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Sorcerer and Wildshape druid, the rest sucks without gear. Even a brawler or monk will not work properly.
Perhaps a cleric with a tattoo holy symbol and the eschew materials feat.


In the Plane-Hopper's Handbook there seem to be some alchemical reagents where the text states: "When you use a ... as a material component or focus for a spell " but they never go into detail when it is a material component and when a focus.

Could I buy 1 of each of those and use it as a focus each time I cast a spell where it applies?

Example: Cooperation Crystals:

Source Plane-Hopper's Handbook pg. 10
Price 300 gp; Weight —
This vibrant blue-green crystal is a distillation of the spirit of cooperation characteristic of the chaotic good plane of Elysium.
Power Component
Doses 1 (300 gp); Spells harmless spells
Effect When you use a cooperation crystal as a material component or focus for a harmless spell, treat your caster level as 1 higher for the purpose of determining the spell’s duration and effect. This increase doesn’t stack with other effects that raise the caster level of a spell.


avr wrote:

Putting those changes in - a bit more detail on Ashiftah, and noting different interpretations on Season Witch:

Ashiftah
Dip Power +2, Versatility -1
Full Power +1, Versatility -1
It loses the familiar which is a minor drop in power, but the next three abilities are all good. Ghostwalk is just great; at-will invisibility is good at any level but at 2nd it may be good enough to make a witch a 2 level dip for a martial character. The 3rd level power doesn't swap anything and may be part of losing the familiar, letting you use melee touch spells at 20' range (without making a familiar risk itself doing the dirty deed). Replacing the 6th level hex you get the barrow haze spell, apparently at-will.

Perhaps a lillte late but I do not consider the second and third power that good.In my reading you need a standard action to cast the spell and a full round action to deliver it within 20ft, which makes it useless in most circumstances. And Burrow haze, while it doesn't hinder you still cripples your allies' ability to see and fight normally.

Because of that I'd rate the Ashitah not higher than full power 0, versatility -1

Deliver Touch Spells (Su)::
Starting at 3rd level, an ashiftah can use her veil to deliver touch spells. After casting a touch spell, as a full-round action, she can tear a strip from her veil and whisper to it, designating a target. She then releases the scrap of fabric, which drifts on the wind to the target and delivers the spell as a ranged touch attack. The target must be within 20 feet of the witch. The veil mends itself after the spell is delivered.


If you are using a Nacreous Gray Sphere (Flawed) Ioun Stone you always look the age you were when you first used it.

What happens if your appearance changes drastically afterwards? Will those changes be incorporated into the way the stone makes you look? It only speaks about age.

1: Scarring
2: Reincarnation into a gnoll
3: A changeling becoming a hag
4: A sex change item

If a 16 year old changeling girl finds such a stone and at age 26 she is afflicted by one of the above, does she still look like her 16 year old self or does she look like a 16 year old

1: but scarred
2: gnoll
3: hag
4: boy

or does the stone treat her as a new wearer for 2-4, fixing the immage of a 26 year old of her new looks?


1: William, level 8 evangelist cleric of Besmara. Serpent skull from level 1 on and still being played. We have 3 rather new players in that party so a buffer who only grabs the spotlight through roleplaying, if at all.

2: Victor, Level 6 tyrant antipaladin of Asmodeus. Way of the wicked from level 1 on and still being played. Seemed a natural class choice in that path and I enjoy playing him.

3: Golo'in, fighter 10/Brawler 2/ankou's shadow stalker 1 in an iron caster build using Martial Flexibility to cast spells by getting item mastery feats on the fly. Played him from level 9-13 in curse of the crimson throne until the group broke apart. Having a fighter who can do more than hit people with a pointy stick is great.


As I understand it an attack that deals stat damage, like that of a shadow, can critically hit, too.
How would such an crit interact with a buffering cap, if at all?
Would the bonus attribute damage be converted to non-lethal hp damage?


If the chosen aspect's size differs from the the shifter's normal size is the damage of the natural attacks changed?

For example a mouse s*+%er major aspect is normally tiny and has a 1d4 bite attack.
Does that mean that a medium weretouched mouse shifter would get a 1d8 bite (2 steps larger) or would it stay 1d4?

Same for aspekts that have a large form, would the damage die decrease one step for a medium weretouched shifter?


Can a magus cast a bouncing spell via spellstrike and what happens if the target saves? Can the magus now redirect the spell to another target within range and, again deliver it via spellstrike?


How do the Chastising Baton and the bouncing spell metamagic interact?

Is the effect generated be the chasticing baton considered part of the spell thus making bouncing spell useless or is the effect generated by the item allowing you to redirect the spell to a new target despite the original target suffering some effect?

For example a cleric wielding a chasticing baton casts a bouncing command "Fall" on an enemy. The enemy succeeds at his save, takes 1d6 nonlethal and is sickend.
Could the cleric now bounce the spell to another enemy or not?


Lucy_Valentine wrote:
Just a Guess wrote:

Level 2:

Ablative armor:
Sadly Ablative Barrier is level 3 for wizards (and sorcerers). :(

I extensively used it on an investigator and a little less on the wizard so I misremembered that, sorry.

But still worth it as a 3rd level spell.


I will not do a full list but give some spells I feel are too strong to ignore.

Wizard
Level 0:
Message: Communicate silently

Level 2:
Ablative armor: Unless you are healed you will not remain standing for longer but once you go down you are not dead. And IF you get healed it heals both lethal and non-lethal damage making in combat healing stronger.

Level 4:
Shadow Projection: Turn your familiar into a shadow to be better at scouting and to weaken your enemies. Lasts for hours. If the shadow is killed your familiar, safe inside your familar satchel starts dying. Hit it with infernal healing before it dies.

Level 5:
Sirocco: It deals damage, can make targets fatigued (or even exhausted if they remain inside the area) and can make them prone. In addition it lasts for rounds/level. If the targets don't get out that can mean some serious damage + debuffs.


Dave Justus wrote:

" A weretouched’s hybrid form is roughly the same size and shape as her natural form, albeit with bestial qualities such as digitigrade legs or shaggy fur"

So no, a spider aspect wouldn't get multiple legs anymore than a wolf aspect would.

Still humaniod, 2 arms, 2 legs.

Probably get chitinous skin with some coarse hair, faceted eyes, stuff like that.

You're right about the 2 arms, 2 legs. Good point.


How do you think a spider aspect weretouched shifter would look like during his Lycanthropic Wild Shape?
Could/would he look like a drider (a centaur like creature with a spider's lower body and a human upper body).

Any ideas?


The Spike Stones spell should be able to do it.
With caster level 10 you can create 10 20ft squares of spiked ground that deals 1d8 damage per 5ft someone walks through. So you can easily encircle the army and any level 1 soldier trying to cross the 20ft wide rectangle takes 4d8 damage and has to succeed 4 ref saves to not have his feet injured resulting in halved movement until the damage is healed.

In fact the area is large enough so that 3 castings should be enough saving the last casting for something to get them moving. Like summon swarm, Rain of frogs or some kind of fear spell.


Dry your clothes after crossing a river or being out in the rain so you don't catch a cold.


If you have the half-elf FCB to increase channel damage and use variant channeling, is the extra damage halfed, too?


On second thought I think I'll take extra channel at level 5 and put ability focus to later levels.


I've been thinking about building a hangover cleric for some time now.
Now I decided to give it a try.
I might take another dip if it grants me further channel energy which I can apply variant channeling to.

Cleric of Sun Wukong 4 / Fey Trickster Mesmerist 1 / whatever 1

I don't have a full build yet, but here is what I planned:

Race: Not fully decided but might be Halforc for Intimidating and sacred tattoo.
Alignment: CN
Traits: Sacred Conduit +Dominator
Feats:
1: Selective channeling
3: Improved channel
5: Ability focus (channel energy) assuming I am allowed to take. Please don't discuss this.

Channel negative energy
Domains: 2 of Animal, Liberation, Travel not decided yet
Variant channeling Ale/wine

The idea is to apply my Hypnotic Stare to the main enemy, then channel negative with ale/wine variant or intimidate.
Later I might take either command undead or quick channel


I'll try Sun Wokong with Drunkenness -> Ale/wine instead.


Damn, I misread Halcamora's alignment. With NG I can't chose to channel negative for the harm version of either variant.


The empyreal lord Halcamora has the following areas of concern:

Quote:

Gardens

Orchards
Wine

Would that qualify for the Ale/Wine and/or the Farming variant channeling?

While he doesn't have ale he has wine. And Gardens and Orchards seem to be ner enough to farming for me.


If a multiclassed PC gets multiple versions of channel energy and takes traits/feats like improved channel, ability focus (assuming it's allowed at all) and/or Sacred Conduit, do the increases to DC apply it every instance of channel energy?


The magic altars from inner sea gods state that they lose their magic powers if moved.
So how do I set one up at a shrine or temple? Does it have to be craftet at the site where it will be set up or are they crafted inactive and start to work once they are in place?

They have a cost, so it seems possible to acquire one. But unless they are created "in situ" they have to be moved to reach the place where they are meant to be installed?

So if a cleric finds a sitz he deems suitable for a shrine or temple, can he buy an altar for his god, transport it to the designated site and activate it? Or does he need to bring the crafter to the place? If the latter, is that included in the cost?

Altars


The Adaptive Shifter gets a reactive form called spiked form, which, if taken twice allows him to shoot multiple spikes. Is that using iterative attacks? Or how do we know how many I can shoot?
What it doesn't state is what happens when combined with natural attacks.

Assume he used Lasting Adaptation to make his spiked form last all day and then activates stretching form to gain reach with his natural attacks. If he has a foe in 10ft can he use all of his natural attacks and make his iteratives with spiked form? And if so do the natural attacks become secondary?

spiked form:
Spiked Form*: The adaptive shifter grows spines over her body. Any foe striking her with an unarmed strike or a melee natural weapon takes an amount of piercing damage equal to the base damage of her shifter claws, which ignores any damage reduction her shifter claws would ignore. She can learn this form a second time, allowing her to fling her spines as thrown natural weapons that deal piercing damage, have a range increment of 30 feet, and allow her to make multiple attacks with her spines as part of a full attack; these otherwise deal damage and overcome damage reduction as her shifter claws.

Example level 6 ragebred adaptive shifter:
The wereboar can have 1 gore and 2 hoof natural attacks in addition to his shifter's claws and the spines he can shoot

How many spines can I shoot?
Can I make all melee natural attacks in addition to that?
If yes are the melee natural attacks primary (assuming they are primary to begin with)or secondary?


Grandlounge wrote:
Besmara is saved by getting familairs.

Right, but as the evangelist only gets one domain taking a familiar would have meant having no domain at all and by that having one spell per level less.


The Rod of nettles is a mace that deals no damage on a hit but deals ability damage on a melee touch attack.

If I remember right making a touch attack is a standard action and you can not use the full attack action to do several touch attacks.

So my question is: If you full attack with such a rod do you apply ability damage on each hit? And is this full attack vs touch AC?
Or would you only be able to attack once using a touch attack if you want to deal the ability damage?

And if a magus would use a rod of nettles for a spellstrike targeting normal AC, would he deliver his spell and the ability damage from the rod?


My evangelist cleric has the (war)tactics domain.
Rolling twice for initiative or letting an ally roll twice was nice enough and Besmara, his deity, doesn't have the best domains.


We tried the roll instead of take 10 for AC for a while because one player wanted it and it sucked. It made playing high AC chars uselesss because you could not trust your armor and it lengthend the time of combats significantly.


The only class that has the "Summon Familiar" ability is the adept.
Having a feat called after an NPC class that requires a class ability of said NPC class could be seen as: Adept only.

But if it was meant to be adept only, why not put adept into the requirements?

This feat has been discussed for a long time yet never received an errata.


Cavall wrote:


Otherwise I agree with claxon that it means something when a gm asks you to tone it down.

Depends. I've been told by a GM that my level 10 shield using fighter's AC 27 is ruining the game and I should tone it down so mook fights become a challenge once more.

Sometimes the problem is the GM.


Ratlings are sadly CE but their Scroll Use ability is useful:

Quote:

Scroll Use (Ex)

A ratling can cast spells from any magic scroll as if it had the spell on its spell list.


Seems I`ll have to get a better understanding of the class myself to help him.


Syries wrote:

The familiar gains the swarm subtype. The subtype states it does not make attack rolls. Therefore, prankster doesn't work while in swarm form.

As for buffing the swarm, consider a level dip in Stone Shaman. Your familiar/spirit animal now not only takes half damage from weapon attacks, but has DR 5/adamantine to boot. So when the NPC fighter swings three times for 20 damage each, they're only taking 5 damage. Swarm monger also gives bonus HP to your familiar in swarm form.

The swarm mongers familiar does not get distraction right away. They instead get the abilities listed in the swarm monger archetype.

Bones shaman for constant blur on the familiar/ swarm would be nice, too.

Or heavens for a fly speed.


MerlinCross wrote:
Just a Guess wrote:
Now that the iron caster is a thing (fighter levels to get advanced armor and weapon training, brawler levels for martial versatility lets you get any item mastery feat and by that some casting ability on the fly) I really enjoy playing fighters once more.

*COUGH* Only if it's Item Mastery Combat *COUGH*

The feat Advanced Weapon Training (Combat) can give you this advanced weapon mastery:

Quote:


Item Mastery
Source Magic Tactics Toolbox pg. 10
Training Link Link
The fighter gains an item mastery feat (see pages 30–31 and pages 26–27 of Weapon Master’s Handbook) as a bonus feat, which functions with any magic weapon he wields, even if the magic weapon does not meet the feat’s normal requirements. He must meet all of the feat’s prerequisites.


While other interesting traits have been brought up Devoted Healer is interesting for this in two ways: First you could use it to increase healing by spending two full rounds (not a problem out of combat) but secondly it shows that you can take 20 on heal checks to TDW.


Doing some necro:

Now that the iron caster is a thing (fighter levels to get advanced armor and weapon training, brawler levels for martial versatility lets you get any item mastery feat and by that some casting ability on the fly) I really enjoy playing fighters once more.

The thing fighters lacked for so long, versatility, is now available to them.

My current pc has warriot spirit to enhance his weapon and martial versatility for feats. As warrior spirit allows the trained weapon special ability which in turn gives the wielder a feat I now have two pools to give me either versatility or raw power whenever needed.

Now that's a great PC to play, you can rock fights and if a certain feat is needed you are the one who has it. In AND out of combat versatility. Super Great.

Example of in combat versatility:
Recently we battled an incorporeal creature who attacked us with spells, when it was hurt it retreated through the ceiling just to come back, healed, and attack again.
I used warrior spirit to grant my armor spikes +1, ghost touch and anchoring. When the enemy reappeared I attacked it once with my armor spikes, locking it into place, and could now keep on attacking with my usual weapon.

In the past something like that would have been unthinkable for a fighter.


I'm in a group (level 13 now) where one plays a path of war mystic.
For some time he seemed ok with some strong moments but the higher the game goes the more he falls behind.

We have a buffer bard and two other characters wo make good use of his buffs (inspire courage with Discordant Voice and haste) because they are build for multiple attacks. But the mystic, making standard action maneuvers most of the time, gets little from them and thus doesn't seem to be able to contribute as much as he wants to.

The fighter/brawler (iron caster build) has 6 attacks with brawler's flurry, haste and steel headbut. The first 5 of those hit for around 35 damage each unbuffed.

Is the mystic just using the class "wrong" by forgoing iteratives? Because even if his maneuvers have some damage bonuses or save or suck carriers they just can't keep up with the amount of damage dealt by the fighter.
If he, for example, uses one of his maneuvers that deals an extra 6d6 on a hit (essence shattering strike) that doesn't even get near to what an additional hit by the fighter does. Even the chance to daze the target (which I can't remember happening) that doesn't seem worth it.

And besides the damage the mystic is very squishy and easy to hit when compared to the fighter.

I know the fighter is all about damage but the starknife throwing warpriest in the party outdamages the mystic, too because she profits from the extra haste attack and gets the damage buffs on all attacks instead of just one.

The mystic often uses the fire glyph, so he buffs the party damage but that makes things only worse from his point of view because the total of +7 to hit (Inspire courage, haste, glyph of fire) means that most attacks hit and deal +1d6+9 (inspire courage + glyph of fire) additional damage which he doesn't see as "his" work. Instead he looks at the little his character does himself and is not enjoying himself.

Is the mystic meant to be that way or should he just attack normally using iteratives plus boosts instead of strikes?


Some creatures, like ratfolk and giant termites possess the swarming trait.

Quote:
Swarming: Ratfolk are used to living and fighting communally, and are adept at swarming foes for their own gain and their foes’ detriment. Up to two ratfolk can share the same square at the same time. If two ratfolk in the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.

This reads as if only two of the same race, in this case ratfolk, can swarm together. But a ratfolk druid with a giant termite vermin companion could not.

Is this the case or is there any rule allowing different creatures to use their swarming trait together?


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ProfPotts wrote:


So I was wondering if people would like to share their experiences of when this has become a real issue for a group (not just a theoretical issue), if possible including the rough level it started to happen and the circumstances that caused it? I think it'd be interesting if there was a pattern to causes or a certain 'tipping point' level or whether it's all just circumstantial and all over the place.

I have seen this often to varying degrees.

Often, when we play a longer going game most players start out as martials beause they like to play them but when levels increase and the difference in versatility become more obvious one after the other changes to a casting class.

For example our kingmaker party: When starting we had ranger, rogue, magus and master summoner.
Later the setup was oracle, witch, master summoner, barbarian.

A recent personal experience on the matter was a game of curse of the crimson throne where our sessions often last 12+ hours with 1-2 hours of combat. My fighter level 9 can handle hinself well in the short periods of combat but has little to do outside of combat. So for 80-90% of the game I can set my charater sheet aside because for pure roleplaying I don't need it and when it comes to skills I have little to do.

One of the reasons we have so little combat time is the mage teleporting us everywhere so we don't have fights while traveling.

On the other hand my pc at the latter parts of rise of the rune lords was as close as it gets to a god wizards who dominated the combats and had a solution or at least something helpful for every out of combat problem we came upon. (level 12+)

In another game that only went from 1-2 we had an half-ork earth wizard with a pig familiar. Not only was this a great pc for roleplaying with him being dressed as a peasant and carrying along a flail. No, he was by far the strongest combatant.
That build would have fallen behind other wizards at higher levels but early on he rocked.


SheepishEidolon wrote:
Just a Guess wrote:
In my opinion the summoner would be less problematic with 1/2 bab and a choice of either eidolon or Summon SLA instead of having both.

The latter is already true:

APG wrote:
Summon Monster I (Sp): Starting at 1st level, a summoner can cast summon monster I as a spell-like ability a number of times per day equal to 3 + his Charisma modifier. Drawing upon this ability uses up the same power as the summoner uses to call his eidolon. As a result, he can only use this ability when his eidolon is not summoned.
1/2 BAB is not that bad if you use primary natural attacks. At level 6 you are only one point of BAB behind 3/4 BAB, afterwards it slowly gets worse though - both when it comes to hitting and qualifiying for feats.

The summoner still has the option to chose between the two of eidolon and SLA at any time. I would have them make the choice at Char Gen once and for all.


You could play an aasimar (or other "genasi") and choose to be of Rougarou, Adlet or other wolf-like humnoid descend. That way you get the aasimar stats with the wolf-like looks without building a rougarou player race.

Sidebar: Non-Human Aasimar:

(...)

Non-human aasimars have the same statistics as human aasimars with the exception of size. Thus a halfling aasimar is Small but otherwise possesses the same statistics and abilities as a human aasimar—the difference is purely cosmetic. Non-human aasimars do not possess any of the racial abilities of their base race. However, they are usually raised in the same cultural context as other members of their base race, and thus generally adopt the same fighting style as their peers, use the same types of weapons and armor, and study the same skills.


The questions are specific for familiars of this witch archetype.

If the familiar learns languages through skill ranks gained from high int that it puts into linguistics or through a transfered feat, can it speak them if it uses twin soul to take over a humanois capable of speach?

If the witch and the familiar share a body using twin soul does the familiar still need to feel for presences as described under magic jar or can it use the witch's eyes to choose a target it wants to posses?

Can the witch still use Familiar Form to assume the familiar's form if the familiar's body is dead and it has possessed another creature's body?

Does possessing someone via twin soul (which is su) allow spell resistance?


In my opinion the summoner would be less problematic with 1/2 bab and a choice of either eidolon or Summon SLA instead of having both.

As is he can have the eidolon stomp through the first encounters of the day and spam summons for the rest without any need to conserve power.


Another necro..

In my understanding you could prepare wizard spells in a higher slot and then use metamixing to decide which metamagic feat you want to add to the spell as long as the slot you prepared the spell in is of high enough level.

For example you could prepare magic missile in a 2nd level slot and then use metamixing to add either toppling spell or piercing spell to it on the fly.

Or you could use it to add a +0 metamagic feat on the fly. Like merciful spell.


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Is it intentional that the Synergist Witch's ability can grant her a climb-, swim-, burrow and/or fly- speed but not a base speed?

If so, why is that?


My favorite I actually play (or played) is a half-orc aberrant primal bloodrager//spiritwhatever oracle (shadow mystery)

One of his main tricks is the combo of fire god's blessing with the fire spirit giving me flame touch and the lesser celestial totem rage power for level+1 healing each round I deal fire damage.

The free spell effect gained from greater bloodrage is often used for truestrike to be sure to land my savage dirty trick I start combat with on hard enemies.

Oracle spells give buffs and a fall back strategy when brute force doesn't work.


I'll have a look at the arcanist.

When it comes to BAB I'd thought you take one side of the gestalt and use that BAB. In my case either the u-monk/ninja or the sorc side.

Edit: I mentioned double ki-pool because I am not yet certain that I stick to 1 level monk only but forgot to state that. But that would, most likely, only be after ninja 10 so I can take the trick Unarmed Combat Mastery


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I am thinking about a build for an upcoming game.

My basic plan is to make a tiefling u-monk (scaled fist) 1/ ninja x-1 / ghoulblooded sorc x.

The idea is to use feral combat training to flurry with claws (from maw or claw and some rounds with ghoul claws) and sneak attack in melee or sorc spells for magic.

Feats:
1: Weapon focus (claw), bonus: Dragon style
3: Feral combat training
5: Ability focus (paralysis)

For the sake of this thread please let's assume that twice cha to ki-pool and monster feats work and not discuss this.

Any suggestions or pieces of advice?


Wand of ill omen.
Strong no save debuff that can make a difference even at high Levels.


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If the party fights an incorporeal creature that hides in the ground which consists of earth, can the druid shift into an earth elemental to use earth glide to attack the incorporeal?
He would have to face total concealment but apart from that, would it work?

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