Marcos Farabellus

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blackbloodtroll wrote:
Civility is underrated. An affect of the anonymous nature of the internet.

I agree. This RAW arguement has gotten out of hand, and isn't really worth reading by anyone due to its negativity.


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Out of Game resentment makes this simply a bad idea to even be allowed in your roleplaying group. It's a cooperative game. Its a game you play for fun. Don't add drama to it.
Make the decision before gameplay starts on how to handle treasure. Have a vote. If the players want to be able to steal from each other and kill each other then you can play that game. Everyone needs to know before hand what kind of game they're getting into, or else out of game resentment will ensue as well as anger towards other players.
People take their games seriously. More-so with tabletop roleplaying games. This will cause drama. Don't allow it unless it is agreed upon beforehand.


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Lokiron wrote:


It seems, though, that RAI is very difficult to decipher at times..

That is true. As a GM you have to make hard decisions. I would suggest this though, and it has worked with great effect for my GM. When a player does something very questionable such as rage-charge-pounce, killing the dragon in one fell swoop, he allows it after questioning how the PC was able to do that.

later after the play session and before the next one, he looks up or has one of us look up the rules for the unbalancing affect. If there is an errata, then he shows it to the player and asks him to change it, as with rage-charge-pounce. If it is RAW but not RAI such as the Sohei's flurry + many shot, multishot, he talks with the player about it. If the player doesn't want to change it, he asks the whole group what they think. Then based on all the input he allows it or doesn't. If he doesn't allow it he offers suggestions on how something like that would be ok in his group, such as taking another feat to be able to do it, or something similar.


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I know I'm rehashing an old post, but I must say that MM rod of Dazing might be the most powerful Metamagic rod in the game. In our gaming group we have a sorcerer focused on blasting with all the feats associated with it. He's lvl 11 and he's worked to get his saves really high. He carries around a dazing rod and uses it with fireball, changing the energy type to something else if the enemies are immune to fire through his bloodline ability. The enemies all become dazed for 3 rounds and all that's left to do is cleanup. This one item constantly wins fights more than any other ability, magic item, or power in our game.

I realized after seeing his blaster in game play, that if you didn't make a blaster like he did, ie focusing on high saving throws and the MM rod of dazing, then you were making a sub optimal blaster. Dazing rods are just too powerful.

The fact that maybe 5 monsters in all 3 of the Bestiaries are immune to dazing shows me that dazing needs to be errata'd to be a stunning affect. Even then it is powerful.


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I have an idea of making the ultimate enchanter. I'm trying to get his enchantment DC's as high as possible in the Compulsion subschool. Here's my idea.

The Fantastic Mr. Fox:
Race: Kitsune +1 enchantment DC's
Class lvl 20 Sorcerer Fey Bloodline +2 Compulsion DC's

Traits: Magical Lineage Overwhelming Presence, Reactionary +2 Initiative

Feats:
1st Spell Focus: Ench, +1 Ench DC's
3rd Gr. Spell Focus: Ench, +1 Ench DC's
5th Spell Penetration
7th Gr. Spell Penetration
7th Sorcerer Bonus Feat: Skill Focus Knowledge Nature
9th Eldritch Heritage: Arcane Bloodline
11th Metamagic Persistent Spell (+2 higher)
13th Improved Eldritch Heritage: Arcane Bloodline
13th Sorcerer Bonus Feat: Metamagic Quicken Spell (+4 higher)
15th Metamagic Focus Spell (+1 higher)
17th Greater Eldritch Heritage: Arcane Bloodline +2 Ench DC's
19th Sorcerer Bonus Feat: Improved Initiative
19th Spell Perfection: Overwhelming Presence

36 Charisma = +13 save DC's

Total = +20 to compulsion DC's

I would Use Necromancy as my backup school to lower enemies saving throws with quicken spell, or even a quickened Mind fog. I would then use metamagic Persistent Spell to one of my 5th level Enchantment spells: Hold Monster, Dominate Person. Or I would use Metamagic Persistant spell & MM Focused Spell on my 6th level Mass Suggestion. My other option would be my 9th level spell (metamagic'd with Focus Spell) Overwhelming Presence.

So In the above examples i would try to lower my enemies S.T.'s then make them save 2x, and for the aoe's I would make one target save with a +2 to its DC. I think Overwhelming Presences' DC would be 41, and 43 to one of the targets in the aoe.

I was hoping someone here would have some advice/knowledge on how to make my character idea better, or correct me if i'm in error somewhere. If you know any ways to increase my Compulsion DC's please post. Thank you.


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eakratz wrote:

Eagle's Splender should be worth another +2, unless it doesn't stack.

And I know the Op didn't want to include elderly age, but middle age is worth a +1 to the Cha which would help with an odd starting stat. (and 35 y/o ain't old btw!)

Ya, middle age isn't bad at all. +1 to all mental stats, -1 to all physical. I think at lvl 20 your charisma will be at 36, so that would take it to 37. If you combined it with drugs, even by rolling a 1 when you take them they will give you a +1 to charisma for one hour. Still can't recommend drugs though. Eagles splendor doesn't stack with your headband.


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Here are a few more ways to pump your diplomacy even higher, though I personally would not, and my reasons why.

Venerable age: +3 to Cha = 1pt, -3 to all phys stats though. You have to play a geezer. Funny, but all my Grandparents do is sit around and watch T.V. In PF the older you get the prettier you get? Oh well, elderly love is a good thing.

Succubus Profane Gift: +2 profane to Cha = 1pt. However, she can cast suggestion on you at any time. Plus, she's Eeeviil.

Become a Lich: +2 to Cha = 1pt, but honestly, don't see it happening in game. plus from then on you'd be undead. Not too acceptable in normal society.

Drugs!: 3 give you bonuses. 1) Daemon Seed - 1d4 profane bonus to skills for 1 hour. 2) Elven Absynthe - 1d4 cha bonus for 1 hour. 3) Harlot Sweets - 1d4 cha bonus for 1 hour. All of these net you about a 1 to 2pt bonus. The reason I wouldn't take drugs in game are manifold. Addiction, negative stats, saving throw or suck, price, DM approval, and lastly drugs are bad, mmkay?

Alchemist 1 lvl dip: take the cognatogen class discovery for a +4 cha for one hour. Nets you 2pts. Lots of negatives to using that mutagen, and the lvl dip can be used for other classes that give you better bonuses.

Lastly, if you're using the bardic versatile performance: oratory to get your Diplomacy high, you can go visit your friendly neighborhood nymph and work your charms on her so she'll give you her Inspiration supernatural ability for another +4 to ALL perform checks, as well as other bonuses. If your'e DM allows this one, then run with it and don't look back.

Ok. that covers all the other bonuses i can find. Please post any others you can find that I missed. Thanks.


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Ok. Here's what I've got with all the cheese i could find:

Cha 20 start +5 cha with lvl ups, +5 cha Tomb,+6 cha H.B.,= Cha of 36 or +13 (didn't want to add old or venerable to the list. Don't want to play an old fogey.)
skill ranks +20
Trained +3
Aasimar or Suli: +2 racial
Bard Arch: Geisha lvl 18 = +9
Inquisitor Arch: Infiltrator lvl 1: Guileful Lore: Wis to Dip, Maybe +7
Wizard Enchantment Specialist lvl 1: +2 enhancement bonus
Thrush Familiar: +3
Trait Ambassador of Sarenrae: +2 trait
Feat Persuasive +4
Feat Skill Focus: Dip +6
Feat Voice of the Sybil +3
Feat Leadership: Lvl 18 Cleric Cohort with glory domain: touch of glory +18 bonus
Magic item: Mulberry Ioun Stone: +5 Competence
Magic item: Luckstone +1 luck
Item: Diplomacy item, Perfume? +2 circumstance
Kintargo Opera House Guild bonus: Idolized (5pp) +2

spell: Greater Heroism: +4 morale
spell: Honeyed Tongue (technically doesn't add, but 2x roll)

Total: 106 Probably some i missed

Also, trying to keep the magic items only from the books. No self made items. And I want to use this bonus to influence peoples attitudes, not gather info, because my GM was thinking about bringing back epic level skill successes :)


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I was just wondering if anyone has a character (that is somewhat playable) that has ever got their diplomacy bonus over 100 by level 20. It would be fun to see who can get the highest diplomacy bonus :)


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I love playing Bards. Their out of combat skills are amazing. Versatile Performance does need some clarification however.

3 things:

1) When a Bard selects his versatile performance type, are his current skill points in the two associated skills given back to him to spend on other skills? or are they simply lost in the overflow.

2)Are racial bonuses, feats, and any other bonus that affects one of the bards versatile performance associated skills lost as soon as the bard chooses to use that performance in its place?

3)Will a magic item that gives a bonus to perform in a bards chosen v.p. give that magic items bonus to the two v.p. associated skills? If a magic item affects one of the two associated skills, will that skill get the bonus from said magic item?

There are many house rulings on this, but an official ruling would be a wonderful addition to the other faq of the core rulebook.