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I have a barbarian in a campaign and I am planning on mixing in some primal hunter for rp reasons.
character so far:
Human barbarian (invulnerable rager)
Level: 3 (we just hit level 4 at the end of last session) Defensive stats: AC: 18 HP: 37 Saves vs spells/spell-likes/SU Fort: +5 / +9 Ref: +3 / +7 Will: +3/ +6 Offensive stats: Lucerne Hammer(+1,furious w/power attack/rage): +11 1d12 +15 Thinking about buying a spiked gauntlet justin case. (we are a bit over wealth by level) Stats: STR: 21 (with +2 racial and +2 belt) Dex: 14 Con: 14 INT: 10 WIS: 12 CHA: 10 BAB: +3
Feats: Skill focus: Sunder, Extra rage power-strength surge, Power attack
I am planning on using the evolutions for supernatural flight @cl 11, picking up the fly-by attack feat, vital strike chain and then using fly-by attacks on tougher enemies at higher level. My question is; is this viable? This is my first real melee character and the highest level character that I've ever had ended at 13ish (master summoner- mainly just did battlefield control and used SLA). Will being mobile help keep me alive? Things love to crit on me so I was thinking that by using flyby attack I would be hit less (at least less full attacks). I'll have lead blades and can pick up enlarge person through a magical item. I guess I'm worried that I will still get wrecked often and ALSO be lackluster in combat instead of being a glass cannon which is what I am now. Other questions: Are there other good "standard action" feats/abilities I should look at for the build?
plan through level 9:
lvl 4:Divine/primal hunter: ability point STR, spells:lvl 0(detect magic, create water,guidance,purify f&d), lvl 1(faerie fire, lead blades), Evolutions: Tentacle,push,unnatural aura
lvl 5:barbarian-rage power witch hunter, feat-weapon focus lucerne hammer lvl 6:Barbarian lvl 7:Barb-Feat:vital strike ,Rage power-spell sunder lvl 8:hunter lvl 9:hunter-Feat:furious finish, Cleric domain-destruction:Torture-(painful smite + vital strike seems...good), domain spell: truestrike Any ideas/advice/obvious pitfalls?
So I have this character who is a barbarian, mainly to spell sunder for story purposes. Her parent is an eidolon so I want her to have some eidolon like abilities. I'm debating between trying to get my gm to fluff some appearance stuff (eyes turing a different shape/color, skin pigmentation becoming unnatural, growing a small tail) and taking the gore/bite rage powers to simulate the change or just jumping in with both feet and going primal hunter from 7 on.
Is it common for a gm to radically change a characters backstory and if so why? For instance: at the end of our last campaign we were given land to build a city/town for our efforts within the story (homebrew). It was kind of like our reward for playing. I did research and made a complete layout of the town, how it developed, how my character and the people he met after the campaign grew together and apart, and added in some things from the campaign and how he changed for the better and worse due to them. There was an organization that I worked with through the entire previous campaign the helped us to fight against an evil corporation and against some demons and devils who were the main antagonist do I added a base for them in my city because it made sense.
Primalist gets:
If you took 4 levels in Primalist and 2 levels in barbarian is your effective barbarian level 6 or do you have an instance of '4 bloodrager barbarian levels' and '2 regular barbarian levels' which are seperate?
Personally I think it would work because @ 4 his bloodrager levels =4 barbarian levels for prerequisites. Taking two levels in barbarian means he now has 6 barbarian levels as far as prerequisites for rage powers are concerned. I guess the overall and more general question would be:
This is a fun thread to point out funny raw interpretations. I'll start:
We have a five man party going into this Coliseum style game and the party make up is melee, melee, melee/ranged hybrid, melee/ranged hybrid
I have a(nother) new campaign coming up and I was planning on making a spell sundering barbarian. The character is the child of one of my old characters and her mother is practically enslaved by magic by an evil organization(hence her obsession with overcoming magic effects).
So I have an investigator (they are all the rage now apparently lol) who is about to hit level 5. I don't have his sheet but I think his stats are something like 13str, 12dex, 12con, 22int, 10wis, 10chr or close to it...
Ok so I made the gnome bard to be a support character and my party nearly got killed by two goblins... So now I'm trying to build something with more omph
Whip magus: Veradin, Tail of the Beast, Bearer of the “Coiled Lightning” Tiefling Magus (Bladebound Kensai),Fighter(Mutagen) STR 10,DEX 20(18+2),CON 10,INT 17(15+2),WIS 10,CHA 5(7-2) Languages: Common, Infernal, goblin, draconic, orc FCB:+1/4 to magus arcane pool Skills: Spellcraft, knowledge arcana, stealth, acrobatics, profession mercenary Traits: Metamagic master (-1 MM cost: shocking grasp), Two world magic (Touch of fatigue) Feats: Weapon Finesse, (Fighter feat-Slashing grace) AC: 17 Initiative: 5 HP: 14 AB: 8 (6 with spell combat) 1d4+5 Can boost to hit, damage and AC by 2 with Dex mutagen Equipment: 305g Masterwork scorpion whip(disarm, reach(15ft), trip),2g backpack, 1g pouch, 1g flint&steel, 5g 10ration, 1g waterskin, 1g rope, 10g journal, 1g ink/pen Spells: 0 lvl: All 1st lvl: shocking grasp… help? Abilities: Race: Scaled skin (fire resist5, +1 AC), Skilled(+2 bluff/stealth), Maw(1d6 Bite attack), Darkvision 60ft, Prehensile tail Magus: Arcane pool, spell combat, spells Kensai: Proficient-Scorpion Whip, Diminished Spell casting, Canny Defense, Weapon focus Fighter: Bonus feat, mutagen @ 3 retrain the fighter level to magus and use third level feat for slashing grace and acquire black blade/arcana/+2 AC
Spellsong and effortless trickery:
Effortless Trickery
Benefit: You can maintain concentration on one spell of the illusion school as a swift action. This has no effect on spells of other schools or on illusion spells with durations that don’t depend on your active concentration. While you may only maintain one spell as a swift action, you may take your move and standard actions to maintain other spells normally, if you wish.
Benefit: You can combine your bardic performance and your spellcasting in two ways. First, you can conceal the activity of casting a bard spell by masking it in a performance. As a swift action, you may combine your casting time of a spell with a Perform check. Observers must make a Perception or Sense Motive check opposed by your Perform check to realize you are also casting a spell. This uses 1 round of your bardic performance ability, regardless of the spell's casting time. Second, as a move action, you can use 1 round of bardic performance to maintain a bard spell with a duration of concentration. You can cast another spell in the same round you are using bardic magic to maintain concentration; if you do this, your concentration on the maintained spell ends when you end the bardic performance the spell is part of. Could you use the first part of spellsong to attempt to hide the casting of the illusion and then use effortless trickery to continue the illusion? (In other words; can you chose not to do the second part of the spell song and continue the spell normally or with effortless trickery?)
If you have illusion between you and the enemy could a Sound striker bard use his supernatural weird words through said illusion without giving away the illusion or his position? How would not being able to see his/her opponent effect my enemies ability to defend itself (would it give +2 to attack rolls and ignore dex to AC like invisibility)?
weird words: Weird Words (Su): At 6th level, a sound striker can start a performance as a standard action, lashing out with 1 potent sound per bard level (maximum 10), each sound affecting one target within 30 feet. These are ranged touch attacks. Each weird word deals 1d8 points of damage plus the bard’s Charisma bonus (Fortitude half ), and the bard chooses whether it deals bludgeoning, piercing, or slashing damage for each word.
I was going to necro one of the old topics but thought it better to start fresh. Say I am a gnome with effortless trickery targeting silent image
effortless trickery and silent image:
Effortless Trickery Benefit: You can maintain concentration on one spell of the illusion school as a swift action. This has no effect on spells of other schools or on illusion spells with durations that don’t depend on your active concentration. While you may only maintain one spell as a swift action, you may take your move and standard actions to maintain other spells normally, if you wish.
Silent Image Range long (400 ft. + 40 ft./level) Effect visual figment that cannot extend beyond four 10-ft. cubes + one 10-ft. cube/level (S) Duration concentration Saving Throw Will disbelief (if interacted with); Spell Resistance no This spell creates the visual illusion of an object, creature, or force, as visualized by you. The illusion does not create sound, smell, texture, or temperature. You can move the image within the limits of the size of the effect. First, since you are concentrating on the illusion I assume you can move it, change it's shape, have it follow someone (or you) around etc. If that's the case at the start of the day could you create an illusion of a bracelet, tell everyone in your party that it's an illusion and then have them touch it so that they can see through it. (A successful saving throw against an illusion reveals it to be false, but a figment or phantasm remains as a translucent outline.-srd) Later in the day if you get into a fight could you have that same illusion turn into a wall between you and the enemy (looking like ice wall or stone wall) which would block your party from view completely and, since your party has already seen through the illusion, leave the enemy completely vulnerable to spells and ranged attacks? Even if "spells and arrows flying through the wall cause the enemy to immediately disbelieve" that would still guarantee an unopposed round of attacks. Alternatively you could have the wall seem to get destroyed as the spells/arrows pass through only to reform right after (to avoid the possible auto disbelief). Lastly (and more to the actual idea that I had), If for some reason this didn't work for others could a Sound striker bard use his supernatural weird words through said illusion wall without giving away the illusion or his position? How would not being able to see his/her opponent effect my enemies ability to defend itself (would it give +2 to attack rolls and ignore dex to AC like invisibility)? Also (since vanish IS an illusion it is still on topic) If you used vanish and then weird words would all of the attacks ignore dex and have +2 or just the first one? Since it's a standard action SU ability I assume all would benefit but I'm not sure...
Say I'm using a rapier (18-20=critical hit) and I attack someone and the d20 shows 17. If I use inspiration to add 1d6 to the roll does that make the die 18+ and thus a critical hit.
srd critical hit info:
Critical Hits
When you make an attack roll and get a natural 20 (the d20 shows 20), you hit regardless of your target's Armor Class, and you have scored a "threat," meaning the hit might be a critical hit (or "crit"). To find out if it's a critical hit, you immediately make an attempt to "confirm" the critical hit—another attack roll with all the same modifiers as the attack roll you just made. If the confirmation roll also results in a hit against the target's AC, your original hit is a critical hit. (The critical roll just needs to hit to give you a crit, it doesn't need to come up 20 again.) If the confirmation roll is a miss, then your hit is just a regular hit. A critical hit means that you roll your damage more than once, with all your usual bonuses, and add the rolls together. Unless otherwise specified, the threat range for a critical hit on an attack roll is 20, and the multiplier is ×2. Exception: Precision damage (such as from a rogue's sneak attack class feature) and additional damage dice from special weapon qualities (such as flaming) are not multiplied when you score a critical hit. Increased Threat Range Sometimes your threat range is greater than 20. That is, you can score a threat on a lower number. In such cases, a roll of lower than 20 is not an automatic hit. Any attack roll that doesn't result in a hit is not a threat. Increased Critical Multiplier Some weapons deal better than double damage on a critical hit (see Equipment). Spells and Critical Hits A spell that requires an attack roll can score a critical hit. A spell attack that requires no attack roll cannot score a critical hit. If a spell causes ability damage or drain (see Special Abilities), the damage or drain is doubled on a critical hit.
inspiration:
Inspiration (Ex)
An investigator is beyond knowledgeable and skilled—he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these flashes of inspiration in other situations. An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator's inspiration pool refreshes each day, typically after he gets a restful night's sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he's trained in the skill. Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator's pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.
For- The result of the check is 17 and you add 1d6 to that. Against- Natural means natural. Adding to the attack roll may help you hit the target but can not help you score a critical hit.
Ranged Study
text:
You can use a limited form of studied combat and studied
strike with a weapon of your choice. Prerequisites: Weapon Focus with the chosen weapon, studied combat† class feature. Benefit: Choose one kind of ranged weapon. You gain the bonuses for studied combat with your chosen weapon and can use studied strike with your chosen weapon as long as the target of your studied strike is within 30 feet of you. So with the chosen weapon; studied combat works regardless of range, but you need to be within 30 ft for studied strike?
i was trying to come up with an interesting new character for our next game and eventually came to the conclusion that playing a sociopath would be new. So when i started putting together character ideas i started looking at popular sociopaths and tying assignments to them. Dexter would easily be lawful evil. Sherlock Holmes (form the tv series) would be chaotic neutral. and then i came to the thread title; could you make a lawful good sociopath?
I'm trying to come up with a grappler who uses binding throw and I'm a little confused on the cumulative penalties.
if you are in lich's game do not click:
Race: Human Name: Debil Sex: F Alignment: LE Class: Monk (Maneuver master) X1, Fighter (lore warden)X2 Ability layout: 25 point buy (one must be 18 and one must be 7) Str: 18 +2 = 20 Dex: 16 Con: 12 Int: 10 Wis: 10 Chr: 7 Feats/class skills:
@3 my CMB would be BAB = 3 + str (5) – 2 (flurry) + 2 improved +1 weapon focus= 9
feat/condition descriptions: Ki Throw (Combat) Your physical control and mastery of momentum allows you to throw enemies. Prerequisites: Improved Trip, Improved Unarmed Strike. Benefit: On a successful unarmed trip attack against a target your size or smaller, you may throw the target prone in any square you threaten rather than its own square. This movement does not provoke attacks of opportunity, and you cannot throw the creature into a space occupied by other creatures. Special: A monk may gain Ki Throw as a bonus feat at 10th level. A monk with this feat can affect creatures larger than his own size by spending 1 ki point per size category difference. Binding Throw (Combat) You can strike your enemy and use the blow as an opportunity to grab and hold him. Prerequisites: Improved Grapple, Improved Trip, Improved Unarmed Strike, Ki Throw. Benefit: After you successfully use the Ki Throw feat on an opponent, you can use a swift action to attempt a grapple combat maneuver against that opponent. Normal: The grapple combat maneuver is a standard action. Special: A monk can gain Binding Throw as a bonus feat starting at 14th level. Grappled
So I am trying to make a master thief (sleight of hand expert) and I have been bouncing ideas around a lot. I came across this combination and was wondering if it works as I think it does.
site:
Skills: For each skill in which either the master or the familiar has ranks, use either the normal skill ranks for an animal of that type or the master's skill ranks, whichever is better. In either case, the familiar uses its own ability modifiers. Regardless of a familiar's total skill modifiers, some skills may remain beyond the familiar's ability to use. A Familiar can have an archetype, valet familiars get their master's teamwork feats site:
Familiar Archetypes
Animal archetypes modify familiars' standard abilities, similar to how class archetypes modify player characters' class features. These archetypes function by swapping out certain abilities that are common to standard familiars and replacing them with new abilities tailored to a particular theme. Where levels are referenced in archetype descriptions, they refer to the class level of the PC master in whichever class grants the familiar as a class feature.
And the teamwork feat in question team pick pocketing:
Team Pickpocketing (Teamwork)
You distract a mark with friendly conversation while your partner robs the victim blind. Prerequisite: Bluff 1 rank, Sleight of Hand 1 rank. Benefit: Whenever an ally with this feat succeeds a Bluff check to feint an opponent, if you are adjacent to that creature, you can spend an immediate action to make a Sleight of Hand check to pickpocket that opponent and gain a +4 bonus on that attempt. The only issue I see is that it'll be hard to get a high enough feint on a useful familiar (because they use their ability modifier, the squirrel's 8 is the best for this build that I see so -1 to bluff to feint). I'll be level 3 so my bluff will be +3 ranks, +3 class skill, -1 mod, +3 skill focus, +2 deceitful so 10 with a major investment (5 with just skill ranks and class skill). The DC could be rough, but failure would only mean that they think the squirrel is up to something. I doubt anyone'd be like "Hey! this squirrel is trying to trick me!" *attack
If you are in The Lich's Game do not click...: As some of you may know I am in a rather odd [futuristic paranoia style]campaign where we die a LOT (my last character didn't make it a full session despite having a great personality, and having high knowledge/understanding/diplomacy/combat ability). SO this time I am trying to make a character that I can have fun playing regardless of what else goes on in the campaign. I will play him as smart but pretend to be dumb because people expect goblins to be. He is also a prankster who loves to play tricks on the party and on npc's while skirting the lines of actually doing anything illegal. (Taking stuff and putting it in party members pockets, helping party members misplace their things, finding people's ammunition clips on the ground and returning them, etc) The plan is to bluff his way out of sticky situations and drop a smoke bomb and stealth away if he gets caught in a lie (or to get in close for shenanigans). "OOOOPsie!?! I drrropped me bomb ageen... Ken anyone seee?" *sniffs out location and steals stuff*
I'd love to find a way to get my sleight of hand and bluff up a bit but we don't have access to any skill increasing equipment or any magic at all (including extracts, alchemists don't get them). I am open to another race/class, but our choices are rather limited:tiefling/drow/goblin/human for races, and pathfinder classes that don't have spells (Barb/rogue/ninja/fighter/monk/alchemist/cavalier/samurai) The knowledges are pretty much necessary in order to know what you can or can't do which may or may not save you from being killed but will at least give you a chance (however slight) of not being killed for helping someone cross the street or trying to follow your directive(but probably not). What I'm thinking about so far: Race: Goblin Name: Trouble Maker Sex: occasionally Alignment: Crazy Enough Class: Alchemist – Beastmorph/Mindchemist 3 Ability layout: 25 point buy (one must be 18 and one must be 7) Str: 10 -2 race = 8 Dex: 16 +4 race = 20 Con: 12 Int: 18 Wis: 10 Chr: 7 -2 race = 5 Languages: Goblin, Common, Draconic, undercommon Race abilities: Small size bonuses (+1 AC, +1 attack, -1 cmb/cmd, +4 stealth), 30 ft movement, +4 stealth/ride, 60 ft darkvision, +3 fire resistance Initiative: 5 Skills: 8 (4 + int modifier) favorite class bonus 1 fire resistance per level Diplomacy, Bluff*, Computer use*, Perception*, Knowledge Computer*, knowledge technology*, sense motive*, sleight of hand*, stealth* Modifiers: Dex 5 (+2 mutagen), Int 4 (+2 cognatogen) 14 to technology, 14 to computer, 14 to bluff, 8 diplomacy, 10 computer use, 10 Perception, 7 sense motive, 12 sleight of hand, 20 stealth Saves: Fort 4/Ref 8/Will 1 Traits: Student of philosophy [Int instead of cha for diplomacy/bluff] (social), Slippery +1 stealth/class skill (combat), Survivor +1 Sense motive/class skill(regional), extremely fashionable [+1 dipl/bluff/intimi, bluff is a class skill] (equipment) Drawbacks: Power hungry, Meticulous Feats/class skills: 1st: Cognatogen (Mindchemist), Bomb 1d6, Extra bombs (instead of brew potion), Throw anything, Bonus homebrew Feat: Point blank shot, Feat: skill focus +3 (bluff) 2nd: Discovery: Smoke bomb, Perfect Recall (mind Chemist int X2 to knowledges), 3rd: Beastmorph (scent), Bomb 2d6, Feat: extra discovery: Mutagen @3 (I will have 9 bombs [class level 3, int mod4, extra bombs2]) AC: 24 (10 + armor 8(no max dex), dex + 5, size +1) BAB +2, Dex mod +5, +1 point blank +1 size so: +9 for bombs @ 2d6 +4 dmg (+6 dmg when under cognatogen) + Smoke +9 for a single shot with laser rifle +11 for bomb/rile and +2 sleight of hand (13)/stealth (22) under mutagen, + 2 dmg and pretty much all other skills under cognatogen Homebrew alterations to alchemist: In exchange for Brew Potion, you may have the Extra Bombs feat. In exchange for spell casting at 1st Level and every 3 levels thereafter you can choose 1 feat which would directly affect your bombs and take it as a bonus feat.
Cosmopolitan (Local) Living in a trade city has put you in touch with numerous different civilizations, cultures, and races. Prerequisites: Lived in a trade city Benefit: You gain two languages of your choice. In addition, choose two Intelligence-, Wisdom-, or Charisma-based skills. Those skills always count as class skills for you. So... Raw... I can speak Druidic?
In or out of combat, like a misdirection type feint?
You distract a mark with friendly conversation while your partner robs the victim blind. Prerequisite: Bluff 1 rank, Sleight of Hand 1 rank. Benefit: Whenever an ally with this feat succeeds a Bluff check to feint an opponent, if you are adjacent to that creature, you can spend an immediate action to make a Sleight of Hand check to pickpocket that opponent and gain a +4 bonus on that attempt.
This is for a modern game. I got the ok today to use goblin as a race so I was looking at a way to make it work. We can take 2 drawbacks and gain 2 more traits. Race: Goblin Name: Nuck Nuck Alignment LE
Traits: Reactionary +2 initiative(combat),Child of the streets +1 sleight of hand/class skill (social), Clan Artisan +2 acrobatics(Regional), Secret knowledge +2 knowledge religion (Religion)
For Feats I’m thinking:
At level three I am looking at
Roll with it and drawbacks:
Roll With It (Combat, Goblin)
You know how to take a hit, even if your reaction sends you bouncing and flying out of battle while shrieking at the top of your lungs. Prerequisite: Goblin, Acrobatics 1 rank. Benefit: If you are struck by a melee weapon you can try to convert some or all of that damage into movement that sends you off in an uncontrolled bouncing roll. To do so, you must make an Acrobatics check (DC = 5 + the damage dealt from the attack) as an immediate action. If you succeed in this check, you take no damage from the actual attack but instead convert that damage into movement with each point equating to 1 foot of movement. You are staggered for 1 round after you attempt to use this feat, whether or not you succeed. Power hungry
Planning to use roll with it as my means of avoiding melee if someone tries to run in on me (hence the high acrobatics).
looking it up for reference i see that an emanation works like a burst only last for a duration. bursts say that they can not effect someone with total cover (meaning they don't go around corners).
In this world there is no magic, so since drow keep their spell like abilities I thought to capitalize on that fact. How does this look?
And::
Seducer Certain drow possess an innate understanding of the darkest desires that lurk in every heart. Drow with this racial trait add +1 to the saving throw DCs for spells and spell-like abilities of the enchantment school. In addition, drow with a Wisdom score of 15 or higher may use charm person (DC=10 + spell level +modifier so +1 from seducer,so 14?)once per day as a spell-like ability (caster level equal to the drow's character level). This racial trait replaces drow immunities. Drow Nobility (Drow) Your blood courses with power, granting you greater spell-like abilities. Prerequisites: Able to use drow spell-like abilities, drow. Benefit: You may use detect magic as a spell-like ability at will, and add feather fall and levitate to the spell-like abilities that you may use once each per day. Your caster level is equal to your character level. Improved Drow Nobility (Drow)
Charm and suggestion seem like potent tools, but I could just build all out damage and diplomacy too...
I am making a drow who uses ranged attacks and I am looking at the nobility line of feats which will give the deeper darkness sla. We are underground so casting this will likely drop the light level to supernatural darkness every time so what tactics can a ranged character use super natural darkness for that will be to his advantage? Drow have deeper darkness but no actual way to see in it so I am having problems coming up with strategies...
I am playing in 2 games right now and GMing one and that is about it as far as my playing of tabletop games so if this is the norm just let me know.
A little back story:
the reason that I made this place was because they wanted to make evil PCs and I was going to start them in a prison (like this one) at level 5. In order to better introduce the world I started them elsewhere at level 1 so that they could better understand the world. They seemed a little saddened because they had planned to try to take over the prison by making and breaking alliances (game of thrones style) so I wanted to give them that back. Flash forward to tonight when I ran the game. I introduced them to the prison and all seemed to be going OK. Long story short, when talking with one of Davok's(head of one faction) henchmen (the first day) they conveyed a lot of the same ideals and thoughts that Davok and Teran (head of another faction) had. They were introduced to Harsk (Davok's #2) who eventually introduced the mobster (who was imprisoned by one of the PCs) and he (the pc) avoided the confrontation completely (with a successful bluff check he convinced Harsk that he should leave because he was tired before he got to the area with the mobster). They spent the rest of the time trying to dig to the surface and killing the worms which lead them to the rather obvious wall of force that was around the prison. (Though no one in the prison knew about the wall because they hadn't been able to dig that far) They literally did not go into one building and didn't explore the area at all, just made a B line for the exit. Now let me explain the worms to you. They were alot like these: these:
Scavenger Worm
This insectoid creature might be mistaken for a simple giant centipede, were it not for the circular, moray-like maw, the hard reflective chitin that clicks as it moves, and its complete lack of eyes. A thin trickle of something green and foul-smelling trickles from its mouth.
DEFENSE AC 16, touch 12, flat-footed 13 (+3 Dex, +4 natural, -1 size)
OFFENSE Speed 30 ft., climb 20 ft.
Tactics Although technically sightless, scavenger worms are capable of detecting and tracking prey as well as any sighted creature. When they come across living beings, they initiate combat with their tranquilizing spray, and then make every effort to grab at least one debilitated creature and drag it off to be consumed. If it senses no easy escape, however, it fights until all its prey is dead, or it believes itself to be overmatched. STATISTICS Str 14, Dex 16, Con 16, Int 1, Wis 14, Cha 6
The scavenger worm can spit a viscous liquid in a 20-ft. cone. All living creatures in the area must succeed on a DC 14 Fortitude save or fall asleep for 1d8+1 rounds. Victims can be awakened early with a DC 15 Heal check, as a full-round action, or with any variant of restoration or neutralize poison. Once it attacks with its spray, the scavenger worm cannot do so again for 1d4 rounds. The save DC is Constitution-based. The main difference being that they came in different sizes and when killed they let out a loud screech that alerted other worms in the area. When the worms passed by an area where there was a tunnel they caused a cave in. They could also grab and the swallow whole asleep prey. The party fought one worm and do to a successful knowledge they found out about the screech and that it didn't have DR. During the fight they found out that it has low health and when it died and screeched they ran away for the day. During that one fight, 4 of the party members got put to sleep and they were only saved because some npc's that were helping them dig (that didn't fail the save) woke them up instead of running away (which logically they would have run away when their protectors fell asleep). They tried again a few days later and ran into four of these worms at once (due to bad luck). I only had one of the worms use the sleep cone of death and had all of the worms breach near the front of the party to avoid a TPK and after the fight they say "Yeah these are weak, lets just kill them all!" Somehow they never noticed that with 4 out of 5 people asleep, yeah you are pretty much done. With 4 worms that have a 20 ft cone sleep attack I could have had one breach in the back (collapsing the way out) one in the front, and one on either side. Everyone would have failed (statistically) 1 of the 4 cones and everyone would have gotten eaten. Even if they didn't the worms could have caused the tunnel to collapse on them and buried them alive. SO now I'm thinking that this was all just a large waste of time creating this prison town which they didn't bother exploring at all because i assume they just aren't interested. I guess I will just let them out next session and get back to the main story which leads to problems in and of itself. The problem is, the threat that they are going to be up against is massive and they will need some allies and the prison was a good way for them to rally and/or create their own army (or at least a large number of people who owe them a debt). At this rate they will be owed one favor from one person and only met 2 people of any real import (one being the one who will owe them a favor). All they have made elsewhere are enemies and breaking out of prison isn't going to gain them any friends. Being an evil party I don't see alot of options for gathering people to their cause. I also gave them an "IN" to the assassin's guild which they have been running from since. I guess I should just introduce the real threat and let them TPK and end it with a "you fail, thank you for playing" I guess my question is, is this common? They didn't look into any goals or backgrounds of anybody and only asked 1 person why they were there. They know that people have been thrown in here for years and that most of those items in up in this store but they didn't even step in to see what kind of random and potentially rare items were in there. They didn't want to try the drugs to see what kind of effect they would have (or force them on anyone else even). They left one third of the area COMPLETELY unexplored. I mean, I wasted a huge amount of time creating this place, the people, their personalities, buildings and traps, and all of that only works here and is basically wasted. This makes me want to just NOT do any prep anymore and fly by the seat of my pants with a random name generator, a chart with races and genders (to roll so that there is no thought required), and the npc codex for builds.
Hello all,
background:
So the PC's made the mistake of being evil in an uppity, alignment-ist town in which some evil people recently did some murdering. The PC's ping'd evil (detected as evil) and are dressed like the culprits (part of the story) so they got arrested too. After an incredibly (un)fair trial the PC's found themselves on their way to prison. The prison is basically where the town throws people to die. (In the past they took hardened criminals to an underground enclave and executed them illegally but when the town started noticing that the criminals were disappearing they came up with the idea (excuse) of the prison and over time it became a reality.) They expect it to be just a bunch of evil people killing each other but it's actually largely civilized. The town has been divided by three people and they are the only authority there. The center of the town is barren and walled off from the rest of the area and from there there are three gates, each which lead to one of the territories ruled over by those mentioned above. Through one gate lies the area ruled over by Satina. She is an oracle who is quite insane but places the blame for her reputation on her lieutenant Sero who plays along because its amusing to him. She runs an infirmary and there is a temple (cult) in her territory. Her area has the most underlings (about 35) mostly because she doesn't have alot of rules and is willing to "heal" people for free. One of the other gates leads to Teran's territory. He and his sister Viona were imprisoned for protecting their land. He is a druid and she is a ranger and they run a general store and a store that sells food and water. There are 20 or so people in his territory and he grows vegetables as well. The last territory is ruled over by Davok. He and his best friend since childhood, Harsk, control the bar and the prostitutes. (As a side note, the building that the prostitutes live in is one of only five actual buildings. All of the rest are shacks and shanties which are obviously makeshift.) There are about 20 people in his territory as well. There is a (loose) alliance between the three; Davok and Teran have a strong alliance because either would be outmatched by Satina through sheer numbers. Satina stays loyal to the alliance because against the two of them she would be defeated. If they were to all fight there would surely be casualties so they formed the alliance. If you are wondering where the goods are coming from: goods:
The town runs on a barter system, as money is useless since they will never see the light of day. The prisoners are thrown into the town with all of their gear and equipment and the townspeople kill them and take it to barter.(Why would the town throw them in with their gear? Because as long as they have a supply of "stuff" to fight over they will be too preoccupied to try to get out.) The sewage from the city runs through the prison in the druid's territory and he has his people direct it's flow. They sift, purify, and prestidigitate what they can from the waste to get food and water. There are creatures on the ceiling that provide constant normal light. The party will have three ways to escape the prison (a pardon not being one of them). I don't want to give too many spoilers in case they wander in here... So it boils down to this, am I missing anything in the town or is it good? Edit: I left a bunch of stuff out which may or may not be important. The center area where they start has a lot of destitute, dying, and dead people lying around in it. In order to leave this area you have to perform a task given by the representatives guarding the gates. Once they chose a gate to go through and prove themselves to the leader of that territory they will be given privilege to go between the territories (hence the alliance). There are some under cover city guards and members of a crime family (who were sent there by one of the party members) to add tension and ... entertainment. Most of the "underlings" will be commoners who won't actually pose a real threat to the party unless they decide to fight an army alone in which case they deserve to TPK. The rules of the town are simple; Do what your faction commander tells you, respect those who are your betters, and don't mess in your faction or another faction's businesses. Stealing, killing, raping, are all on the table (of course the party won't know that) and will not be punished (unless it violates rule 1, 2, or 3).
In equalibirum he used guns to bash in heads and to shoot things to death and I want to create a build to do the same.
Say you were an alchemist with either extra arm or tentacle discovery
Missile shield:
Missile Shield (Combat)
You are skilled at deflecting ranged attacks with your shield. Prerequisites: Dex 13, Shield Focus. Benefit: You must be using a light, heavy, or tower shield to use this feat. Once per round when you would normally be hit with an attack from a ranged weapon (not including spell effects, natural attacks, or massive ranged weapons), you may deflect it so that you take no damage, as if you had the Deflect Arrows feat. You must be aware of the attack and not flat-footed. Deflect arrows: Deflect Arrows (Combat)
You can knock arrows and other projectiles off course, preventing them from hitting you. Prerequisites: Dex 13, Improved Unarmed Strike. Benefit: You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with an attack from a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged attack doesn't count as an action. Unusually massive ranged weapons (such as boulders or ballista bolts) and ranged attacks generated by natural attacks or spell effects can't be deflected.
Gunslinger - Pistolero
Starting at 5th level, a pistolero increases her skill with one-handed firearms. She gains a bonus on damage rolls equal to her Dexterity modifier, and when she misfires with a one-handed firearm, the misfire value increases by 2 instead of 4. Every four levels thereafter (9th, 13th, and 17th), the bonus on damage rolls increases by +1. At 13th level, a pistolero never misfires with a one-handed firearm.
Starting at 3rd level, a trench fighter can select one specific type of firearm (such as a machine gun, revolver, or rifle). He gains a bonus equal to his Dexterity modifier on damage rolls when firing that type of firearm. Every 4 levels thereafter (7th, 11th, and 15th), the trench fighter picks up another type of firearm, gaining these bonuses for those types as well. Furthermore, when behind partial, normal, or improved cover, a trench fighter gains an additional +2 AC bonus from the cover. They seem like untyped damage bonuses and pistol training aims to alter only one handed firearms while trench warefare alters one specific type which could be a one handed firearm. So @ level 8 could you have 2X dex to damage with one handed firearms?
Edit: I did see the other threads from 2013 talking about it but there wasn't a consensus as to whether they actually stack...
I am playing in a modern homebrew game in which we use any of the non-spell casting current classes (instead of the modern class stuff). Point buy is 25 BUT one has to be an 18 and one has to be a 7 (before racial mods). We have to be evil and we use laser guns, stun batons, etc. instead of swords and bows. My first character was a orc barbarian (22 str, 5 chr) who smashed things because, well, things need smashing. We are lvl 3 now and that characters gone so I need a new character but I am quite torn as to what to make.
I kind of want to make an alchemist (he said it was ok because they don't technically have spells), but they lose all extracts (too much like spells) with nothing in return and I'm afraid that the bomb discoveries (smoke bomb and the like) will be taken away too.
Relevant info:
Silent Image School illusion (figment); Level bard 1, sorcerer/wizard 1 Casting Time 1 standard action Components V, S, F (a bit of fleece) Range long (400 ft. + 40 ft./level) Effect visual figment that cannot extend beyond four 10-ft. cubes + one 10-ft. cube/level (S) Duration concentration Saving Throw Will disbelief (if interacted with); Spell Resistance no This spell creates the visual illusion of an object, creature, or force, as visualized by you. The illusion does not create sound, smell, texture, or temperature. You can move the image within the limits of the size of the effect Saving Throws and Illusions (Disbelief) Creatures encountering an illusion usually do not receive saving throws to recognize it as illusory until they study it carefully or interact with it in some fashion. A successful saving throw against an illusion reveals it to be false, but a figment or phantasm remains as a translucent outline. A failed saving throw indicates that a character fails to notice something is amiss. A character faced with proof that an illusion isn't real needs no saving throw. If any viewer successfully disbelieves an illusion and communicates this fact to others, each such viewer gains a saving throw with a +4 bonus.
Your natural knack for illusion allows you to maintain at least one illusion spell with little effort. Prerequisite: Gnome. Benefit: You can maintain concentration on one spell of the illusion school as a swift action. This has no effect on spells of other schools or on illusion spells with durations that don’t depend on your active concentration. While you may only maintain one spell as a swift action, you may take your move and standard actions to maintain other spells normally, if you wish. Normal: Concentrating to maintain a spell is a standard action that does not provoke attacks of opportunity. Say for argument's sake I am a level 5 gnome sorcerer. If I were to create a giant black cube using silent image that covered myself and the two spaces next to me I would know that they aren't real so I would only see an outline, but any enemy would have no line of sight and would have to use AOE spells to have a chance at hitting me (thus making me rather immune to targeted spells, ranged attacks, and physical attacks unless someone was crazy enough to run into it without knowing what was inside/on the other side. In combination with casting then moving/ pit spells/ etc this seems a rather potent defense against anyone without truesight. Now a spellcraft check would determine that it was an illusion if I cast it while enemies are present but if using effortless trickery I could maintain it as a small orb that follows us around until we got into trouble and then have it expand (giving no chance to spellcraft it).
OK. I have a homebrew that I'm having a lot of fun running but I got super bogged down this week. I have most of the upcoming stuff ready but I haven't built some of the actual people.
Basically I need three level 7 character builds and three henchmen to play the roles of the people in charge of the town. I already have their personalities in mind (though if you want to add different ones that's cool too) I just need actual builds (because its almost twelve and I have to work tomorrow). One of them is an absolutely insane CE Haunted Oracle whose henchmen is a thief and leader of the thieves guild (the thief is also the only one who knows a way in and out of the prison). The second is a NE Illusionist gnome whose henchmen is, you guessed it, an illusionist gnome (his brother; their people sift through the trash and sell what they find in a general store-shack and in a food shack). The third and final is a NE druid whose henchmen is a ranger (They run the prostitution guild and also run the food shop and have a healing shack). The gnome and the druid have a loose truce which balances the power against the oracle who has more people (peons) under her because she has no rules. The main currency of the prison is trading goods of course. I want them to be powerful enough to where the group can take them out if they can get them alone, but not if they fight them together or start a war.
I'm running a home brew (first time GMing) and I was thinking of having an obstacle course in the area that they are headed towards to help with the party synergy and get them thinking more along the lines of working as a group instead of taking separate actions which have no synergy. Party is level 4 and the make up is Ranger (melee/ranged but mostly melee), cleric (also mostly melee but also support heals), wizard, witch, sorcerer. The problem is... well I'm not sure how to go about it or if it will be fun for them. It seems like with good story telling and a worthwhile prize at the end it will be worth it and provide a sense of accomplishment working together as a team but it could just be that I think it will be fun to run so I'm looking for advice/ideas. Starts off in a pit you have to climb up a steep incline to get out of (climb check, with provided rope the strong can help the weak out). Long narrow halls with sharp corners will keep them on edge and not knowing whats next as well as work that perception check forcing communication. Holes in the walls/pressure plates shooting out darts/arrows can be avoid with reflex saves, disarmed with disable device, or avoided with good communication and perception. Other traps with higher DCs can drop nets/ropes to entangle enabling those with escape artist/slight of hand a chance to shine (or strength to just break free). Strength checks can push back the crushing walls. Acrobatics checks for long jumps (one or two will make it carrying a rope each to make a tightrope bridge or swing/climb up if they are clever, etc). Illusion areas to work will saves. Poison cloud they can either blow away with spells or fortitude save their way through with a side of knowledge nature to know the type of poison. Perhaps have the final test to pass be a riddle or history question that they can get right if they remember the history or with an intelligence check if they don't (maybe allow a diplomacy/bluff/intimidate check to skip the encounter altogether if successful). *edit: Could also throw in some magical gadget/item barring a door to work UMD/spellcraft/knowledge arcana...
What do you guys think? fun, boring, waste of time which is better spent on the main story even if the prize is good? *edit 2: If you are wondering why it exists (or why it may exist) The background I had for it is that it is a small town's major source of income. People pay a small fee to enter and many people/groups do for the chance to win the awesome prize, but just like carnivals the odds of making it through are so stacked against the participants that no one has ever actually made it so it's all basically pure profit for the town.
Say its a huge monster with (20 ft reach)6 arms w/claws, grab special ability, greater grapple, and combat reflexes (or whatever the multiple AOO feat is). If three monsters provoke what happens?
Vivisectionist alchemist:
1) When made they have 2 hd, if turned into an improved familiar do their hd increase to the master's level
All joking about evil activities aside...
So, long introduction and anecdotes aside; is it evil to set up say 6 to 10 dire lions, have them ready an action, and then summon a bearded devil (lesser planar binding) in the midst of them? Not from a "the bigger devils will eventually retaliate" point of view but from an alignment point of view?
I just reached level 10 with my master summoner (was lvl 8) and so I have a feat and some spells to pick.
So, I get a second, third, and 2 forth level spells.
For the feat I have no idea. This is my first tabletop rpg and I'm having fun but my gm is rather strange and seems to go out of his way to nerf/ punish my character in ridiculous ways.
For instance/rant (feel free to skip):
We raided an area and a powerful creature had a scroll of old haste in an obscure language (which gives 2 standard actions). I'm guessing that he assumed we couldn't translate it or that it would go to the wizard but I happened to have a ring of spell knowledge that was empty and taught the spell to my ring. When I asked how many targets and when does the 2 actions take place he changed it to a single target spell that takes a full round to cast (so I could summon 1d3+1 monsters twice in two round or I can.. summon 1d3+1 monsters twice in 2 rounds! The fights are usually over by round 3). I've looked up every incarnation of haste (that I could find) and that has never existed. This is just an example and I can see why you would tone it down (I don't see why you would even introduce it in the first place to be honest) but anytime I do ANYTHING even half clever there is some massive punishment for it. Metamagic rods I want to buy are "out of stock" or twice as expensive because... well because. Or like when I trampled a goblin that he had plans for and it (being in an area full of evil, supporting an evil village, and helping nearly kill one of our party members) somehow was good and cursed me with a curse that could only be removed by a god or spending all my gold to resurrect it (as punishment for tactical/skillful combat). I think the problem is I like to think my way through a problem and they are more of the "hit it til it dies" mentality which leads to him being frustrated... I don't know Anyway, with shield/mage armor/bark skin my ac still wouldn't be stellar so im thinking blur + displacement would be the better way to increase survival. I could get improved familiar with the feat but that's even MORE time per turn (i usually roll several dice to mitigate multiple summon woes). Of course I SHOULD get improved familar, get the faerie dragon and have it and my eidolon UMD old haste on me and a party memeber through an item every combat... I don't know. any advice/ ideas are appreciated.
So, Saturday I am running a game that I've been working on for a while. Yesterday I got all of the character sheets that will be playing and the setup is; wizard, sorcerer, sorcerer, witch, ranger focused on bows. The majority of enemies in the world are humanoid and thus intelligent and we are starting at level 1. How do I not kill them off? It's a low magic world which they know and the way I see it going is: roll for initiative, pc goes first and probably second, NPC enemies see them as a threat and focus fire killing them off or knocking them unconscious almost instantly, etc til all but the ranger are down/dead. To boot this is my first time gming so I'm likely going to have balance issues anyway as I get used to the system.
I know a character can choose to lower their resistance to allow a spell to effect them, but that got me wondering if a caster could choose to not inflict the full effect of a spell that requires multiple saves.
Trying to come up with a strong BBEG undead user to face my party in a future campaign they will be between levels 5 or 6 when they fight him.
Thoughts For those unfamiliar with the abilities mentioned they are spoiler'd below
spirit vessels:
Spirit Vessels (Su): You can channel wendo spirits into lifeless bodies, reanimating them to aid you. When using the animate dead spell, you can control 6 HD worth of undead creatures per caster level rather than 4 HD. In addition, any zombies or juju zombies you create using animate dead, create undead, or similar spells possess maximum hit points.
Editor's Note Spirit Vessels' ability to create non-evil undead was an oversight, and this behavior is not intended. The ability has been edited to reflect the intentions of the ability. For archival purposes, the full text removed is as follows: "Necromancy spells that create undead lose the evil descriptor when you cast them. Mindless undead created by your magic are of neutral alignment, while thinking undead possess your alignment. " Source Undead Servitude (Su): You gain Command Undead as a bonus feat. You can channel negative energy a number of times per day equal to 3 + your Charisma modifier, but only to use Command Undead. You can take other feats to add to this ability, such as Improved Channel, but not feats that alter this ability, such as Alignment Channel. experimental spellcaster:
Experimental Spellcaster
Despite casting spells, you dabble in the art of wordcasting. Prerequisites: Ability to cast spells. Benefit: Select one class that grants you the ability to cast spells. You can now use the slots from that class to cast a limited number of words of power spells. Add all of the target words to your spell list and your spellbook, familiar, or list of spells known. In addition, add the boost meta word and one effect word of any level you can cast in the chosen class. Special: You can take this feat multiple times. Each additional time you select this feat, add two effect or meta words to your spellbook, familiar, or list of spells known. inspired necromancy:
Inspired Necromancy (Ex)
When determining the maximum number of Hit Dice of undead he can control with spells like animate dead, a character counts his Agent of the Grave levels twice. This ability does not factor into how many undead he can create with a single casting of a spell. Thus, a cleric 7/Agent of the Grave 3 would be able to control 52 Hit Dice worth of undead with animate dead. desecrate: Desecrate
School evocation [evil]; Level antipaladin 2, cleric/oracle 2, inquisitor 2
Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels)
DESCRIPTION This spell imbues an area with negative energy. The DC to resist negative channeled energy within this area gains a +3 profane bonus. Every undead creature entering a desecrated area gains a +1 profane bonus on all attack rolls, damage rolls, and saving throws. An undead creature created within or summoned into such an area gains +1 hit points per HD. If the desecrated area contains an altar, shrine, or other permanent fixture dedicated to your deity or aligned higher power, the modifiers given above are doubled (+6 profane bonus to negative channeled energy DCs, +2 profane bonus and +2 hit points per HD for undead created in the area). Furthermore, anyone who casts animate dead within this area may create as many as double the normal amount of undead (that is, 4 HD per caster level rather than 2 HD per caster level). If the area contains an altar, shrine, or other permanent fixture of a deity, pantheon, or higher power other than your patron, the desecrate spell instead curses the area, cutting off its connection with the associated deity or power. This secondary function, if used, does not also grant the bonuses and penalties relating to undead, as given above. Desecrate counters and dispels consecrate.
So say you're a synthesist. Massive number of attack, + to hit etc. If you have any summoningtype caster on your team you can destroy everything without fear. Have you team mate summon an invisible stalker, have it allow you to possess it, profit. If you get defeated the stalker's body disappears and you go back to yours safe and sound. With communicate with animals you could possess a summoned dire tiger and get all of its natural attacks & yours.
I took craft wondrous items soon as it was available and my character is now level 7 and so far I've made several sleeves of many garments for the party and that's about it. I know that I can make cloak of resistance/ amulet of natural armor and the like but to be honest when I took it I thought that I could make whatever I wanted. As I look at things I'd like to make they are more like wands/rings and less like the things mentioned above. So my question is, what cool interesting things can you make with wondrous items around level 7?
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