Erdrinneir Vonnarc

King_Namazu's page

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gnoams wrote:
Change shape- most hags have an ability to alter and/or disguise self. Its kind of a signature part of what makes a hag is being able to disguise as a beautiful young woman to fool people, then revealing themselves to shock and terrify.

My players are sadly a bunch of straight laced dude who aren't fooled by the lure of a curvaceous lady (I have pulled that one one them a few times now lol) I intentionally want her to look like an old crone


ArtofregicideSo wrote:
I guess tell us more about how you envision the creature. Does she craft the cursed items herself, or just collect them? If she makes them, she needs an appropriate feat or special ability.

I invision her as a collector, but I might give her the ability to Necrograft, i mean necromancy as in curses, and debuffs like disease and poison,etc as they are already gonna be in an undead heavy area and gonna be fighting a lot of traditional necromancers in the future. For the most part she's a traditional caster unlike some hags that have more melee ability. My thought is she comes from the astral plane hence the void theme and subtype and is more into tricking people into bad purchases to cause them misery and spreads poison and disease. I've since decided to make it a CR 12 encounter and give her an imposing hooded Advanced Stone Giant companion which will stand in the shop as a bouncer of sorts.


it isn't cheap at 350gp a stick they were given it by a well funded organisation,there is currenty nothing stopping the group from grabbing 600 kegs of gunpowder and nuking my bosses with it, except for the fact they aren't complete a%~$#@*s


I'm sending my group to a necropolis soon, they will be lvl 11 by the time they fight it as a prelude to the Main boss
Dracolich


avr wrote:

The two week limit is caused by the remaining lifespan of the rebel leader then? No extensions if so short of finding another cure. Even if your plot has it that this scroll in particular was the only one, it might be worth compromising your principles a little to retcon a second copy.

Perhaps one of the Rebel's people was frantically searching since the original was stolen and has found leads on copy #2; the leader is stuck in doom and glory mode and won't waste effort on this, but the searcher heard enough about the PCs to realise that they want a route out of this and so they reach out to the PCs. Further twists and turns on this plot are certainly possible, YMMV.

There is someone who was searching for it, his second hand who is a sadistic teifling eldrich knight who absolutely despises the group and they want his head on a pike as well :/ he is absolutely a fanatic but he is also the party's #1 enemy so i don't know if they'll ever work together, infact he's slated to burn down their mansion next session and duke it out on last time


so I'm loving this feedback, to give some more plot to you guys to help you better help me this campaign is set in a fantasy version of the vioctorian era, they are fighting for a monster hunting order funded by the british empire that fights threats across the globe while also taking in the broken and abandoned creatures and giving th em new purpose as agents of the order. the leaders of the BLack Order (yes that's a hat tip to D.Grayman) are a level 20 cavalier who is a somewhat brash young militaristic leader who at the same time isn't a fan of playing by the rules, his right hand is an ancient wizard named Tim who is basically an eccentric version of Gandalf who trolls my part with magic and sass whenever he can, a female sniper slayer who is as cold as they come, a clockwork cyborg mystic theurge

Spoiler:
Who to get revenge on the monstrous humanoids of the world is the puppet master in the shadows and the BEBG pushing the war to a head so he can take out the order and government that prevents him from completing his goals and the monstrous humanoids he despises after orcs viciously ripped him and his betrothed apart and left him for dead upon which he rebuilt his body and swore his revenge.
, and a lvl 20 bard who was a farther figure and pacifist who loved all and too the party. sadly this bard was murdered by who the party thought was the rebel leader but was revealed that they merely took the credit after the bard who he planned to use as a peaceful mediator died and any hope he had of a peaceful alternative died with him. all the leaders are like the party's mentors or parental figure, or rolemodel in some way or another so it would be a hard choice for them to fight the government given it's sheer power as the most powerful empire of it's era and the lvl 20's who protect it and are their family, the revel leader also has no choice but to fight as he is in truth a sentient construct who from his awakening has had his life on a timer due to the tamper proof bomb in his chest, he was also implanted with the memories of the previous leader of their order, a swashbuckler who believed in equality and freedom above all else. the revel leader has expressed to the party that while he agrees that this conflict is not what he wished for he can't stop after all he's done and having so many people die for his cause. the party stole a scroll of miracle from him in order to heal the queen who was injured and infected with a magic resistant disease when they failed to protect her, but they don't realize is it was the one thing that could have defused the bomb in the rebel leader's chest and he let them have it and fully plans on going out with a bang taking all his wrongdoings and those of his underlings with him. however, they are now 5 ft infont of the most politically powerful person in the globe and she is in their debt, and i have told them this favor will be on par with what a miracle spell is capable of use it wisely, though ofcourse the queen historically is a benevolent and motherly figure as is this version of her so there are ethical limits on what they can do with it.

but yeah it feels as though my players feel a bit powerless when in front of all these big fish but they don't understand the power they have as PCs as an inexperienced group and one that isn't very intuitive (seriously talking to the rebel leader is perhaps the one and only thing they've done that i could consider out of the box after nearly 3 years of this campaign) but I'm going to as the queen give them the reigns and the tools to try and complete their goal


So my players are a part of a government organisation in my campaign and for the better part of 6 in game months have been working to dismantle an insurrection against a group of terrorists made up of monstrous humanoids, by killing it's members and sabotaging their operations and losing friends along the way and it is all coming to a head in what is expected to be a civil war. However a party member wanted to have a meeting with the leader of the terrorists only to discover that though his methods are brutal he does with the best for the people he is fighting for and his reasons aren't completely unfounded and he truly care for the monstrous humanoids who he feels are neglected by the government. there is now maybe 2 weeks until the civil war is going to break out and my players have expressed to me that they want to try and prevent a civil war they basically spear headed for the last 6 months with 2 weeks left until the date the terrorist lead said "meet our demands or we will show you our true strength" and the government has basically said "we aren't going to negotiate with terrorists who have bombed our city and killed our citizens". one player has expressed to me "Well the problem here is I feel that all I can do is alter the small things, I can't actually change any opinions, if I have to roll for it I will. feels like a small ship trying to push the earth" and I have told them "look you started a civil war and 2 session ago you wanted to blast the rebel leader in the face, the metaphorical ship is headed for the edge of the world and you guys actively broke the rudder and pushed towards this end and it's not gonna be easy to fix in this late stage in the conflict, there are very slim chances to avoid an all out war and you guys should maybe start thinking how to minimize damage at this point" but I don't feel they are satisfied with this answer and i wonder if i have made this a little too morally grey (although tbh the rebel leader is a mass murderer and serial killer of government figures who has commanded hios underlings to commit terrible acts for what he sees is a good cause as he is also a "small ship trying to move the earth" in his own way). but tell me what you think i should do or tell my players in this situation as i feel a little overwhelmed by this sudden and complete shift in the party's priories


willuwontu wrote:


Quote:
If you are able to take only a standard action on your turn, you can still charge, but you are only allowed to move up to your speed (instead of up to double your speed) and you cannot draw a weapon unless you possess the Quick Draw feat. You can’t use this option unless you are restricted to taking only a standard action on your turn.

Dang I had forgotten about that entirely, thanks bud


Ryze Kuja wrote:
I like this concept. If you really want to crank up the heat with your surprise attacks, get Ledge Walker, Fast Stealth, Hellcat Stealth, and/or Hellcat Pounce.

Underhanded is disgusting if you've gone Knifemaster as I have, took a trait to gain kukri proficiency, plan on taking slashing grace with it for a 1d4+dex+max damage d8 sneak attack+ whatever else I can put on there like 2d12 for sassone leaf Residue, bleeding attack, branch pounch, assassinate, the list goes on.


So I'm building a rouge and my goal is to be able to take out low level guards and other unfortunate creatures out in one hit as a stealthy assassin (no I don't want to take the assassin prestige class, I'd rather just take the silent kill feat and assassinate ninja trick, and buy some assassins dust instead of giving up 5 levels worth of rogue talents) and in my quest for extra damage I came across Branch Pounce and the idea of dropping from a chandelier of a 50 ft grand ballroom and assassinating someone assassin's creed style was too awesome to pass up, until i realized apparently dropping from above is a charge which can't be done while using stealth -.- so why the hell does this feat have a prerequisite of 3 ranks in stealth if it can't even be used with stealth? unless three's just something here i'm not seeing or thinking of? some DMs won't let you charge in a surprise round as it's a full round action, some DMs see the attack at the end of a surprise round as the standard action. I'm dealing with a very new DM so he doesn't really have an answer for me.

Branch Pounce (Combat)
You are adept at exploiting higher ground to its greatest advantage in battle, and can leap from above to deal incredible damage to your foes.

Prerequisites: Climb 3 ranks, Stealth 3 ranks.

Benefit: When charging a target by jumping down from above (such as when jumping out of a tree), you can soften your fall with a melee attack. If the attack at the end of your charge hits, the attack deals damage as normal and you also deal the amount of falling damage appropriate to your fall to the target (1d6 points for a 10-foot fall, 2d6 points for a 20-foot fall, and so on). This falling damage is not multiplied on a critical hit. You land in an unoccupied square of your choosing adjacent to the target, and you take falling damage as if your fall had been 10 feet shorter. You can attempt an Acrobatics check as normal to treat the fall as an additional 10 feet shorter for the purpose of determining the damage you take from the fall. If your attack misses, you land prone in a random square adjacent to the target and automatically take the full amount of falling damage.


So my party is lvl 9 and consists of a NG human harpoon wielding Weapon master fighter, a CN Dhampir Musket Master Gunslinger with bolt action rifle, and a CN half elf Ranger with a longbow and a wolf companion.

They all do some REAL: high damage. good fort saves and reflex saves but have got crap will saves, so I was thinking something along the lines of an anti-paladin or a enchantment wizard to mess with them while they dodge fireballs but lemme know your inspired ideas on some interesting and challenging encounters I can throw at them


Dave Justus wrote:
King_Namazu wrote:
now my question is, this spell seems to up the damage size category of the pebbles to Large
You are wrong about this. This spell ignores things like size category completely

that's not entirely true, this spell can't be used by a large sling, so it kinda has the effect of making it 1d6 of a large sling bullet instead of 1d3 for a medium stone, it is kinda like gravity bow in that sense but not really, I'm currently trapped as the GM for the foreseeable future and I got other characters lined up so I'll see if it flies with whatever GM I get if I ever do lol and if not oh well. Most of the good feats for slings are halfing only which kinda blows


persoanlly i'd read this as intended, was inteded to be a buff spell for slings so i'm on the side of that, dipping a feat into using a halfling sling staff ain't nothing to snuff at


So I am building an oread cleric and I wanted to use a sling, now the 1d4 for a medium sling looked a little sad so i turned to the halfing sling staff with 1d8, now oreads can cast magic stone as a spell like and the description of that spell is as follows

You transmute as many as three pebbles, which can be no larger than sling bullets, so that they strike with great force when thrown or slung. If hurled, they have a range increment of 20 feet. If slung, treat them as sling bullets (range increment 50 feet). The spell gives them a +1 enhancement bonus on attack and damage rolls. The user of the stones makes a normal ranged attack. Each stone that hits deals 1d6+1 points of damage (including the spell’s enhancement bonus), or 2d6+2 points against undead.

now my question is, this spell seems to up the damage size category of the pebbles to Large, kinda like the spell gravity bow, and give a +1 enhancement bonus to the ammo as well as dealing double damage to undead, the really question is does the 1d6 dmage dice replace the 1d8 for a medium sling staff? or would it make the halfling sling staff deal large size damage of 2d6?


Wondering if this was at all balanced, I wanted to make a domain like the fire domain that was more offensive while still keeping the defensive spells of the earth domain, I plan on pairing this with the protection domain for my cleric

Stone

Associated Domain: Earth.

Replacement Power: The following granted power replaces the acid dart power of the Earth domain.
Stone Blast (Sp): As a standard action, you can fire a stone targeting any foe within 30 feet as a ranged attack with a bonus equal to your Wisdom modifier on the attack roll. This stone deals 1d8 points of bludgeoning and piercing damage + 1 point for every 2 cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Replacement Domain Spells: 2nd—Stone Discus, 6th—Move Earth, 9th—Clashing Rocks.

Earth Domain

Acid Dart (Sp): As a standard action, you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. This acid dart deals 1d6 points of acid damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Acid Resistance (Ex): At 6th level, you gain resist acid 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to acid.

Domain Spells: 1st—magic stone, 2nd—soften earth and stone, 3rd—stone shape, 4th—spike stones, 5th—wall of stone, 6th—stoneskin, 7th—elemental body IV (earth only), 8th—earthquake, 9th—elemental swarm (earth spell only).


avr wrote:
Paragraph breaks, please...

paragraph breaks are for plebs, gotta build a wall of text trump would be proud of. In all seriousness I typed this on my phone at 2:30am lol so I wasn't that concerned with proper writing


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Update: well the queen got shot. I put the two ring leaders in disguise amoungst the NPCs one polymorphed to look like a human camera boy, the other as a highstanding member of their order who always wears full armor, giving them a few quirks and dropping a number of stuble tells as well as gaps in knowledge. I placed some side quests like getting a bottle of wine in the kitchen with their favorite npcs that I knew they were likely to want to go speak with where clues could be found, the only clue they found was as one poster suggested have them fetch a part for their resident mechanic who was workng on his latest invention and they overheard whispers in the vent talking about waiting for a cue from "boy-o" and "funny armor guy" while making humorous remarks at their disguises, the pc however missed the opportunity to flush them out of the vent with steam for interrogation and kept the information largly to himself only telling 2 other party members of the plot he overheard. The hint was mostly unacted upon, they first grilled the armored ring leader immediately accusing him of being suspicious. Him being a barbarian with low CHA and knowing nothing about the monster hunting organization or about the person he was disguised as other than that they were supposedly stationed in turkey, simply kept denying the suspicion and avoiding questions while throwing claims of suspicion back at the party much like how an evasive toddler argues and tries to hide things lol, answering any questions about himself with real details of his past (a favorite npc is a friend of the real black knight and could have denied the legitimacy of his past, he even told them to send them his way at the beginning lol) giving both his backstory and avoiding making any untrained bluff checks. Sadly no checks were make to pierce his disguise or read his motives, before another PC moved in and suggested they stop pestering him. The photographer however is someone they know well and worked with for a time, a sadistic and manipulative teifling who despises humans snd high society, he liked to pick on the human in the party calling him "pinky", and sarcastically exclaimed that they were his "favorite" because they came from a rich family. He acted as the party's excruciatingly clingy fan boy with an eerily simular voice and gushed over the party whom are mostly unknown to most common people, revealing that he knew far too many details about them and going as far as to telling the human that he was his "favorite". However one by one the party passed off the annoying fan boy telling him to keep an eye out for anything "suspicious" (I kept pestering them about specifying what was going on in an attempt to make them say outload amongst the crowd there was going to be a terrorist attack, even making the leap in logic myself when they tried to keep him in the dark and running with it as if he had connected the dots, none of them picked up that nobody else but the teifling knew the party was put in charge of fighting the terrorists) until he reached the monk. Our LE monk who is on a zealots quest to end evil without caring about the morality of her methods is the most suspicious but also the most blissfully ignorant as to what constitutes as evil. She immediately immediately told the photographer that the best way to test if someone was suspicious is to punch them and see if they react as someone trying not to raise suspicion would reactly calmly in an attempt to act remain natural. After some prying to get information out of them as to who to punch and more subtle displays of the gaps in the npcs knowledge I made another leap in logic in his favor exclaiming that if you want to hide you should do so where it's least expected and right under the nose where you can observe everything, pointing to the queen as the perfect suspect and asking aloud if he should punch the queen. The monk agreed and suggested aloud for the surrounding nobles to hear that he pretend to take her picture before running up to deliver a sucker punch. The party began making their way toward the throne to check on the queen just in time for them to see the photographer approach with his camera and fire the rifle concealed in the camera at the queen just as he planned. My party has been kicking themselves for hours


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blahpers wrote:
Release the pugwampi!

I will actually use this, my players will hate me for all eternity but that's fine lol


Dasrak wrote:
Well, that ended up as a monumental wall of text :-P

indeed haha, the victim of choice I would say would have to be the commander of the monster hunting organisation a lvl 20 cavalier or Queen Victoria herself. only problem is one is very difficult to kill and the queen is not very mobile due to having fallen down a set of stairs, there is 3 other lvl 20's who are ringleaders of the monster hunting organisation a divination wizard, a sniper slayer, and a mystic theurge (who is the BEBG but they don't know)


to give you a bit of backstory I'm running a Victorian Era Steampunk Campaign and where my players are a part of a government funded monster hunting organisation, in the next few sessions they are slated to go to a masquerade ball honoring the organisations achievements at Buckingham palace, however the city is under siege by a terrorist group trying to overthrow the British government (they will be making an appearance as a combat encounter as well as the grand reveal of their leader; a masked murderer by the name of Spring Heeled Jack), however this is one of my first major social encounters and I'm unsure about what the goal of this social encounter should be. I would like there to be a lot of plot hints as it is going to be a major gathering of the influential NPCs in the campaign, it's also a chance to create or introduce new npcs and their stories. some of the ideas I've had are the 3 major ringleaders of the terrorist organisation hidden amoung the guests and a clue like situation to figure out who they are, skill challenges for debates to gain clues or plot hints and foreshadowing future events, intrigue, etc. in short I'm looking for advice on running social encounters and how to build drama as brushing shoulders with the elite isn't without risk either, but also just fun mechanics that I can use or side plots to throw in, if anyone has run an encounter like this before I'd love to hear about it as well.


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Grammar/Usage Aeon wrote:
King_Namazu wrote:
for all intensive purposes
* twitch *

Keep your pants on grammar hitler I typed it on a mobile and hit the predictive spelling, I'm well aware it is "for all intents and purposes".


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So I am playing a LG character however because of flavor reasons he has The Chaotic and Evil subtypes, meaning he gets treated as evil and chaotic for the purposes of spells like holy word, Dictum, and smite evil but he also counts as good and lawful for the purposes of spells like blasphemy, word of chaos, and smite good. Basically for all intensive purposes he detects as Chaotic Evil but he takes all the negatives of being all alignments, but what about when it comes to magic items and intelligent magic items? would an intelligent magic item know that he is personality wise lawful good? or would a holy, anarchic, axiomatic, holy, and unholy weapon all just give him negative levels? I am the DM in this case so I get final say but I'm not really sure what my ruling should be as I'm a real fan of this type of character that is part of the "did nothing wrong, but is demonized" club, like in my case a Lawful Good Half Demon but it has a boat load of negatives rules wise but I want to encourage creative character making. (for those wondering why the hell I would nerf myself so hard it's because I have a half-fiend template)


so I'm building a drow rogue and i'm using a kukri (used traits to get proficiency)and I've come across a bit of a puzzler, if I roll an amazing stealth check and none of the combatants sense me and I creep up and kill someone in a surprise round with sneak attack, it would seem that unless I have the silent kill feat I can't make a stealth check to go unnoticed and what would happen would be the other unaware combatants would make a perception check at DC -10 for hearing the sounds of battle plus other modifiers like walls and distance and not my stealth basically meaning they would notice either way, similarly if I shot them with a crossbow and make a sniping stealth check they would still realise their buddy is dead. I found this out by reading the Silencing weapon special ability description:

"A silencing weapon makes no noise when drawn or when used to attack. In addition, after hitting a creature, the wielder can surround that creature with an aura that muffles all sounds coming from it until the beginning of the wielder’s next turn.

The target can still hear and speak (including uttering command words or casting spells with verbal components), but is much harder to hear. The DC of Perception checks to hear the sound of battle increases from –10 to 10, as long as the only combatants are the wielder of the silencing weapon and targets affected by the weapon’s muffling ability."

but even with the boost from a silencing weapon that's only a DC 10 perception check plus modifiers, so is the silent kill feat the only way to go completely unnoticed? The silent kill feat reads as follows "When you kill a creature during a surprise round, you can attempt a Stealth check, opposed by the Perception checks of potential observers, to prevent them from noticing your action and subsequently identifying you as the assailant." give me your opinion and your interpretation on this aspect of the stealth rule, I am also a full time DM and passionate rules lawyer so i'm pretty interested in seeing what other dms think and how they would handle this.


Dasrak wrote:
So damage looks good from 8th onwards. It's only 5th-7th that's a problem.

so perhaps make it a lvl 4th level spell and give it the ability to grab and throw enemies or just give it 1 round per 3 levels


Dasrak wrote:
At 8th level, however, we get the second round of duration so we can make the full attack. Now for two rounds of attacking we get three 8d6

I don't think you're reading this how I intend, at 6th level you can attack twice,

By 11th level you can make 3 attacks per turn and it lasts for 3 turns, 15th level it last for 5 turns and gives your 4 attacks per turn. These attacks at fast bab as the tendril bab equals caster level + your casting stat bonus. You might not have the feats of a fighter but you're doing 10d6 per tendril through most DR at full bab


Dasrak wrote:

First of all, the spell is non-functional before 8th level as currently written. Because it's a standard action cast time it comes into effect on the turn it is cast, but you can't use it since you need to expend a standard action to use its effects. Because it's a 1-round duration, its effect ends at the start of your next turn, and you cannot benefit from its effects. Hence it is unusable.

The spell's damage looks quite low to me. Taking level 8 as an example, you spend a standard action to cast the spell then a full-round action to attack. This gives you two 8d6 attacks (average 56), but you need to land attack rolls. Presuming +13 to hit against AC 23 (55%), that gives an expected average of 30.8 damage. As a comparison, Magic Missile at CL 9 deals 5d4+5 damage (average 17.5), so if you cast it twice you get 35 damage. Comparing unfavorably to magic missile bodes very poorly for this spell. I'd be cautious of overdoing the damage, but with that short duration you'd need some pretty high numbers to make up for the lost standard action taken to activate the spell in-combat.

yeah i sort of meant for it to be able to be used on the first turn as free action after it's cast like a touch spell like chill touch or calcific touch with multiple uses, this is a very basic draft with lots of spelling and grammar mistakes and oversights, I'm more or less looking to balance power with spell level, might give it the ability to throw objects and people instead of cutting DR.

*Revised Version*
Tearing Tendrils
School Conjuration; Level arcanist 3, sorcerer/wizard 3.
CASTING
Casting Time 1 standard action
Components V, S, M (dried tentacle, drop of blood)
EFFECT
Range personal
Duration 1 round per 4 caster lvls
Saving Throw none ; Spell Resistance yes
DESCRIPTION
Four writhing tendrils extend from your back, hungering to tear through flesh. You can direct these tentacles to attack a creature within 25 feet as a standard action, or one attack plus another at caster levels 6th, 11th, and 16th as a full-round action each requiring a successful ranged attack roll, a single attack can be made on the turn this spell is cast as a free action. Each tentacle has an attack bonus equal to your casterlevel plus you casting stat bonus. Each tentacle deals 1d6 points of damage per caster level up to 10d6 and can be blunt or piercing decided before the attack roll.
At caster level 5th, the tendrils count as magic and silver. At caster level 10th, they also count as cold iron. At caster level 15th, they also count as adamantine.


I'm usually good at making homebrew spells that are balanced within pathfinder as I've made a few now however this one is giving me a bit of grief as it's kind of a weird mix of Transform, Stone Discus, and Blood Tentacles. can't decide on an appropriate spell level and damage for it as it can be used to attack one target or multiple but I'm leaning towards lvl 3 and max 8d6, trying to balance it by the fact it must hit AC and also puts the caster in close range. let me know your thoughts and suggestions, check out my previous post for some of my other homebrew spells as well if that interests you :)

Tearing Tendrils
School Conjuration; Level arcanist 3, sorcerer/wizard 3.
CASTING
Casting Time 1 standard action
Components V, S, M (dried tentacle, drop of blood)
EFFECT
Range personal
Duration 1 round per 4 lvls
Saving Throw none ; Spell Resistance yes
DESCRIPTION
Four writhing tendrils extend from your back, hungering to tear through flesh. You can direct these tentacles to attack a creature within 25 feet as a standard action, or one attack plus another at caster levels 6th, 11th, and 16th as a full-round action each requiring a successful ranged attack roll. Each tentacle has an attack bonus equal to your base attack bonus plus you Intelligence bonus if you are a wizard or your charisma bonus if you’re a sorcerer. Each tentacle deals 1d6 points of damage per caster level up to 8d6 and can be blunt or piercing decided before the attack roll.
At caster level 5th, the tendrils count as magic and silver. At caster level 10th, they also count as cold iron. At caster level 15th, they also count as adamantine.


I used the spell designing guidelines in ultimate magic and compared them to a few spells, and well while I don't think they are as op as a few spells *looks a fireball* I wanna make sure my party won't s&*~ a brick when I use them in combat.

The first is my spin on vomit swarm but for the wizard/sorcerer class
Black Swarm
School conjuration (summoning); Level Sorcerer/Wizard 4
CASTING
Casting Time 1 standard action
Components V, S, M (Dried Leech, Charcoal dust)
EFFECT
Range personal
Effect one swarm
Duration 1 round/level
DESCRIPTION
You can summon forth a swarm of Leeches, Centipedes, or Death Butterflies with the Dark Creature template that will attack all other creatures within its area. The swarm begins adjacent to you, but if no living creatures are within its area, it moves towards a target of your choosing.
You can choose a target for the swarm or change the swarm‘s target by spending a move action to concentrate on the swarm, otherwise it continues attacking the current target. If your caster level is at least 12th your swarm gains the advanced template as well

The second is for my own sorcerer reach touch spell build and my dissatisfaction at the lack of high level melee touch spells I could reach metamagic

Kiss of the Death Butterfly
School Necromancy; Level sorcerer/wizard 6
Casting Time 1 standard action
Components V, S, M (a Death Butterfly wing)
Effect Tendril of rotting energy
Range close (25 ft. + 5 ft./2 levels)
Target creature touched
Duration instantaneous
Saving Throw Fortitude partial; Spell Resistance yes
Description
You conjure a writhing tendril of rotting necrotic energy that consumes even the unliving such as constructs and undead. If you succeed at a ranged touch attack with the tendril, the target takes 1d6 points of damage per caster level (maximum 20d6) and must make a Fortitude save. On a failed save a living creature takes 1d6 Constitution damage,This also affects undead creatures, dealing 1d6 Charisma damage.

and the third is because of my personal beef with dragon breath being too expensive and fireball feeling overused

Cremation
School Evocation; Level arcanist 4, cleric/oracle 5, sorcerer/wizard 4.
CASTING
Casting Time 1 standard action
Components V, S, M (handful of ashes)
EFFECT
Range 30 ft.
Area cone-shaped burst
Duration instantaneous
Saving Throw Reflex half; Spell Resistance yes
DESCRIPTION
A conflagration of erie blue flame blasts outwards from your hand. You shoot a 30 ft cone of fire dealing 1d6 points of fire damage per caster level (maximum 10d6) If the target succeeds at its save, it takes half damage. Incorporeal undead take the full effect of this spell and corporeal undead take half again as much damage (+50%) from this spell.

Tell me what you think, my character is a necromancer that has beef with undead so that is sort of the theme, let me know if you think something needs a tweak or if I've buggered up somewhere :)


Omnius wrote:
Sorry, misread intensified. Thought it stacked with itself, like Heighten.

No prob can't remember every rule,


Gray Warden wrote:

Couldn't he use the higher spell slots to enhance lower level spells with metamagic feats?

Anyway, Intensified Empowered Shocking Grasp is a 4th level spell capping at 1.5x10d6, which is roughly equivalent to 15d6. For a 5th level spell, I'd go with 1d6/CL negative energy damage (max 20d6, which can be extended to 25d6 with Intensify spell). I'm not really confident about adding a secondary effect, which in my opinion should require a saving throw.

Another option would be house-ruling a melee-equivalent version of the Arcane Blast feat, and add it to the Bloodline bonus feats.

empowered intensified shocking grasp is good danage but the casting time on that would be a full round action even with spontanious metamagic, but I like the negative energy damage as it goes with his bloodline, so what extra effects? Multiple uses? Maybe dex and str damage like limp lash or a rot effect like the violet fungus dealing str and con damage?


Omnius wrote:

For reference, through Intensified Spell, shocking grasp can cap at 15d6 out of a 3rd-level spell slot, so to make that 5th-6th-level one decent at a 15 dice cap, it would need to be a considerable perk.

May I ask why, specifically, melee touch attacks? Or do you just mean touch attacks in general?

he's playing an abyssal sorcerer which is a melee and summoning type bloodline so melee touch attacks work well with it, shocking grasp do 10d6 btw with intensified spell he already uses that combo


Avoron wrote:
Maybe take a look at corrosive consumption?

Anyone with 2 braincells to rub together is gonna wipe it off immediately so it's not very good unless the creature doesn't have a fullround action to spare and doesn't die in 3 turns as most of my monsters do, also I wrote the post and then found that spell but I still don't like it, not enough reward for a squishy mage going in melee range.


One of my PCs is playing an abyssal sorcerer and is wanting a better touch attack to use at higher levels than vampiric touch, calcific touch, corrosive consumption or touch of slime. My idea was a 5-6th level spell that does some better damage than the others like 1d6 per level up to 15-20d6 and another benefit, I was thinking something like negative energy damage or temp negative levels or an effect simularto explosion of rot, toss me some ideas and suggestions as I'm hoping to make something different than the other touch attacks


One of my PCs is playing an abyssal sorcerer and is wanting a better touch attack to use at higher levels than vampiric touch, calcific touch, corrosive consumption or touch of slime. My idea was a 5-6th level spell that does some better damage than the others like 1d6 per level up to 15-20d6 and another benefit, I was thinking something like negative energy damage or temp negative levels or an effect simularto explosion of rot, toss me some ideas and suggestions as I'm hoping to make something different than the other touch attacks


One of my PCs is playing an abyssal sorcerer and is wanting a better touch attack to use at higher levels than vampiric touch which doesn't stack, calcific touch or touch of slime. My idea was a 5-6th level spell that does some better damage than the others like 1d6 per level up to 15d6 and another benefit, I was thinking something like acid damage with ongoing acid damage or necrotic with negative energy damage or temp negative levels, toss me sone ideas and suggestions as I'm hoping to make something different than the other touch attacks


So I'm running a Victorian Era campaign set in Europe and Asia and so far it's worked really well and taught me and my players a lot about history and mythology, however I've had some difficulty finding evil deities besides the obvious ones like Loki or Hades or Satan that races like the Drow or Duergar would follow. Shoot me some ideas for some evil deities or even just ones that are cool that i might not know about.


I've closely monitored wealth by level and luckly I only have mundane crafters until one of them picks up master craftsman but I've let them know that if they veer too close to their cap the gold will trickle in slower but I've been good to give them just enough


I'm the GM currently but this is really interesting, the combinations seem pretty nuts and it's something I'll have to look into luckily we have no spellcasters at all or magic crafter in my group and they aren't veterans so they aren't too good at munchkining yet so I'm relatively safe from abuse for a while.


Starglim wrote:
King_Namazu wrote:
Starglim wrote:
King_Namazu wrote:
Darafern wrote:
Even if you wield the lance with one hand to carry a shield in the other you are considered to be attacking two-handed.
really? I thought you could only do one handed damage with it if you wield it one handed? can I get a reference to this?

CRB, pages 141, 143 and 147

Apply 1-1/2 times the character’s Strength bonus to damage rolls for melee attacks with a two-handed weapon.

A lance is and remains a two-handed weapon.

but you can weild a 1 handed weapon with 2 hands and get 1-1/2 strength damage so wouldn't it work the other way around?

Is that what the rule says? Page references are above.

King_Namazu wrote:
a two handed weapon can't be wielded with one hand unless otherwise stated
The description of a lance otherwise states.

yea mate the lance would be one of those "unless otherwise stated" things, it's in the combat rules under damage


Fairly certain it's because your wielding it with 2 hands not because of the weapon itself. Standard rules say you use 1-1/2 strength with a two handed weapon and a two handed weapon can't be wielded with one hand unless otherwise stated


Starglim wrote:
King_Namazu wrote:
Darafern wrote:
Even if you wield the lance with one hand to carry a shield in the other you are considered to be attacking two-handed.
really? I thought you could only do one handed damage with it if you wield it one handed? can I get a reference to this?

CRB, pages 141, 143 and 147

Apply 1-1/2 times the character’s Strength bonus to damage rolls for melee attacks with a two-handed weapon.

A lance is and remains a two-handed weapon.

but you can weild a 1 handed weapon with 2 hands and get 1-1/2 strength damage so wouldn't it work the other way around?


Darafern wrote:
Even if you wield the lance with one hand to carry a shield in the other you are considered to be attacking two-handed.

really? I thought you could only do one handed damage with it if you wield it one handed? can I get a reference to this?


So I happened upon the question of whether or not a specific magic weapon or armor could be given a higher enhancement bonus and so I opened up my CRB and I made an interesting discovery I hadn't known before. on Page 553 on the subject of magic item creation right at the end it says under Adding New Abilities "If the item is one that occupies a specific place on a character’s body, the cost of adding any additional ability to that item increases by 50%. For example, if a character adds the power to confer invisibility to her ring of protection +2, the cost of adding this ability is the same as for creating a ring of invisibility multiplied by 1.5". So does this mean? at a first glance this seems incredible but no real limits are given for what is possible other than perhaps the items must be of the same type, does this mean I could enhance a specific magic weapon?


I'm running a campaign set in the Victorian era (kinda like bloodborne and The Order 1886 mixed together) and I have lots of music for combat but not really anything for out of combat roleplay and no matter where I look I can't seem to find what i'm looking for. something unobtrusive and not distracting from the game that I can just put quietly in the background would be good. shoot me some links to your favorites that you think might fit with the setting of this campaign as the normal fantasy medieval stuff is a little out of place, Thanks :D


Ok so let's put this into perspective this NPC has a strength mod of 10, for simplicity let's say I roll like a god and only get 8's so that's 6d8 +60 for a total of 108 damage?


Garbage-Tier Waifu wrote:

No you don't, since you're not wielding the weapons, the spell is simply using them to make the attacks. You do take penalties for a ranged attack into melee or cover, however, if they are present and you don't have Precise Shot/Improved Precise Shot.

Also, you're way undervaluing what you should use for this strategy. For about 36lbs (from memory, not use if that's correct) a weapon, Colossal sawtooth sabres are the way to go.

it's 25 pounds also I have no idea how I would even begin to carry that considering I would have to either keep them sheathed in a bag of holding or on my back unless there's another way

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