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I think he means the ones listed in the traps and hazards section. for example:

http://www.d20pfsrd.com/gamemastering/traps-hazards-and-special-terrains/ha zards/environmental-hazards/cave-in-or-collapse-cr-8/

http://www.d20pfsrd.com/gamemastering/traps-hazards-and-special-terrains/ha zards/environmental-hazards/treacherous-hillside-cr-1/

http://www.d20pfsrd.com/gamemastering/traps-hazards-and-special-terrains/ha zards/environmental-hazards/leeches-ghost-leeches-cr-1-2/


Hi, soI'm starting up a new character and I noticed something pretty cool that was new to me: The Swordplay Style from Weapon Master's Handbook! If you haven't looked at it yet it is a style built around Combat Expertise and Feinting to buff up your AC, feint your opponent, and negate the penalty of CE on your first attack, as well as by the end even having the swashbuckler parry and riposte whenever you want!

So, after looking at this, I came up with an idea. This style is probably designed to make a sort of Zorro character, but I thought it would be fun to design a Fighter who hits once in a turn with a greatsword,and parries on the other turns. So, my proposal is to combine this feat with Power Attack, Furious Focus, and the Vital Strike line, so that my first attack in every round will buff my AC, and have good damage, with the potential to fight fully. This removes the reliance on Full-Round attacks for damage output.

Naturally this can only be accomplished by the Fighter class, and I'm playing a human for another bonus feat. Here is what I have so far:

lvl 1
Combat Expertise
Weapon Focus [Greatsword]
Improved Feint

lvl 2
Power Attack

lvl 3
Swordplay Style

lvl 4
Weapon Spec [Greatsword]

lvl 5
Swordplay Upset

lvl 6
Vital Strike

lvl 7
Swordplay Deflection

lvl 8
Improved Critical [Greatsword]

lvl 9
Greater Weapon Focus [Claymore]

lvl 10

lvl 11
Improved Vital Strike

Now as you can see I haven't yet found a good spot for Furious Focus, and I'm not sure what to grab for my 10th level. I was wondering if any of you had tips for those spots. Also, I just realized this, but will Vital Strike and Swordplay Deflection even work with each other?


After thinking about this some more it makes a bit of balance sense for it to only work against Light armored and unarmored opponents. The thing that balances that fact is that the ability does not allow a save. Ability Score damage with no save is quite strong so the extra clause makes some sense.


Well, regardless of whether or not plate armor defends against the Bloodrust attack, the Gauntlet of Rust is already sufficient.
Breaking it down:

1)Gauntlet of Rust states: "It also completely protects the wearer and her gear from rust (magical or otherwise), including the attack of a rust monster."
2)The Rust Lord is a variant of the Rust Monster, thus it defends against Rust Lords as well.
3)Bloodrust is not a unique attack itself, but instead an additive ability on top of the already present Rust attack.

Thus, the Gauntlet also protects from the Bloodrust attack.


Alright thanks for the post guys.

I am a GM so I was just interested in hearing what other people had to say on the issue before I suggested a ruling to the other players in this campaign. At the moment it's a topic that's flared a few tempers so this was the most expedient way of developing a good view of the situation, since I think the more heads put together constructively the better the result.

I think I'd rule

1)Shunted as per dimension door and others.

2)No, but requires a drag or grapple maneuver.

3)Go with what Quintain put forth.

Again, thanks for the feedback.


4 people marked this as FAQ candidate. 1 person marked this as a favorite.

(I apologize for the wall of text)
TL;DR Earth glide is not clarified enough and has up to three issues regarding how the ability is temporarily gained.

1) What happens when the glider ends the duration of the ability in stone?. (All) What happens to passengers? (Oracle only)

2)Must passengers be willing?(Oracle Only)

3) Do passengers gain the ability like the oracle, which is shown in the split duration, or are they merely pulled by the oracle, and the extra strain causes the reduced duration?(Oracle Only)

---------------------------------------------------------------------

So I know that there are multiple posts for clarifying the earth glide rules but I think I have narrowed it down to the main issues. First, the text for the three ways that I know of to gain a temporary earth glide movement.

Earth Glide (4th Level Spell)

"The target can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water, traveling at a speed of 5 feet. If protected against fire damage, it can move through lava. This movement leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. It requires as much concentration as walking, so the subject can attack or cast spells normally, but cannot charge or run. Casting move earth on an area containing the target flings the target back 30 feet, stunning it for 1 round (DC 15 Fort negates). This spell does not give the target the ability to breathe underground, so when passing through solid material, the creature must hold its breath."

Earth Glide (Ex) (Deep Earth Bloodline 15th Level Power)

"At 15th level, you can glide through any sort of natural earth or stone as easily as a fish swims through water, with a burrow speed equal to half your normal speed. You do not leave a tunnel or trace of your passage. You can use this ability for 1 minute per sorcerer level each day. The duration need not be continuous, but it must be used in 1-minute increments."

Earth Glide (Su) (Minimum 7th Lvl Stone Oracle Revelation)

"You can pass through stone, dirt, or almost any other sort of earth except worked stone and metal as easily as a fish swims through water. If protected against fire damage, you can even glide through lava. You glide at your base land speed. While gliding, you breathe stone as if it were air (you do not need to hold your breath). Your burrowing leaves behind no tunnel or hole, nor does it create any ripple or sign of your presence. A move earth spell cast on an area where you are flings you back 30 feet, stunning you for 1 round unless you succeed on a DC 15 Fortitude save. Activating this ability is a free action. You can glide for 1 minute per day per oracle level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. You must be at least 7th level to select this revelation. You can bring other creatures with you when you glide, but each passenger costs an additional minute per minute of travel."

So first off, one thing that strikes me as off is that the Oracle version is hands down the best. One would think that it would be comparable in strength to the Earth Glide (Spell), since they are each gainable at approximately the same level, but the spell is worth. It is only 5 feet, whereas the oracle's is full speed, does not allow breathing, and also only allows a single target, and is 1/6th the duration. Additionally, in terms of action economy it is worse as it requires a standard action to cast, whereas the other 2 are free actions. So in this comparison the Earth Glide (Su) is better.

Now, comparing the Oracle ability and the Sorcerer. First off, the Sorcerer ability is an Extroardinary and is usable in anti magic zones, so it gets a one-up in that circumstantial field. However, it also does not state the user can breathe and is also self only, making it by and large worse than the Oracle ability.

Now, that argument was kind of tangential, really it was just a thought process in my head to compare the abilities, but I think it may help other people. Now, on to the three main issues with this poorly clarified and written ability:

1) What happens when the glider ends the duration of the ability in stone?. (All) What happens to passengers? (Oracle only)

Now that's the main issue for the spell and the sorcerer ability, but the oracle ability has two more issues along with it.

2)Must passengers be willing?

and 3) Do passengers gain the ability like the oracle, which is shown in the split duration, or are they merely pulled by the oracle, and the extra strain causes the reduced duration.

Now, all three of these issues are problematic because there are no rulings to specifically state the solutions. For the 1st problem, tangential solutions exist in other mechanics, such as: being shunted by a failed dimension door, ending movement in an illegal space, and having to dig 5-ft/rnd when trapped in the Earth plane. However none of these directly answer the issue.

With the 2nd problem, the ability does not clearly state the willingness of passengers. In other spells willingness is specifically stated, and the argument for it being usable on unwilling creatures is supporting by the final paragraph in the Oracle's Revelation ability section, which reads:

"Unless otherwise noted, the DC to save against these revelations is equal to 10 + 1/2 the oracle’s level + the oracle’s Charisma modifier."

However I don't personally think it allows the ability to be used on unwilling targets.

The 3rd issue is really down to interpretation I think, and I would rule that they do not gain the ability, and that when contact is broken they will then be acted upon in accordance with the resolution for Issue 1.

I'm interested in hearing other opinions.


Well, ray of frost will make the dc only from 12-14 I believe, so that's fairly easy to make with a +5 fort. You could probably drop INA for the feat that increases fort saves(cant remember the name for the life of me atm), or perhaps a more progressive freezing of the metroids. Perhaps treat it like an entangled condition where the metroid is able to either make a strength check or fort save to break the ice casing.

I haven't playtested it yet so any considerations are valid.


Hey, sorry if this is a bit of a necro. I really liked your concept for the metroid and decided to refine it a bit.
Starting from the top down I changed the Metroid to the Aberration typ, lowered the DR and energy resistances to 10, and raised the hit points to 53 using the standard 4.5 avg for d8s.
Then I changed the saving throws to match the new Aberration type.
I changed the bite damage to reflect its medium size, plus weapon finesse. I rebalanced the stats, reversing Strength and Dexterity, and lowered Charisma to 5. I applied skill points and feats. I removed the Attach ability and replaced it with the standard grab. I then remodeled the energy drain and transfer after the Vampire blood drain abilities. I also calculated its CMB and CMD, and added trip immunity since it flies.

Anyway, here's the stat block:

Juvenile Metroid CR 5

XP 1600
N Medium Aberration
Init +2; Senses darkvision 60 ft., life sense 60 ft; Perception +7

DEFENSE

AC 21, touch 12, flat-footed 19 (+2 Dex, +0 size, +9 natural)
HP 53 (7d8+21)
Fort +5, Ref +4, Will +7
DR 10/-; Resist all 10; Immune mind affecting effects
Weaknesses Ice Paralysis

OFFENSE

Speed Fly 30 ft. (Perfect)
Melee Bite +7 (1d8 plus grab, Energy Vampire)
Space 5 ft.; Reach 5ft.
Special Attacks Grab, Energy Vampire.

STATISTICS

Str 10, Dex 14, Con 16, Int 3, Wis 14, Cha 5
Base Atk +5; CMB +7(+11 grapple); CMD 12 (immune vs. trip)
Feats Weapon Finesse, Agile Maneuvers, Improved Natural Attack (bite), Hover
Skills Fly 13, Perception 8, Stealth 9; Racial Modifiers +8 Fly
SQ Asexual Reproduction

ECOLOGY

Environment Domesticated or City.
Organization solitary or clutch 2-6
Treasure none

SPECIAL ABILITIES

Icy Paralysis (Ex) Whenever a metroid takes ice damage it must roll a fortitude save (dc 10 + damage done) or become paralyzed for 1d4 rounds. While frozen its energy resistances and damage reduction are negated.

Energy Vampire (Ex) A metroid drains energy at the end of its turn if it is attached to a foe, dealing 1d4 points of Constitution damage. The metroid heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each round it drains energy.

Energy Transfer (Ex) Instead of draining the energy from an attached creature a metroid can instead transfer energy to heal the creature. The metroid takes 1d4 points of constitution damage and the attached creature heals 5 points or gains 5 temporary hit points for 1 hour(up to a maximum number of temperorary hit points equal to its full normal hit points).


This may be a bit of a necro, but in a campaign I'm playing the GM allowed me to homebrew a ranged attack since I want a hydralisk eidolon. Granted we haven't played yet, this is what I've come up with.

Spine Shot [Ex] – 1 Evolution Point
An eidolon possesses the ability to fire armor-piercing spines, giving it a spine shot attack. This is a primary attack. The spine deals 1d4 points of damage (1d6 if Large, 1d8 if Huge). The range of the spine shot is 45 feet. This attack deals damage with the Strength stat. The poison evolution can be applied to spine shot. If the eidolon already has a spine shot attack, taking this evolution again gives an additional attack and a range increase of 5 feet for each extra purchase. This ability can be taken once for every 5 levels the summoner possesses.


Name of PC: Klose Strongarm the Human
Class/Level: Fighter 5
Adventure: The Misgivings
Catalyst: Bad decisions, Skaveling, post-boss-fight

Name of PC: Vaal the Sylph
Class/Level: Sky Druid 5
Adventure: The Misgivings
Catalyst: Ditto

Amount of survivors: 1 plus animal companion

Details:

After defeating Aldern, the party then decided to explore the other passage in the caverns (as they had not explored due to Iesha). The party was half-health, no more heals, no pots, no scrolls, ability damaged, all ghoul fever, and prone to failing paralysis saves. The party enganged the Skaveling out of form. Quickly the entire party was paralyzed. Klose and Vaal failed against coup de graces maneuvers. Felix the Cat, sole survivor, passed and survived the damage of his coup. This was only made possible by the sacrifice of the brave Klose, who repositioned Felix behind his own flesh, after Felix was first to fall to paralysis. Felix managed to escape, with the Skaveling missing its AoO. He was left at 9 health, with 4 carrionstorms to run through. Instead, he tossed his cat companion into his pack, and proceeded to scale the cliffs outside the manor, to safety. This feat of endurance, skill, and cat saving heroism (+luck), demanded that he not roll a single 1, in a series of 46 climb checks. He survived. He the managed to hobble back 10 miles, uphill, in the hot sun, back to Sandpoint to tell the tale of his brave travelling and fighting companions, who have now become ghouls.


Currently I'm Dming a party of a Sword-and-Board Fighter, Sky Druid, and Trapper Ranger archer. We're running through Runelords AP, which is designed for 4 players, but currently they haven't met with too much trouble.