Friendly Fighter

Kyras Ausks's page

711 posts. Alias of Sgm Kobold.


RSS

1 to 50 of 711 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Darigaaz the Igniter wrote:

Goblin Barbarian

Goblin Paladin
Old Goblin Monk
Goblin Cleric
Goblin barbarian/bard/cleric/druid/fighter/monk/paladin/ranger/rogue/sorcerer/wiza rd

human fighter

dwarf cleric
snake lady


Laurefindel wrote:
Kyras Ausks wrote:
i would just like to point out the last time some one care about details that small with math we change the way Japans map looked

Then they obviously didn't go into small enough details :)

Maths well done will get you the moon (or at least get you to it)

I though this was relevant because I've always imagined gold pieces to be the size of a Canadian loonie (about 1 inch in diameter), not smaller than a nickel.

don't get me wrong i applaud your math i just think its funny the amount of detail some people take to this game its like reading about how may melted condoms it took to make the first Aliens movie (*spoiler: more then you would think)


Laurefindel wrote:
jimibones83 wrote:
and 50 coins weighs 1 pound

hum, let's see if I get this right...

1 pound = about 0.45 kg, or 450 g.
50 coins = 450 g, or 9 g per coin
gold is 19.3 g per cubic cm, so 1 gold coin = 0,466 cubic cm

Which makes a gold coin's size somewhere between that of a penny (0.348 cm3) and a nickel (0.688 cm3), and almost half that of a quarter (0.808 cm3)

We're pretty far from big fat gold doubloons!

[edit] hum, this sound about right, according to wiki, a Spanish doubloon did weight 6 or 8 grams a pieces, depending on era...

i would just like to point out the last time some one care about details that small with math we change the way Japans map looked


Lincoln Hills wrote:
I Hate Nickelback wrote:

7 Dwarves.

Their classes are irrelevant.

7 Samurai.

Their races are irrelevant.

well one is a robot ....


i would pulse one arcane training as well but you all probably saw that coming


#CLEANSER OF THE FAITH

i got nothing i would like to see another ability like "Channel Smite" that mixes their abilities but Cleric dose not jive us much to work with in that regard


GozrehTime wrote:

Human female bard/ commoner with Perform: Oratory.

Gnome male rogue/ ranger (favored enemy: fey).
Big, hairy ogre male with Int 3 and Stone Call as an SLA.
Awakened tiny dog male cavalier with riding dog mount.

Their opponent is a sexy wizard.

best pop culture grope sunk in here it took me reading "sexy wizard" to get the reference


acrobat barbaren mage thief ranger cavalier and a pet unicorn


#Cavalry Gunman

i did not see any any thing wrong so ya it looks open and shut


rainzax wrote:

how about:

Honed Attack (combat):
prerequisites: Dex 13
benefit: You can choose to take a –2 penalty on all melee damage rolls to gain a +1 bonus on all melee attack rolls and combat maneuver checks. This penalty to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This penalty to damage is halved (–50%) if you are making an attack with a light weapon or a finesse weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty to damage increases by –2 and the bonus to attack increases by +1. You must choose to use this feat before making an attack roll, and its effects last until your next turn. This feat may not be used in conjunction with touch attack spells.

I would rather use level rather then BAB to make it more viable for 3/4classes instead of more useful for full BAB classes and still need to add a line about it not work with the power attack feat.

kinda surprised none of our pazio-excel-math-wizards have figured out the effect of the feat


ok so i am getting from your notes(which i am thankful for)

1need the add a line about not staking with power attack
2the BAB requirement is harsh
3think about 2handed weapons

so my responses
1then just add this line to the bottom of it.
You can not use this feat when using power attack.

2chainging it to Int13 to focus on "smart fighting"

3i am comfortable with it working 2 handed weapons it would not be getting the +50% because both handed are used


Yogurt 1/2 lb is pretty much the same


i had mad it with 3/4 bab in mind to make up the difference for more melee combat focused classes rouge and such(i don't want this to become a rouge sucks debate)

i also made it with power attack in mind


Honed Attack (Combat)
Prerequisites: Dex 13, BAB must be lower than HD.
Benefit: You can choose to take a –1 penalty on all melee damage rolls penalty to gain a +2 bonus on all on all melee attack rolls. This bonus to attacks is increased by half (+50%) if you are making an attack with a light one-handed weapon with nothing in your other hand. This bonus to attack is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base level 4, and every 4 level thereafter, the penalty increases by –1 and the bonus to attack increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus attacks does not apply to touch attacks or effects that do not deal hit point damage

1.Would you use it
2.Can you brake it/does it brake the game
3.Would this be a must have feat for every one who can use it
4.Any other notes


that would make one wicked cool dagger


good to go for me


never got that argument ya better bab but you waiting tell 7th level for a fire ball thats going to look real sub par in comparison to 4th level spells of the full casters that arcane spell list would look alot better full of buffs and tool spells


I copy/pasted the UE list:P


CRB
Ale
Gallon 2 sp 8 lbs.
Mug 4 cp 1 lb.
Banquet (per person) 10 gp —
Bread, loaf of 2 cp 1/2 lb.
Cheese, hunk of 1 sp 1/2 lb.
Inn stay (per day)
Good 2 gp —
Common 5 sp —
Poor 2 sp —
Meals (per day)
Good 5 sp —
Common 3 sp —
Poor 1 sp —
Meat, chunk of 3 sp 1/2 lb.
Wine
Common (pitcher) 2 sp 6 lbs.
Fine (bottle) 10 gp 1-1/2 lbs.

UE
Absinthe (glass) 3 gp —
Absinthe (bottle) 30 gp 1-1/2 lbs.
Ale (mug) 4 cp 1 lb.
Ale (gallon) 2 sp 8 lbs.
Applejack (mug) 8 cp 1 lb.
Applejack (gallon) 4 sp 8 lbs.
Baijiu (bottle) 10 gp 2 lbs.
Banquet (per person) 10 gp —
Bread 2 cp 1/2 lb.
Bufo (jug) 1 gp 2 lbs.
Cauim (gourd) 1 gp 2 lbs.
Caviar 50 gp —
Cheese 1 sp 1/2 lb.
Chocolate (bar) 5 gp 1/2 lb.
Coffee (cup) 1 cp 1/2 lb.
Dwarven stout (mug) 4 cp 1/2 lb.
Dwarven trail rations 2 gp 1-1/2 lbs.*
Elven trail rations 2 gp 1 lb.*
Fortune cookie 1 cp —
Gnome trail rations 2 gp 1 lb. *
Grog (mug) 2 cp 1/2 lb.
Haggis 1 sp 1-1/2 lbs.
Halfling trail rations 2 gp 1/2 lb.*
Honey (jar) 1 gp 1/2 lb.
Ice cream 1 sp —
Jungle coffee (cup) 3 cp 1/2 lb.
Kahve (cup) 2 cp 1/2 lb.
Kumis (wineskin) 5 sp 1-1/2 lbs.
Maple syrup (jar) 1 gp 1/2 lb.
Mead (mug) 5 cp 1/2 lb.
Mead (gallon) 2 gp 8 lbs.
Meal, poor (per day) 1 sp —
Meal, common (per day) 3 sp —
Meal, good (per day) 5 sp —
Meat 3 sp 1/2 lb.
Milk 5 cp 1/2 lb.
Oldlaw whiskey (bottle) 20 gp 1 lb.
Orc trail rations 1 gp 1 lb.*
Powdered milk 1 sp 1 lb.
Pulque (cup) 1 sp 1/2 lb.
Pulque (wineskin) 4 sp 2 lbs.
Rumboozle (cup) 1 sp 1/2 lb.
Sealord wine (bottle) 15 gp 1/2 lb.
Street meat 1 cp 1/2 lb.
Tea (cup) 2 cp 1/2 lb.
Tea, ceremonial (cup) 4 cp 1/2 lb.
Tea ceremony set 25 gp 5 lbs.
Tepache (cup) 5 cp 1/2 lb.
Trail rations 5 sp 1 lb.*
Travel cake mix 1 sp 1 lb.
Wandermeal (per day) 1 cp 1/2 lb.*
Whiskey (cup) 1 sp 1/2 lb.
Wine, common (pitcher) 2 sp 6 lbs.
Wine, fine (bottle) 10 gp 1-1/2 lbs.
Yogurt 1 sp 1/2 lb.

best i could find


#Arcane Assertor

Oceanshieldwolf wrote:


The caster teamwork idea is just polish....
A flavor writeup might help...

talking about mine?

i can trow some more work on it


Elghinn Lightbringer wrote:
True Blood

hehe "ture blood" lol

i was think about some thing that made all caster more powerful that would grow, by tonight my time i should have some thing

*Edit i lied i have it now.
lvl 9: Magic Conduit: Spell casters can make use of the Arcane Assert untapped magic power to in power their own spells. If a spell caster is within 10ft of the Arcane Assert that spell caster can increase the casting time of the spell they are casting to cast the spell as if it was under the effect of the heighten spell medamagic feat by one point with out taking up a higher level spell slot. At level 16 it increase 2 spell levels. The Arcane Assert may allow a spell caster to use this a number of time equal to her CHA MOD.


Elghinn Lightbringer wrote:

@Kyras

Um, 1/2 the use? She only gets 3/day max at 16th (1/day at 4th, 2/day at 10th, adn 3/day at 16th). 1.5/day is lame. So, I don't think you meant 1/2 uses of smite. :D

i must be high i should have seen that he only had 3 but ya that was what i was looking for


1/2 the uses maybe? dont know its weird....


Elghinn Lightbringer wrote:


Song of Mercy (Su)

much better right up and yes 2 rounds seems fair it could counter spells like mass fear spells. so i think its fair


Song of Mercy (Su): A canticle knight of 6th level or higher can use her performance to grant mercy to a single ally within 30 feet that is able to see and hear her. The canticle knight selects one mercy from those listed in the paladin’s mercy ability. Whenever the canticle knight uses song of mercy, the target also receives the additional effects from all of the mercies possessed by the canticle knight. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition.

it's wording is a little muddy


#Canticle Knight

i really like the way spellcasting is done on this one

i don't understand Song of Mercy though


Jorriko Krail wrote:
Kyras Ausks wrote:

so still working on it out but

Twice Chosen or Chosen Theurge (name up for debate)
p: Oracle
s: Sorcerer

Blood sworn

Sacred prophet
The foretold

the MCA has per-chosen blood type(lol that works) and its every theurge-y

and i have a not-so-secret motive for a really kick @$$ word caster


so still working on it out but
Twice Chosen or Chosen Theurge (name up for debate)
p: Oracle
s: Sorcerer


that should round it out


yes you would add one 1cr per hd add most of the time such as when something takes class levels

NOTE***an awakened animal can no longer serve as an animal companion


wow ya we kinda missed bypassing DR...... we might want to add that some where


i just asked because of my homebrew game i made


1 person marked this as a favorite.

hu..... well thank you....... what about sub-domains......


@Knight Errant
love the flavor it seems more of the knights from the renaissance which is played up in art but somehow missed in the game other than the bard itself.

@Zealot
i had meet unstoppable charge to take the place of spells the class seemed strong enough to take the hit and not miss it if it was give a small ability


Mythic +10 Artifact Toaster wrote:
Byrdology wrote:
Mythic +10 Artifact Toaster wrote:

*cough*tristam's monk bloodline*cough*

*cough*byrds ki mage (rename needed for ninja love)*cough*
both been passed to me, although if I can get byrd to come back...
And Byrd sayeth into him: Lo, I am with you always; even to the ends of the Internet.
the irony of your phrasing is that your using it on a guy whose first name is Christ in greek.

/off topic

(what happened after i read this post)
look at profile.... reads "Christos"
thinks to self how does that sound .....chris-toos, chris-tus not that cant be it ...googling...... Χρήστος(O.o) toaster knows cthulhu..
no but really this cool it a cool name i am named after Texas hero and my brother after a Texas outlaw.


mmmmm ya what i dont get is that its pretty severe insult that could apply to almost any cater with no defenses like some weird "your mom" for writers


never got the Mary Sue thing....
(i sure by saying that someone will post a wall of words that will explain it in crazy detail)


Orthos wrote:

I think the "attacking anything that gets in your way" should be allowed, likewise for things that force your attention away, like Antagonize or stuff like that, but not things that are optional, like AoOs. Meaning a Zealot would have to forfeit AoOs against targets who aren't the focus of her fury.

I'm personally ambivalent about the spells. Can always replace them with some useful other abilities, like the spell-less archetype that already exists (whose name I can't recall, it's late) if you don't think they fit. (Wound that archetype stack with this one? If so might be best to leave them in just so someone could put those two together if the spells don't suit their fancy.)

these are both really good points maybe we can bump the number of furys and let them expend them to remove "obstacles" that are in the way

i don't know i see something like the lawful lich letting his minion get in the way and the zealot slaps the minion 15' into a wall

Unstoppable Charge: while using her Divine Fury she may spend a use of her Divine Fury to charge her target, she may make any number of turns in this charge as long as its the shortest way to her target any non-ally creatures in the way she can make a free overrun attempt adding her cha bonus to her CMB. This ability does not proko a attack of opportunity as she moves or when confirming an overrun attempt


ok this is every much in need of playtesting but i think its is at least playable and most likely overpowered i will see if can not be add to the MCA boards so look for it there for a later draft

PM me if you end up playing one i would like to know how it turnd out

Boold of the 8 scools:

You were exposed to a hugely powerful sour of magic belong to one of the Schools of magic rather than a universal magic like the wish spell, As you were growing up and it left a powerful mark down to your every blood
At first level you pick one school of magic besides universal once you pick this cannot be changed.
Class Skill: Knowledge (any one).

-Abjuration Bonus Spells: Shield (3rd), Resist Energy (5th), dispel magic (7th), Globe of Invulnerability, Lesser (9th), Dismissal (11th), Antimagic Field (13th), Spell Turning (15th), Protection from Spells (17th), Mage's Disjunction (19th).
- Conjuration Bonus Spells: Grease (3rd), Glitterdust (5th), Stinking Cloud (7th), Dimension Door (9th), Summon Monster V (11th), Wall of Iron (13th), Phase Door (15th), Maze (17th), Gate (19th).
- Divination Bonus Spells: Identify (3rd), Locate Object (5th), Clairaudience/Clairvoyance (7th), Arcane Eye (9th), Telepathic Bond (11th), True Seeing (13th), Vision (15th), Moment of Prescience (17th), Foresight (19th).
- Enchantment Bonus Spells: Charm Person (3rd), Touch of Idiocy (5th), Heroism (7th), Crushing Despair (9th), Dominate Person (11th), Symbol of Persuasion (13th), Hold Person, Mass (15th), Irresistible Dance (17th), Power Word Kill (19th).
- Evocation Bonus Spells: Magic Missile (3rd), Shatter (5th), Lightning Bolt (7th), Resilient Sphere (9th), Interposing Hand (11th), Freezing Sphere: (13th), Prismatic Spray (15th), Clenched Fist (17th), Meteor Swarm (19th).
- Illusion Bonus Spells: Silent Image (3rd), Hypnotic Pattern (5th), Major Image (7th), Shadow Conjuration (9th), Seeming (11th), Shadow Walk (13th), Simulacrum (15th), Shadow Evocation, Greater (17th), Weird (19th).
- Necromancy Bonus Spells: Ray of Enfeeblement (3rd), False Life (5th), Vampiric Touch (7th), Bestow Curse (9th), Waves of Fatigue (11th), Undeath to Death (13th), Finger of Death (15th), Create Greater Undead (17th), Energy Drain (19th).
- Transmutation Bonus Spells: Magic Weapon (3rd), Levitate (5th), Slow (7th), Beast Shape II (9th), Telekinesis (11th), Disintegrate (13th), Control Weather (15th), Polymorph Any Object (17th), Time Stop (19th).

Bonus Feats: Combat Casting, Spell Penetration , Improved Initiative, Iron Will, Scribe Scroll, Skill Focus (Knowledge [arcana]), Spell Focus(your chosen school), Still Spell.

Bloodline Arcana: whenever you cast a spell of your chosen school your caster level counts as 2 levels higher for spell effects.

Bloodline Powers: Magic comes naturally to you, but as you gain levels you must take care to prevent the power from overwhelming you.
Spell Bond (Su): At 1st level, you gain a defective ability called a spell bond the shape of your spell bond depends on your chosen school. You can use your spell bond a number of time perday equal to your CHA MOD, it is an immediate action and the benefit last till the end of your next turn unless it stats other wise.

Abjuration: your spell bond gives you a +3 defection bonus, this bonus increases by +1 at 6th level and every 3 levels after (max of +8 at 18th level).

Conjuration: your spell bond gives you a +2 shield bonus for 1round this increases by +1 to AC and 1 round every 6 levels (max of +4 for 3 rounds at 15th level).

Divination: you can force the person making the attack to reroll you must say you want this reroll before you know it passes you AC. They receive a -1 on this reroll at 6th level, every 3 levels after the penalty increases by -1(max of -5 at 18th level).

Enchantment: anyone deals damage to you makes a will save vs a dc 15 pulse your CHA MOD or be dazed for 1 round this deration increases by 1 round at 6th level and every 3 levels after (max of 8 round at 18th level).

Evocation: whenever anyone deals damage to you with a melee non-reach weapon you deal 1d6+1 force damage to them, this damage increases by +1 increase every 6 levels (max of 1d4+4 at 19th level).

Illusion: your spell bond gives you a +10 mischance this mischance increases by 5% every 6 levels (max of 30% at 19th level).

Necromancy: anyone deals damage to you makes a will save vs a dc 15 pulse your CHA MOD or have a -3 to their AC for 1 round this deration increases by 1 round at 6th level and every 3 levels after (max of 8 round at 18th level).

Transmutation: your spell bond gives you Fast Healing 2 bonus for 1 round this Fast Healing increases by 1 and 1 round every 6 levels (max of Fast Healing 4 for 3 rounds at 15th level).

Adept of the 8: At 3rd level, you become aware of the strength of your school and honing its power become easier for you. You can use this ability once per day at 3rd level and one additional time per day for every four sorcerer levels you possess beyond 3rd, up to five times per day at 19th level.

Adept of Abjuration (ex): you can ready a swift action to counter a spell rather a stander action. Your use is not expended unless your target cast a spell and you fail the spellcraft check, succeed in the counter spell, or fail the counter spell

Adept of Conjuration (ex): you can teleport 15’ as a move action you may only take yourself and a light load with you when using this ability. This is a standard action

Adept of Divination (ex): you may grant an ally a reroll on any attack, skill, save roll but with an insight bonuses equal to your CHA MOD add to the roll

Adept of Enchantment (ex): you may touch one target and grant them a +2 to any ability score of your choosing this last 1 round per level. You may not target your self

Adept of Evocation (ex): you can make a blast of force that can attempt a bull rush, disarm, or trip combat maneuver using your sorcerer level pulse your CHA MOD instead of your CMB. You may use this at a range of 15’ and it uses your size when determining the effect

Adept of Illusion (ex):may cast a spell as if it was stilled and silent without raising its level or casting time

Adept of Necromancy (ex): You can summon a human skeletal champion with HD equal to your level for a number of turns equal to your level before it falls to dust. The skeletal champion shares your aliment and takes commands telepathically from you but will not act on its own. If you lose your telepathic bond by death knock out or such it falls to dust

Adept of Transmutation (ex): you gain 30’ in a movement speed of our choice fly, swim, clime or extra land speed for one round

New Arcana (Ex): At 9th level, you can add any two spell from your chosen school from the sorcerer/wizard spell list to your list of spells known. This spell must be of a level that you are capable of casting. You can also add one additional spell at 13th level and 17th level.

School Power (Ex): At 15th level, The DC for any spells from your chosen you cast from that school increases by +2. This bonus stacks with the bonus granted by Spell Focus.

Mastery of the school(Ex): At 20th level, your body surges with arcane power. You can add any metamagic feats that you know to your spells without increasing their casting time, although you must still expend higher-level spell slots, with the exception of abjuration spells which reduces the spell slot increase by one.


i worked with him a little on it i will PM you our notes in case he dose not show don't think i have hard from him sense the 22nd


(a small non-angery counter argument)
wish are super powerful in fact all powerful i don't use them lightly, and in fact use them the way i would use the Tarrasque. its not just another spell its a plot devise. you are not going to just find a magic lamp in the treasurer box and if you do you should in every way think it a Glabrezu demon every time. for this reason if you got that powerful to be able to cast it you would find i will not let you have it as a spell its one of the few things i will nix right a way because if you can cast it as you please it takes away from the in game power and the out of game fear of that power. and i think that there should be some unreachable powers in the game that way regardless of your level you still know there is something to fear


Elghinn Lightbringer wrote:

#Olfacter

Alright, looking over the "bomb" aspect, I think this is all we need. Leaves it as a discovery, and there is no way for the MCA to gain normal bombs.

Discovery (Su): This is exactly like the alchemist ability of the same name, except that an olfacter may only choose discoveries related to extracts. An olfacter may choose the Smoke Bomb discovery, even without having the bomb ability as a prerequisite. An olfacter’s smoke bomb functions in all ways as an alchemist’s bomb, but deals no damage or splash damage. Whenever an olfacter uses a smoke bomb, he expends one use of his fragrance ability. If an olfacter selects the Smoke Bomb discovery, he may also choose from the Confusion Bomb, Madness Bomb, Poison Bomb, or Stink Bomb discoveries. An olfacter cannot choose the mutagen discovery.

i think that dose work nicely


/Kyras evilly high fives the SeeleyOne for be so evil


good move probably safe
i would have turned you in to a halfling but i am evil


nate lange wrote:
Kyras Ausks wrote:
but what about the plants and animal this is world peace after all...
if you put it on plants and animals everyone will starve... or start to until they make a save and start 'unpeacing'

with the save you gave though it will be starvation for every one(the hungry you are the lower your wisdom).. so it might lead to self cannibalism or people hunting down every near death thing in hopes that as it died they can eat is corps

but no one is hurting any thing

i should note that my players would not dare use a wish with out a weeks worth of thought one it the writing out like a legal document, then crossing there figure in hopes i cant turn it on them.


nate lange wrote:
N. Jolly wrote:
Why does no one ever wish for world peace?

a sanctuary spell on every humanoid on the planet, heightened to 9th level (DC 23)?

but what about the plants and animal this is world peace after all.

evil DM muhahahaha


N. Jolly wrote:
Why does no one ever wish for world peace? Try that, see how your GM runs with it.

because no good will come from that wish

i would love to hear that come across my table
M.A.D. treaty anyone


i will try and not out some more if i can they will most likely follow the same line of thought

if you have a school thats your fav i can work on it first


no you need adamantine arrows to gain the benefits of it bows can not be made of metal


PrinceDogWaterIII wrote:
Cold Iron arrows.

+1

1 to 50 of 711 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>