mord, head gaoler, is at a loss to explain the miraculous escape. "Well, uh, Mord no know whut happen. Me suppose Lamey McWeakSauce convinced GM that adamantine ignore all stone hardness.."

The prince's CSI (Corerules Stretching Incident) detectives have been more forthcoming. They report that the 20' thick stone wall had something called 'hit points' in a total value estimated at around 3600. They furthermore believe that Lamey McWeakSauce used the needle hidden somewhere upon his person to dig at the wall in units of time they refer to as 'rounds', which this reporter is informed to be roughly 6 seconds. Furthermore detectives stress that they have no proof, but believe that the sewing needle was 'wieded two handed' for something called 'one and a half strength bonus'. Even managing only '1 hp per round' of damage, CSI detectives estimate it took about 360 hours of attacking the wall, or roughly 15 days of work. Mord has gone on record to state that 'it good thing Lamey didn't have adamantine katana instead.'

Prince Humperdink has not commented on the escape, except as follows. "If Lamey McWeakSauce were as good a regular lawyer as being a rules lawyer, he never would have found himself convicted and incarcerated in the first place..."

ROMVORD

I just wanted to let you know that I love you, in a very special way, for that. I have continually struggled to get any type of non-spellcaster to be able to do anything special. Want to have your tenth level fighter do a heroic combat trick slightly outside of rules as usual? Make me 19 separate skill checks, and if you fail any of them you fall prone. For three rounds.

Want to make a spell to do the same? ...alright, seems reasonable that your 3rd level wizard should be able to get a +8 to his grapple checks for the next 30 rounds. Then the monk in the back wearily raises his hand, quietly begins to utter a request only to hear "SHUT UP! Your flurry of blows now uses your intelligence to hit, and the average of your charisma and wisdom modifiers are what you add to your AC!"

Meanwhile, Superstar McAnimepants walks in chugging a 2 liter of Mountain Dew, wanting to try this new Half-dragon halfling that he has affectionately dubbed a "Dragonling" who wields a ten foot long katana made of depleted uranium, playing a cleric of a deity he wrote up who he can only describe as "Awesome."

...is it possible to be racist against gamers as a whole? There are days I think I get close.