Mathus Mordrinacht

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Recently I escaped from a (PvP) combat with my Level 10 Druid PC using a Standard Action to shift into Earth Elemental Form and then a Move Action to Earth Glide straight down. I assume this is legal as my GM allowed it.

This got me thinking, what other methods exist for PC (or NPCs) to escape combat in a single round?

Obviously the Arcane spells such as Dimension Door and Teleport serve this purpose and Clerics have Word of Recall but I'm curious if other people have unusual stories of getting away.


The scrying spell seems pretty specific in that it uses the phrase "You can observe a creature at any distance." but remember that the focus for this spell is either a mirror or a pool of water.

Can you allies gather around to watch what you are scrying? If so, could they cast spells like Message through the caster's Focus/Sensor? Would they gain access to the caster's senses such as Darkvision?


As a house rule, would it break the game if I gave the rogue class the following;

Full BAB
Good Fort Saves (as well as Reflex)

That's it. Would this make the Rogue on par with Fighters? Competitive with Rangers and Paladins? Too powerful? Considering that Rogues often have to flank in melee it feels to me that they need a little power boost.

Thoughts welcome.


I have a concept for a Small Sized Witch (Halfling, Gnome, etc.) mounted on a wolf or similar animal. This is to help me move around the battlefield, keeping within 30 feet of enemies and cackling away.

Now I don't believe that the witch class comes with a medium sized animal as a mount. Even the Animal Patron spell doesn’t include access to the medium sized mount. The witch does get a familiar however, which is great.

My question, is what is the best way to gain a mount in the game. I’m not really keen on dipping into one level of Cavalier or Druid although I may have to. Is there a feat that allows access to a mount? Figurines of Wonderous Power are an option but they have limited duration, same with spells such as Mount and Phantom Steed. Any advice is welcome.


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As a sixth level druid in dire tiger form, I pounce my medium sized foe and attack with a bite and two claws. All three attacks hit, I roll damage, and then get three Grab attempts, of which all three succeed.

My foe acts and tries to break the grapple and fails, unable to beat my CMD

On my next action, I roll my CMB at +5 to maintain the grapple and succeed. I have a few options now, such as pinning or moving my opponent, but I just want to deal damage.

Do all of my three natural attacks auto succeed, or only one? Would have breaking the grapple as a free action, then full attacking be better in terms of damage output? At level eight, when I get rake, give me auto damage for rake in the same situation?

Also, if I had chosen to move my for action instead, would moving my foe through an ally's threatened area provide an attack of opportunity for my ally?


I have a druid player who just hit level six and can wildshape into a small air elemental, fly speed 60'. He has a druid's vestment, so one extra wild shape per day. How many miles could he cover in one day? He's claiming he can fly 100 miles in 12-14 hours.


I’m currently playing a 6th level druid in a campaign where the local innkeeper has cheated my character of some gold and now I want revenge.

I don’t want to cause any permanent harm to the innkeeper or his guests however I want to make sure that he receives some consequences for messing with a druid. So far my plan is to sneak into the inn in the dead of night in rat form (Natural Spell feat), Charm Animal/Wild Empathy any cats, cast Neutralize Poison on his finest casks of whiskey, Decompose Corpse on his finest cured meat and possibly Soften Earth and Stone on some of the inn’s ‘less important’ foundations. It’s a typical fantasy inn, with a large common room with rooms upstairs for the guests. There are old weapons, stag and boar heads on the walls with a large green dragon’s head above the main fireplace. The innkeeper and his wife reside in the inn.

Currently I’d like him to be unaware of my direct involvement. Does anyone have any suggestions for what other pranks I could perform?


38 people marked this as FAQ candidate. Answered in the FAQ.

The spell description does say "talking, singing, shouting, walking, marching, or running sounds can be created. The noise a ghost sound spell produces can be virtually any type of sound within the volume limit."

However, expicitly, can the spell create intelligible speech?


I’ve got a casual player who comes to our regular gaming group only intermittently. With the demise of his Monk, he’s asked me to create him a new Cavalier PC.

As the party is already well rounded, I want to make him a Striker type character. Something that he can pick up and jump into combat without too much trouble. The Cavalier is very much a class focused on mounted combat but I know a lot of the game will be spent on foot inside dungeons and houses so I want him to be versatile, able to stand toe-to-toe in melee while shining out when the opportunity to mount his steed arises.

So far I’m thinking the following build…

Human Level 10 Cavalier, Good Aligned Party, decent ability scores.

Heavy Warhorse Mount (Animal Companion). Bag of Holding and Bottle of Air for off-camera storage
Magic Bastard Sword (wielded two-handed), Magic Heavy Flail, Shield, Lance, hold-out weapons
Magic Mithral Full Plate, Banner, Magic Hunting Horn, Belt of Strength, Horseshoes of Zephyr

Order?
Order of the Dragon or Order of the Shield? (there is a Paladin and a Cleric of Iomadae in the party)
Leaning towards Order of the Dragon but would love any guidance here
Alignment, Any Good (prefer LG or NG)

Teamwork Feats Precise Strike and Outflank – not amazing but simple and easy to remember

Feats
1 – Power Attack
1 – Mounted Combat
3 – Toughness
5 – Combat Reflexes
7 – Ride By Attack
9 – Spirited Charge

I like the idea of giving him Improved Disarm or Improved Trip as the Heavy Flail gives bonuses here. This would mean that I’d have to drop Spirited Charge which I’m not sure how much he would use.

Let me know what you would add/remove on this character. Like I said, I want him to be able to stand well in melee while standing out when he is mounted.


Our GM is digging his heels in on this one, would love to hear your thoughts!

Break Enchantment says "This spell frees victims from enchantments, transmutations, and curses. Break enchantment can reverse even an instantaneous effect. For each such effect, you make a caster level check (1d20 + caster level, maximum +15) against a DC of 11 + caster level of the effect. Success means that the creature is free of the spell, curse, or effect." and "If the spell is one that cannot be dispelled by dispel magic or stone to flesh, break enchantment works only if that spell is 5th level or lower."

Feeblemind is an Instanteous Enchantment Spell and qualifies under all this.

However Feeblemind's text says "The subject remains in this state until a **heal, limited wish, miracle, or wish** spell is used to cancel the effect of the feeblemind." - which the GM is holding fast on, saying that if Break Enchantment was supposed to work then it would be on this short list.

I know it's a small thing but any clarifications or errata would help the player affected. Thanks!


I've noticed that the optimization Guides often tell you to steer clear of the Profession skill. While this is often accurate, there are some skills that adventurers would be wise to take an interest in.

Architect * - Not going to come up often. Most GMs would consider Knowledge (Engineering) a suitable replacement
Baker * - I doubt i've ever seen this come up in a story
Barrister ** - Could be useful, especially for lawful PCs
Brewer * - Character background fluff, not really going to come up
Butcher ** - Situational depending on the campaign
Clerk * - being literate assumes that most PCs could get by
Cook *** - Useful from a roleplaying perspective. Many players enjoy playing a character who can cook
Courtesan * - A skill more suitable to roleplaying than roll-playing
Driver ** - Situational, especially if campaign uses chariots or carriages.
Engineer ** - Again, Knowledge (Engineering) will be of more benefit to a PC
Farmer * - Character background fluff, possible story use in regard to predicting weather and the overall upkeep of a homestead
Fisherman * - Anyone who's ever gone fishing knows a straight d20 sums it up pretty well!
Gambler ** - Situational. Most games either roleplaying gambling using dice (E.g. Twentybone) but useful if you gamble during your downtime
Gardener * - Situational, Herbalist (see below) would be more useful to an adventurer
Herbalist *** - Synergy with Craft (Alchemy) and Craft (Poison), a solid choice, great for druids, alchemists and rogues!
Innkeeper ** - More a retirement vocation for adventurers.
Librarian * - See Clerk
Merchant *** - Good for higher levels or for wealthy characters who want to make some extra cash during downtimes
Midwife * - Not going to come up often and easy enough to hire a NPC
Miller * - Another job that would rarely come up for adventurers
Miner *** - Dwarves should get this for free! Useful underground obviously.
Porter * - Yeah, this skill shouldn't really come up...
Sailor **** - Easily the best pick of the list. Many campaigns use boats as plot devices so being able to control one pays off dividends
Scribe * - Again, being literate should be enough
Shepherd * - Not going to come up often (or ever)
Stable master * - Hire someone to do this. Wild Empathy if you're really keen
Soldier * - This is better served by roleplaying a soldier
Tanner * - Craft (Leather) covers this
Trapper * - Rogues and Rangers (and others), take Craft (Traps)
Woodcutter * - Buy an axe

So my recommendations for adventurers who want to take Professions are Sailor, Herbalist, Cook, Merchant and Miner. While the others can certainly add to your character's backstory, they won't come up as often.


It's such a popular feat! If you read the optimization guides they're all telling you to get this feat! Rogues, go first! Wizards, go first! Barbarian am charge! In the end, and i've noticed this in my games, all characters pick up improved initative and I wonder, what's the benefit then?

Which classes work just as well with a low initative?


A Chaotic Good Wizard wants to enlist the services of a Lilend Azata. Hypothetically, he and his friends are about to enter a lair of evil undead so he wants a Lilend to join them and be the party’s bard for a week.

So he buys a few masterwork instruments from the local craftsmen and commissions a song or portrait from a local artist to serve as the gifts that spell requires.

He prepares the Magic Circle Versus Good in his sanctuary, lights a few candles and casts the spell. Even may even know the Lilend’s name thanks to a previous casting of Summon Monster VI.

My point is that the Planar Binding spells requires the wizard to “lure a creature from another plane to a specifically prepared trap”. When she fails her Will Save she “is immediately drawn to the trap”.

The way I see it, a Chaotic Good outsider will always begin Unfriendly to any such situation.

While Evil Outsiders would be intimidated and cajoled into service, and Lawful Good outsiders would accept such a spell as perhaps a legal defence, a Chaotic Good creature would find the whole Planar Binding methodology antithetical to their outlook on life.

Even while the wizard to then begin bargaining with the Outsider, offering gifts and accepting any refusals graciously, the whole arrangement begins on bad note. Creatures who stand for Freedom would never wholly trust or accept those who deliberately denied them their freedom.

Just looking for thoughts or options on this.


Hi All, First post ever..

Does a Paladin's immunity to fear mean that he can never be affected by mundane uses of intimidate? Intimidate can be used to to demoralise opponents as well and get people to do tasks, is the Paladin now immunue to these effects?

And are his companions within 10 feet also at an advantage?

Thanks!!