You could throw this at them XD Hellscape dragon(dracula dragon) cr(41)
OFFENSE
At will— detect magic, discern location, find the path, pyrotechnics , suggestion , wall of fire, dimension door(self only and any equipped gear), plane shift
8th (18/day)— greater shout, prismatic wall, screen, orb of the void, dimensional lock
STATISTICS
Feats craft wondrous items, dimensional agility, dimensional assault, dimensional dervish, dimensional savant,dodge, Empower Spell, Improved Critical, Improved Iron Will, Iron Will, , Power Attack, Quicken Spell, Wingover, weapon focus, dragon style, improved unarmed strike, tiger style, tiger claws, tiger pounce, Alertness, Combat Reflexes, Improved Grapple, Improved Initiative, and Lightning Reflexes , improved lightning reflexes, lingering spirit, vampiric nobility, hover, flyby attack, great fortitude, improved great fortitude, mythic iron will, mythic lightning reflexes, mythic great fortitude, mythic improved critical, mythic power attack, mythic improved initiative Skills Appraise +69, Bluff +87,climb +60, Diplomacy +87, Fly +70, Intimidate +87, Knowledge all +69, Perception +86, Sense Motive +86, Spellcraft +69, Stealth +46,swim +61 Use Magic Device +77
the save dc for all the hellscape dragons abilities are charisma based, also due to the hellscape dragon having both the mythic ability hard to kill and the feat lingering spirit they can continue to fight on until they reach negative double their charisma score instead of being killed at 0hp mythical casting(su)
Stable Form (Ex)
Acidic Bite (Su)
Flame claws (Su)
Superior natural attacks (ex)
superior flight(ex and su)
incineration breath (ex)
unholy might(ex)
lord of undeath(ex)
spell suppression(ex)
incinerate metal and stone(su)
imperial strength(ex)
imperial strikes(ex)
soul rend(su)
bringer of darkness
unhindered stride
Create Spawn (Su)
Children of the Night (Su)
Blood Drain (Ex)
Dominate (Su)
Uncanny Climber (Su)
Rejuvenation (Su)
Humanoid forum(ex)
Mythic path champion Sudden Attack (Ex)
Punishing Blow (Ex)
Maximized Critical (Ex)
Maneuver Expert (Ex)
Destroyer (Ex)
Shatter Spells (Su)
Enhanced Ability (Ex)
Extra Mythic Feat (Ex)
Ever Ready (Ex)
Legendary Champion (Ex)
Mythic Power (Su)
Surge (Su)
Amazing Initiative (Ex)
Recuperation (Ex)
Force of Will (Ex)
Unstoppable (Ex)
Legendary Hero (Su)
treasure
Melkiador wrote:
The alternate classes themselves, a vast majority of their abilities allow them to use feats and items for the main none alternate version. Like how an anti paladin can use bracers of the merciful knight to be counted as 4 levels higher for touch of corruption or how they can take extra lay on hands for 2 more uses of touch of corruption or how the samurai can use some of the cavalier items that work off the banner class feature just to name a few.
Melkiador wrote:
And alternate classes can still use all the normal things the original class could that require a class feature as an alternate class feature does not necessarily mean an altered class feature.
Melkiador wrote: No, you're making an assumption that an alternate class feature has to specify that it alters a class feature to count as doing so. But that limitation is never specified anywhere in the rules. It's merely a convenience that got left out of crossblooded. No, because every thing that gets altered says that it does, Every and I mean every 1st party archetype says so all except 2 you wana know what they are cross blooded and crossblooded rager. Every archetype has that mechanic but these two and you want to know why, its because they are not altering the bloodline powers, they are not replacing the bloodline powers they are giving you two lists to pull from. The bloodline powers are not the things being altered with these archetypes it is the fundamental core of a sorcerer/bloodrager. Its more like an alternate class than an archetype.
Melkiador wrote:
Well given the lack luster research on some of them like magic projectile weapons don't get any benefit for their shot projectiles faq ya some faq's just don't know what they are talking about. The mechanics of the thing in an faq need to resemble that of that of what are actually represented on the page of the book other wise its like an faq saying oh wizards can't cast enlarge person because druids are divine casters which is just nonsense. The mechanics of altering or replacing class abilities for cross blooded are not there there for the faq saying that it should work this way due to X mechanic does not apply because X mechanic was never there in the 1st place and unless they do a reprint and insert X mechanic into the archetype it will not function that way.
Java Man wrote: Do bloodline mutations follow archetype stacking rules? No but if they are replaced like with tattooed sorc it replaces their 1st level bloodline power for a tattoo familiar and thus won't work with blood havoc. Cross blooded does not replace or alter the 1st level bloodline power so you can use it freely with the mutations.
Melkiador wrote:
The crossblooded archetype does not state that it alters the bloodline powers, bloodline arcana nor does it state that it replaces them the faq is trying to impose a ruling were there are no grounds to impose one.
Melkiador wrote:
I got one of those, sorcerer human, point buy doesn't matter but assume a min of 18 in cha, magical lineage and wang spell hunter both into fireball, feats empower, spell focus, spell specialization, expanded arcana. Take cross blooded and go orc bloodline and either draconic or goblin bloodline and get blood havoc you now deal +3 damage per die rolled and your fireball now does 8d6+24 x 1.5 damage which at level 6 will pretty much instantly vaporize any encounter you could face even fighting a cr+3 encounter of an elephant average damage would bring it down to 0 hp on a failed save and you should have bare minimum of 2 of them per day at that level. The difference is them increased as the party levels past 6. This isn't even touching the caster builds that can just shut down a fight like a color spray oracle build or a caster that eventually throws out dazing spells. Sure martials have the potential to go all day assuming they have the hp for it but they don't have nearly as many I declare this situation to be solved abilities at their disposal.
TriShadow wrote: Sorry for the necro, but is the 'unchained' Zen Archer monk legal for PFS? I know that it is legal for the standard monk. I checked the additional resources, but I can't seem to find a concrete answer. Anyone have a citation one way or the other? Nope its not pfs legal, many of the fun things out there aren't.
what level are you looking to get it? hunters are pretty good at all levels for animal companions were as nature shamans can make their familiars also be animal companions so they can have an animal companion that is also a mauler familiar and when combined with some favored class bonuses it gets pretty dope
its fine, gnolls only get +2str +2 con +2 natural armor and dark vision, they also don't start out the game with common so they need to put a point into linguistics if they want to communicate with the party, so while nice for classes like fighter or barbarian its not to great for much else and most core races get much better things like a +2 to any score or a bonus feat or a massive bonus vs magical saves
Tim K wrote: PS> The DM's argument was that is was like a globules that went flying out from that center point and then landed all over within a 20-foot radius. That too makes sense to me though. and no its not globs spreading out at random from the center you are summoning a portal in which the tentacles come threw like how sheagorath does sometimes with dr strange
so a spell with a 20 foot radius has a diameter of 40 feet if you use 10 feet of that for the floor you will only have 30 feet for the wall or vice versa
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Wonderstell wrote:
while it may have the handedness of a 2h weapon it is still classified as a light weapon and thus un able to benefit from the ability it needs to be an actual two handed weapon ei a greatsword, a great axe, a pole arm, a earth breaker ect.
Wonderstell wrote:
teifling lets them use large weapons(with the alternate trait), the archetype lets them use one size category larger so their normal weapon they can wield is huge size for 2h weapons however the titan mauler ability only works for two handed weapons so they cant use it for non two handed weapons which means no use on the shield as its counted as light so they are stuck at large sized shield from teifling
Isaac Zephyr wrote:
simply stop buffing the cleric then until they stop killing your minnions
Rhaleroad wrote: Unless you are soloing the AP, that stat block will make the game no fun for anyone else. Could play as a Commoner and ruin it for the rest of the party. Are you sure he did not mean to allow Lizard Folk or Nagaji? Also, calling the DM foolish is a total lack of respect. as long as they are allowing others to take similar options there should be no issues, however issues will arise if they allow one player to do something like this and not give any other players the option to do so.
take an aside with your gm ask him if you can craft some necklaces for your undead, have the effect be when they are hit with positive energy the damage is converted to negative energy and half that energy is redirected to the source. this should get the cleric to stop trying to kill your minions while also making it so the minions wont escape your control and murderize the cleric.
Slyme wrote:
you are missing something big Special: If you are a monk, you can use the selected natural weapon with your flurry of blows class feature. this lets flurry of blows and everything you can get that will modify flurry of blow to effect the natural attack
Slyme wrote:
you get bonus attacks in a flurry of blows based on your bab a monk/druid with 11 bab would get 3 iritative hits and 1 bonus hit from flurry this applies to unarmed strikes, monk weapons and if they have the relative feats(feral combat training for natural attacks or crusaders flurry for favored weapons) they can use those attacks in the flurry ki strike is also a modification to the flurry of blows feature so yes they would also get an extra attack during the flurry
Zarius wrote:
there is real damage, ability drain rules even call out that it actually changes the stat, and that you can fix it with restoration, so if you have 10 int and you get 5 int drain you now have 5 int, not 10 if it were ability damage you would have 10 int but you would be working as though you had 5, that's the difference between the two abilities
Zarius wrote:
Ability Drain Ability drain actually reduces the relevant ability score. Modify all skills and statistics related to that ability. This might cause you to lose skill points, hit points, and other bonuses. Ability drain can be healed through the use of spells such as restoration.meaning if you are hit with ability drain your ability score is reduces and you no longer have that number as your ability score meaning if you had 18 int and you get hit with 17 int ability drain your int score is now actually 1 and is no longer 18 which makes you a valid target for awaken as you only need 2 or less int for awaken to work
i would put it somewhere between hp and skill retraining both are free but one is 3 days and one is 5 days so i would say 4 days and free and you can pick a new favored class edit oops they not both free its 10xlevelxdays needed so 40xlevel but i would just say a flat 40 gold then if you need to spend any money as 40 per level seems a bit much
Cavall wrote:
to be fair favored class rules were introduced before retraining rules were a thing.
Dastis wrote:
this and also needing to spend hundreds of dollars on books just to make one character because you need to own every book you take content from in order for your character to use it, there is also little to no customization, gm can't make anything new or change how game mechanics work, players also have less freedom in addition of if any one shifts to evil they just flat out lose their character and can't play them anymore which ruins a good character progression story, pfs also hates many many options and nerfes the crap out of them with and most of them just hurt martial characters while not really impeding casters in the slightest when martials need all the help they can get in the 1st place they also complain to paizo about things being omg op af even when their not so paizo goes around with their nerf bat making the things pfs deems op into the ground and making them useless thus ruining the game for all the non pfs people because there is now a pfs inspired erata on a thing that we use that is now trash just because pfs doesn't like it even though we aren't the ones playing pfs we still get effected
Volkard Abendroth wrote:
there's plenty of reason to not play it like pfs.
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