|
Karlosuno's page
Organized Play Member. 21 posts. No reviews. No lists. No wishlists. 1 Organized Play character.
|
Dr. Frank Funkelstein wrote: You apply the effects of treat wounds, and losing the wounded condition is part of that (on success/crit success). just don't roll a failure^^ Thanks, I appreciate the tip!
Hello everyone, I am currently narrating a 2e game and my colleagues and I have a question. Treat Wounds recovers 1 level of Wounded if you succeed. However, the Risky Surgery Feat (which hurts you when using it).
If a character is reduced to less than 0 HP by doing this and gains the dying 1 condition, but is then healed, does he lose his Wounded 1 status?
Or in this case is it maintained since the action itself has produced that state?
Thank you!

|
1 person marked this as a favorite.
|
Meirril wrote: Karlosuno wrote:
As you say, my character is conscient of the tadpole but as my DM says "if anyone do anything against the tadpole you will defend it as it were you". so by my own i can't do much... and actually we're in the mindflayer's facilities so our resources are pretty limited... We are a 5-6 lvl party (arcanist(me), paladin, barbarian, monk, fighter and the last i dont remember...)
I like your plan to polymorph into a jellyfich and became a separate entity from the tadpole. As i just lvld up to 6 i can learn some 3lvl spells this could come very well to make the polymorph.
Hold up. You're 6th level? The party is 6th level? And you're up against a MINDFLAYER?!?
Yeah. Ok, new plan. Get a druid, at least 5th level. Kill all of the infected players, reincarnate them. While there is a huge chance that you'll reincarnate as a different race, you won't come back with a tadpole in your head as it is an entirely new body.
Mindflayers were serious bad news in D&D. You really shouldn't be seeing even a single Mindflayer until you're party is 9th level or higher. Well, your GM is converting it to Pathfinder so it could be much weaker than I'd expect, but I wouldn't bet on it. Yeah, i'd be a great alternative... but in "our" homebrew lore there are no diamonds to bring people back from death,so i'ts pretty impossible to do the druid stuff and so...
Yeah we are aware thet mindflayer is a little big for us. (this weekend we had a game sesion and two familiars were killed and one party member was almost one-shoted by one mindflayer). Now we have the final fight against 3 mindflayers (we assume one of those is the leader). Any tip to bypass the confusion spell or similar (like dominate person)?

|
1 person marked this as a favorite.
|
Mark Hoover 330 wrote: I think in all our urgency to either be super silly or target the removal with serious, in-game solutions, we've missed a couple obvious points:
1. the GM has already said slaying the mindflayer will end this nightmare
2. the characters have already been inside the mindflayer's facility
While the tadpoles won't let the affected characters do anything to directly harm the worms or perhaps their implanter, we have no idea if in-game the other characters even know their comrades are afflicted, nor do we know what kind of indirect actions these PCs can take against the mindflayer.
Can the characters sell the location of the facility to other opponents of the mindflayer? Can they make a direct assault? Could they leverage this knowledge in any other tactical way?
Perhaps the answer is as simple as it is difficult. I know the OP said they want other solutions but they may have to just bite the bullet and slay the mindflayer. If that's the case, they've already been to the creature's lair supposedly, so they may have the power level to pull this option off.
1. He says i'd facilitate the expulsion of the tadpole, but not kill it instantly.
2. We are in fact currently inside the facilities so we can't really get any kind of external help...
As the Dm warned us; You SHOULD have the posibility to kill the mindflyer. This is the reason to fear that at some point in the fight the tadpole will take control and attack the allies ...

|
1 person marked this as a favorite.
|
Sysryke wrote: Not to throw a monkey wrench into everyone's ideas; but I think it was implied that the tadpole is already in enough control that it won't allow the infested character's to take any actions to remove it, or at the very least that they can't take or allow any actions to harm it. I admit I'm not super familiar with this subject matter, but doesn't that put the kaibosh on most of these "destroy your head" type plans? If the character's still have any agency in their attempts/desires to see these buggers removed, I'd guess you'd need to look into some form of phasing or plane shifting. Something that allows only the character or the tadpole to change density/locations, but not both. Or maybe illicit some type of a polymorph effect that transforms the hosts into a base enough creature that they don't have a brain (i.e. a jellyfish). Character walks into a pool, gets transformed, tadpole is left outside the brainless now much smaller bio-mass, both are swimming separate and safe, then character gets scooped out and transformed back. As you say, my character is conscient of the tadpole but as my DM says "if anyone do anything against the tadpole you will defend it as it were you". so by my own i can't do much... and actually we're in the mindflayer's facilities so our resources are pretty limited... We are a 5-6 lvl party (arcanist(me), paladin, barbarian, monk, fighter and the last i dont remember...)
I like your plan to polymorph into a jellyfich and became a separate entity from the tadpole. As i just lvld up to 6 i can learn some 3lvl spells this could come very well to make the polymorph.
|
1 person marked this as a favorite.
|
avr wrote: Rub ears with a better target - royalty or something?
Sit down in an antimagic zone with a skilled surgeon.
Assuming it drinks your blood for sustenance, inject a near-lethal (to you) dose of drugs or poison.
Tell it bad puns until it runs away or eats its own tail, whichever comes first.
It would be great but right now we don't count with any doctor/surgeon to make the operation and the time is runnin gout very fast(3-4 days before the tadpole kills us) sooo, the best idea is make a party member whom is not infected to do it, but we can't let anyone hurt this tadpole (because it is suggesting our minds...) so they have to come to this plan by themselves... orrrrr kill the mindflayer boss.
Also one important think to comment is that we already had entered the boss main facilities (underground) so i think unless the party forces us to drink INT afecting poison it'll be hard to comfront, or else kill the mindflayer.
avr wrote: One other thought. If you can cast spells it'd be hard to argue that you don't have line of effect to the tadpole and mind-affecting spells might be the answer (assuming it's an aberration and not vermin or something else mind-affecting immune). Or magic jar; not many people have seen the inside of their own skull and lived to tell the tale, and it can affect creatures immune to mind-affecting spells. I'd be great to do that, but unfortunately in this custom campaign diamonds are almost gone in the entire world... So wr cant afford to buy one...
|
1 person marked this as a favorite.
|
In a custom campaign I and another patry member have been reduced and the enemy has introduced a tadpole to our head. These tadpoles are connected to the boss mindflayer and little by little they will kill us. Any idea how to get these things out of our heads?
According to our DM if we kill the boss mindflayer these "little ones" will be defenseless and we could even expel them (I guess with some spells or will saves). But I would like to explore other options.
Of course, these "little ones" do not allow me or my partner to do any kind of harm to them or let others do it to them.
As you will understand, this is a character with whom I have been playing for a long time and I would not like him to die :)
I have to add that this character is for a custom campaign with friends.
I`ll get a +1 in one stat for reaching lvl2 and one +2 to other stat for reaching 4th lvl. so the stats will increase a bit.
i asume that i'll start putting the stat increases like this:
Str:16 +2 (lvl 4) = 18
Dex:13 = 13
Con:15 +1 (lvl 2) = 16
Int:12 = 12
Wis:11 = 11
Cha:16 = 16
also i start with 6000gold for equipment/items. Some advice?
The half orc with Fey founding got me instantly, obiously being hard to take down and heal a lot is important for a Paladin.

Mysterious Stranger wrote: Fey foundling is usually the go to feat for a paladin. The running joke is that all paladins are found abounded in the woods. The feat is actually about the best feat for a paladin.
For race half orc opens up ferocious resolve which gives you the ability to function at negative HP. Combine this with lay on hand and you character becomes incredibly difficult to take down. You literally have to be killed to be stopped. Half orcs also get a floating bonus with no penalty which would be best put to STR. You also get dark vision which is always useful.
For your third feat power attack is going to be your best bet. Use a two handed weapon and deal massive amounts of damage. Not using a shield is going to lower your AC, but your healing will offset that. Also if your AC is two high more intelligent monsters may simply bypass you. With a lower AC you take damage so they may be tempted to continue to attack you.
Another good race is Suli. They get a bonus to both STR and CHR and 5 points of resistance to all 4 elements. The trait unscathed can boost those to 7.
Thanks!! i'll take a look at those feats and the half-orc race conviced me since the "Function at negative hp" hahahah
Hi, i started playing a paladin (class that i've never played) and i need some help to optimize it.
I rolled stats and this is what i got :
Str:16
Dex:13
Con:15
Int:12
Wis:11
Cha:16
(those stats are why i choosed the Paladin class)
which race and feats can i got to make it viable?
I'm starting the game at 5th lvl so Iihave a little margin.
Thanks guys, it was really helpfull. I decided to get at 1 lvl Familiar Exploit, and 3 Lvl Quick Study and Craft Wondorous items as feat.
I will post again if i get in any trouble.
Thanks to all!!
Val'bryn2 wrote: It's right, BUT since harameki has no ACP, there are no penalties for not being proficient Aaah, ookey thanks for helping. I was searching all over the forum to get it.
XD
Ok, basically i read that the best clothes to get in early game is Haramaki (+1 AC, 0% spell failure for 3 gp)
But is Haramaki light armour so my Arcanist isn't Proeficiency whit it.
It's that rigth or im forgeting something?
Ok guys, Im playing and adventure as a Drow Arcanist and i got the archetypes of Spell Specialist and Brown-Fur Transmuter.
Now im retraining to quit as a Spell Specialist and im about to reach lvl 3 and get a feat. The Question of this is, im in a poor party of 6 members (Oracle, Barbarian, Alchemist, Fighter, Paladin + me) and the total of gp we have is about 700.
I dont know if i retrain the archetype when im lvl 3 i can get the 1 lvl exploit craft wondorous items (having the prerequisites) or is better to get it as a feat and get some usefull exploit?
I saw Dimensional slide , Metamixing (which i think i must have metamagic feat before i can use it), Familiar and Force Srike.
What would you guys do? Get Craft Wondorous Items as a feat in lvl 3 and get a cool exploit?
Im waiting for you advices.
:)
Im looking the bloodline exploits by now, i'ts viable to get any? or just a lose of exploit?

Thedmstrikes wrote: I have a few suggestions, but preface with I am unfamiliar with the brown fur transmuter (I will look at it before I comment again though):
First, the Drow cantrips you listed are a spell-like ability, so do not belong in your spell book (darkness and fairie fire are first level anyway).
As a specialist you should have one designated on your cantrip list too.
You should have access too all zero level cantrips in your spell book, but if the brown fur transmuter is limiting that, I suggest open/close as it is highly useful out of combat and sometimes in combat too).
An arcansit's biggest schtick are his exploits. I find the extra reservoir feat to be useful at all levels. Also, I would have switched my Cha and DEX scores to increase DCs for my exploits (when they apply) and increase the number of times per day I can use consume spells
I will hold up there until I get a chance to look over the archetype...
For the DEX and CHA, the problem is that all the party rolled stats (2d6+6)so i got;
STR - 15
DEX - 16
CON - 15
INT - 18
WIS - 10
CHA - 16
and get in mind that im a Drow (for Lore), but my DM let me get the Elve bonf stats so they are actually like this;
STR - 15
DEX - 16 +2
CON - 15 -2
INT - 18 +2
WIS - 10
CHA - 16
Zautos' wrote: Blessed Spellbook at later levels.
1000 page spellbook for 12.5k
You will need 6 to know all spells on your spell list.
2 pathfinder pouches to store them in as well.
Got it! I'll get those items when my economy allow me to buy it.
The two items seems pretty usefull for the adventure.
Thanks!!

Thedmstrikes wrote: So, got a chance to review the archetypes (I originally thought there was only one, but now I understand it to be two). I also originally had a long treatise about the archetypes being in conflict, but it was starting to get out of hand so I dropped it. You are expecting to get something of value down the line with those archetypes, but you will be sacrificing your flexibility in doing so (your main powers will be concentrated around a single spell per level and transmutation, which you will be able to give to willing PCs).
To reduce the impact on your spell specialist restrictions, you can take expanded preparation feat (for each level and not as the highest level you can cast, you will understand after you read it). It is a hefty price to pay and will probably eat your feats that could have gone toward metamagic, but you can overcome the flexibility the archetype takes away.
The brown fur transmuter seemed better balanced as it only costs you two exploits and you can share transmutation spells that are normally only for the caster. It takes two feats for you and one for every ally you want to give personal transmutations to and you will also have to give up an exploit for a familiar, so this one makes sense if that is something you expect to do, alot.
Some form of increased movement (dimension slide perhaps), a metamagic rod of quicken (the hardest one to get mind you) and you will be able to launch your signature spells every round (with the rod) while you go around with your extra distance and make the necessary changes to your fellow PCs as needed.
I will try to Tallk with the DM to change the Spell specialist archetype, i realized it's linking me to only a few spells that most of the times i wont use. And the next lvl i can get a feat it will be craft wondorous items i guess, so i can made items for all the party at "cheeper" cost. Do you know more feats despite Metamagic that will be usefull?
Thanks
Yeah, my concept of the Arcanist is to be the most usefull in combat and out of combat, so i understand why you say that spell specialist limit the amount of spells prepared.
Which feats do you recomend me to improve my character? Spell Focus?
I'have the Haramaki and Spell Component Pouch.
My SpellBook contains:
Cantrips:
- Read Magic
- Detect Magic
- Daze
- Ray of frost
- Dancing Lights (Drow)
- Faerie Fire (Drow)
- Darkness (Drow)
Lvl 1:
- Burning Hands (Spell Specialist)
- Sleep
- Mage Armor
- Snowball
- Ear-Piercing Scream
- Enlarge Person
- Mount
- Silent Image
- Thunderstomp
- Color Spray (known by study)
- Comprehent Languages
Hi, im playing an Arcanist in a Adventure with a party of 5 members more(figther, alchemist, barbarian, paladin, healer).
What are the most usefull and non-expensive items and robes for my character?
STATS:
STR-13
DEX-18
CON-13
INT-20
WIS-12
CHA-16
Traits:
-Reactionary
-impredictable magic (lore)
Feats:
-Thougthness
I have the archetipes Brown-fur Transmuter, and Spell Specialist. And by now im lvl 2.
Are those Archetypes Good Enought? or something that i can improve?
|