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Hello!

I'd like to talk to you about the mythic spell "Terraform". I think it's a very interesting spell if you look at the concept behind it. Unfortunately, I think it's worthless in its official form. Somewhere else I've seen another thread about this topic. The tenor was the same: The spell just isn't worth it.

First of all: My gamemaster would allow me to use the spell and would also allow adjustments. Our game master is very open to homebrew stuff. So I would like to ask the following question: How would you imagine an effective terraform spell?

What would you change in cost, duration, range or radius? Would you change the spell level up or down? What other ideas do you have to make the spell better or more interesting? Maybe it's enough just to make the spell permanent or instantinious.

A few notes about our campaign: We play characters that all have a divine background. We play in Faerun on the distant continent of Lopango. Once a pantheon of different gods ruled there. These have disappeared for a long time and have already been forgotten by most people. But there are prophecies that these gods would return. And our characters each seem to be somehow connected to these old gods, as if we were their descendants. That is why we have mythic powers. Therefore certain places, objects, creatures or persons react to us in a special, sometimes supernatural way, as if our presence would awaken an ancient mechanism of action.We cannot even die without special efforts, because we automatically awaken to new life in the ruins of the main temples of the old gods. We cannot even die without special efforts, because we automatically awaken to new life in the respective ruins of the main temples of the old gods. Therefore, it's no problem if our characters can accomplish more and more incredible things.

My own character is a kind of "fallen" malicious druid, who is afflicted by a necrosis that poisons body and mind (half-undead). His favourite activities are experimenting with living beings and forming their bodies, to create new forms of life or stealing souls to use their essence as energy to do more such mad stuff (most Graft Flesh feats from DND 3.0/3.5, Fleshwarping from Pathfinder, Mythic Homebrew Feats). He is connected with the former goddess of fertility, life and evolution. He also carries an artifact that the goddess once held in her hands. However, everything connected to the goddess, her temple, or the artifact is now just as poisoned, twisted, chaotic, and literally mutated as his own mind and body.

We also have another character with whom I have some overlap. It is a nymph with supernatural almost god-like beauty, who is connected to the goddess of nature, plants and so on. Therefore she already has the spell Mythic Plant Growth. I don't want to get the same spells as she does. Although as evil as my character and although we are friends, she is in some way a antithesis to me. Many things about nature also match with my character too, but ideally in a twisted, strange, surreal, surprising, corrupted, mutated oder alien-like way.

I'm curious about your suggestions. Maybe you have other ideas for mythical spells ( spell level 6 or higher ) that might be suitable for such a character. But it shouldn't be anything that is relevant for combat. It doesn't matter if they are spells from the SRD, from third party publishers or from the homebrew laboratory.
Therefore she already has the spell Mythic Plant Growth. I don't want to get the same spells as she does.Although as evil as my character and although we are friends, she is in some way a antithesis to me. Many things about nature also match with me, but ideally in a twisted, strange, surreal, surprising, corrupted or mutated way.

I'm curious about your suggestions. Maybe you have other ideas for mythical spells ( Level 6 or higher ) that might be suitable for such a character. But it shouldn't be anything that is relevant for combat. It doesn't matter if they are spells from the SRD, from third party publishers or from the homebrew lab.

Thanks!


Hello,

I play a evil character (level 10) that has a lot to do with crafting magic items (including mythic feats and other strong stuff), alchemy, herbalism, medical research, fleshcrafting, evil and unatural experiments, rituals etc. Such things require time and a suitable location with adequate tools. However, since we are playing a travel adventure, I unfortunately hardly ever get to do my work. This is not so much due to a lack of time, but to a lack of space. I have already bought a bag of holding, a portable hole and a portable laboratory. But for my experiments (especially on living objects) I need much more space.

I imagine something like a "portable house", e.g. the figurine of a house that I can place on the floor, and a real house appears. This house can be transformed back to the figurine at any time. Everything that is placed in this house stays there. Ideally, there might still be some sort of password.

Are there any magical items that do something like that or something similar? Or are there any spells that I could use as a basis for "Crafting Magic Items"? Or do you have any suggestions how much such an item should cost?

Actually, I wanted (and still want) to build a real and big refuge under the ground (in the root of a big tree). But I will rarely have time to be there. Especially because in our campaign no long distance teleport spells are allowed.

All pathfinder, DND 3.0, DND 3.5 and every third party stuff is allowed.

Thanks for your help!


Hello,

I am not sure how to understand this feat:

"Savage Critical
Benefit : If you roll a natural 20 on an attack roll and confirm a critical (or you otherwise confirm a critical hit), treat your weapon's critical multiplier as if it were 1 point higher."

After reading this text, I first thought that the critical multiplier only increases with a thrown 20.

But after an argument from another player and after reading it a second time, I am now confused. In brackets it says "or you otherwise confirm a critical hit".

But that would mean: Whenever a critical hit is confirmed, the critical multiplier is increased by 1. This again means that the critical multiplier is always increased by 1.

I would like to know how you understand and use this feat.

Thanks a lot!
Jerael


Hello,

I would like to ask a question about action economy:

I start with a full action to perform a full attack. I hit with my first natural weapon. Now, having the ability to "Grab", I instantly engage my opponent in a grapple. Now I give myself an additional movement action via a magic item. Because I have the talent "Greater Grapple", I use this movement action to pin my opponent.

Now I'd like to continue my full action and do my remaining attacks.

- Is that possible?
- Can I insert this additional movement action at this point?
- Have I understood the talent "Greater Grapple" correctly?

Thanks for your answers!


This is a very interesting thread. I would like to ask something:

I am playing a dexterity based charakter with an natural tentacle attack with 15 feet reach. I can use grab with this natural weapon as a free action. I also have the feat weapon finesse. Can I use my dexterity instead of my strength to my CMB to grapple with this tentacle?

I have read this thread and the link in the third post too, but my question is a little bit special. If weapon finesse could not be always used to grapple, but could be used to do so at the GMs decision in specific situations (for example with "dirty tricks" or maby with "unarmed strike"), what answer would you give as a GM to my question?


Hello,

I am playing a sort of evil shaman (level 5) with a sort of ghost and a skeleton as companions. Very similar like an animal companion both companions get stronger if my charakter gets new levels.

The skeleton has a starting strength of 17, a dexterity of 13, an intelligence of 9, a wisdom 10 of and a charisma of 14. It gets ability boni with level ups like an animal companion. It has martial weapon profiency, light & medium armor profiency and profiency with light & heavy shields.

The skeleton gets some feats with level ups. I like to plan the selection of my skeletons feats.

At the moment, my companion has the following feats: Exotiv Weapon Profiency (Bastard Sword) and Weapon Focus. But I am not sure which feats I should choose next. If the skeleton would had a class (like fighter) or would be an animal I would know which feats I could choose to get a strong companion, but it is a normal skeleton (with intelligence).

All sources are allowed in our campaign, even DND 3.5 material and 3.0 material (but we have to ask the GM first). We are playing mythic and all players are very experienced with the system and all players are trying to build very strong charakters.

Bey the way: Maybe someone of you has some ideas which mythic feats and mythic path abilities I could choose to get stronger companions. I have the dual path feat (hierophant and archmage).

Sorry for my bad englisch ;-D

Thanks for your help!


Dazzlerdal wrote:

I myself never found a solution to this very problem (which prompted me to try and write my own ruleset) as it makes high level play very time consuming.

A level 20 fighter or wizard or indeed any character should still find himself challenged by a horde of 100 or more orcs. No character should be invulnerable.

Yet the pathfinder/3.5 rules by their very nature makes high level character impossible to beat by low level characters. Short of rolling a natural 20 it is impossible for an orc to hit a high level character because in order to challenge the high level monsters, a high level character has to have a certain amount of magic gear (without which he becomes inneffectual).

Thats exact the problem I tried to describe (a little bit more abstract ^^). It costs to much time and means a heavy workload at higher levels to design challenging encounters. Low level monsters (even with templates) are never a threat for our group, even as a real mass of monsters. The problem is even more difficult because all players of our group like to build really strong characters.

Our last encounter as an example (vs. a gestalt level 7 Group, 5 players): Two Illithids (with some additional really nasty special abilities), 5 Bugbears, 2 Umbal Hulks, 1 Ogre Mage, 1 Dark Stalker (12 HD, Cleric / Healer) and 1 Level 7 Orc Fighter - all improved with much better stats, some of them with additional bonus actions and templates etc. I really thought the players would be captured, but they won the fight - although the players were trapped and even the terrain features were a disadvantage for them. But even without gestalt our groups are very very strong...

This problem will be more and more difficult on higher levels. As DM (just as our other DMs) I want a solution to make it easier to design a challenging encounter and to make even low CR monsters a little bit more dangerous - at least if they come in masses. In DnD 5.0 this problem doesnt exist. Even low CR monsters and NPCs can hit a player with a much higher level, so they stay to be threats. As a player you have to be more carful not to underestimate weak monsters or make the mistake to ignore them.

By the way: Thanks for your posts! I didn't read them all yet but I stay on the ball.


Hello,

in DnD 5.0 its very comfortable for the gamemaster and its more realistic that even low CR monsters can be a real threat for high level players. But we don't want to give up the whole range of the Pathfinder and DnD 3.5 material. So I'm searching for variant rules, house rules or "mass-templates" to make low CR monsters more dangerous for high level players - or strong power level players in general. We are an experienced Pathfinder and DnD role playing group (since 9 years), so I'm not in the search for general hints, like "use the intelligenge of your NPCs", "use terrain features", "let your NPCs / monsters work together (Teamplay)" etc.

Do you have some suggestions? Thank you in anticipation.

PS: Sorry for my bad English (; I'm a little bit out of practice...