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I've a thought about a Goblin Alchemist that ought to be fairly easy to introduce in Thistletop... if the PC's are sufficiently non-murderhobos to see a caged goblin and not kill him immediately. Worth trying to sell you on it? ROTRL Spoiler for player knowledge:
Spoiler: (FWIW, I've played ROTRL through the end of the the haunted house if that's an issue. It's not far past where you are currently.) ![]()
Lune wrote:
So, like I said, RAW, you seem to be right... Quote: Benefit: You can increase the reach of your melee attacks by 5 feet until the end of your turn by taking a –2 penalty to your AC until your next turn. You must decide to use this ability before any attacks are made. But, Mythic Lunge doesn't negate Lunge as written in any way, as you seem to indicate. It merely appears to be written based on an assumption that Lunge works for AoO's. Quote:
So, while it's true that RAW, Lunge doesn't increase reach for AOO's, I think it's at a minimum extremely murky what the intended outcome. Hell, I'd go so far as to argue that it's pretty clear cut what the intention is, based on the presumption. ![]()
Lune wrote:
Given the writing of Mythic Lunge, this interpretation is almost certainly not intended. As for DEVO... RIP Bob 1. :( ![]()
DM Barcas wrote: LessPopMoreFizz: Wow, I said to swing for the fences. That is a bold choice. What does he look like, both as himself and as Soractus? Being essentially a dark-skinned human with elf heritage would not be looked down upon at all, so he could go with his normal look (if he wanted) without issue. Contact lenses and dyed hair are de rigeur; the goal is to look like a half-elf with heritage from one of the darker skinned human ethnic groups, rather than a half-drow; thus, any inherited features like hair/eye color are masked. More to the point, his overall appearance has changed radically two or three times, through the use of mundane methods - a broken nose here, a scar added (or magically removed) there, a new haircut - and more closely held Alkaean technology and magic. He's had his current identity for about a year now. Quote: How many of his century are also drow-blooded? More than 5, less than 20? That's information that's well above 64's proverbial pay grade. Quote: How would they have received a drow woman? (I have an idea: what if Number 1 is actually a disguised drow himself and is the father of the half-drow members under his command. Being in a high rank in such a secretive place, he could probably run such a conspiracy.) This could definitely work as well. I had a mental image of there being a tunnel to the underdark somewhere on the island. It's not normally an area where anything comes up - maybe one wandering monster or drow patrol finds it's way up every century or so - but 'underground railroad' types have used it in the past as an escape mechanism, so the Alkaeans watch it closely - and when a Drow patrol wandered too close, a hostage was taken, and a plot hatched. Ultimately, I'm ambivalent between the two methods of making this work, feel free to pick the one that fits your setting as you envision it best. Quote: Mechanically, how would the drow blood be represented - as a half-elf with the drow-blooded racial traits? Yea, exactly this. Quote: Did they keep the dissension plot secret? Does he feel lied to regarding his heritage? All that 64 and 29 know is that there's a program to breed half-drow for their superior genetic qualities. They don't know the why of it, and only the absolute most minimal portions of the how. As for whether he feels lied to... yeah, he's mostly reconciled it in his head, but it's definitely a piece of information that can serve as a crack which other doubts can hammer into as he learns more. Quote: The investigator is a class that uses alchemy; how does he used alchemy in his actions? How long has he been in his current identity? Do people treat him differently as a Alkaeus, as any of them might be a member of the secret police? His use of alchemy represents his training in the use of advanced Alkaean biochemistry; There are any number of things that are possible with the right combination of chemistry and thaumaturgy - especially when that combination can be encoded specifically to the individual doing the preparation - i.e. making an extract. He's been in his current identity for about a year. Roughly since the last Citizenship Ceremony, where, at least according to the public records, he was initiated. That depends entirely on the individual. Not all members of the Oculus hide among the Alkaeans, and the majority of Alkaeans operate through more overt means; that said, in any society, there are those that fear and hate even the uniformed police - they represent a power and authority that isn't always welcome, after all. The fact that there are agents out of uniform who might be listening at any time, should leave those who need to be paranoid, paranoid. Those who are committed to the cause though, would think nothing of it, I'd imagine. DM Barcas wrote:
PBP experience: basically none. I've been playing tabletop games on and off for about 20 years. I got back into things about a year or so ago, with a few in person games, and then a bit of playing around with Roll20. I'm traveling much more for work now, so the asynchronous nature of PBP is appealing, so I'd like to try it out. I'll write up a sample post tomorrow evening. ![]()
I'm fond of the Magus for whip builds, though I prefer not to invest in maneuvers beyond the ioun stone. Where the whip magus really shines after level 7 or so, (particularly Kensai, blade bound is optional), IMO, is as an AOO monster. Frostbite with Rime Spell and Magical Lineage replaces Shocking Grasp as your main Spellstrike engine, and with buffs like Enlarge Person and Long Arm, or feats like Lunge, you can create a fairly massive zone of control in which nobody can move or cast a spell without being hit by you, taking your whip damage, Frostbite damage, and being Fatigued and Entangled. The damage gets pretty respectable eventually too, if you start bringing in feats like Arcane Deed/Precise Strike. ![]()
They’ve Given You A Number… And Taken Away Your Name… Elevator Pitch: Alkaeus are the enforcers of (what they perceive anyway) to be Mengkare’s Will. The enforcers of ideological, biological, and cultural purity.
Soractus ex-Alkaeus, Ten Minute Background: Spoiler:
Five background and concept elements important to Number 64 (AKA Soractus ex-Alkaeus). 1) 64 is an agent of the Aurelian Oculus, one of the five centuries in the Alkaeus tribes charged with keeping the peace in Promise and enforcing the purity of Mengkare’s vision. While the other centuries of Alkaeus are respected, the Oculus is feared. In whispers, members of other tribes refer to them as the Aurelian Shadow, or, more simply The Walls. Oculars are stripped of their name upon achieving citizenship within the Century, and instead issued a number, which is known to, and used exclusively within the Oculus. Oculars take on, and dispose of, other identities on an as needed basis, though they always maintain a (readily disposable) public face.
Two goals that are important to 64.
Four people that are tied to 64, three are friends and one is an enemy.
Four memories, mannerisms or quirks 64 possess.
I'd appreciate feedback. This is a definite first draft. ![]()
One last question before I lock in what I'm doing: How's the firearm/advanced tech firearms availability in this alternate setting compared to normal Iron Gods? Just wondering if going for a gun-based build is going to be a thing that might lend itself to the flavor we have here, or if I'm better off leaning towards archery or melee shenanigans... ![]()
Okay, finally had an idea I like. Going to be laying claim to the Alkaeus name and turning them into the long, creepy, arm (and eyes, and ears) of Mangkare's Law. Rolling up a member of what amounts to the secret police who are entrusted to stamp out ideological impurity, whether in the form of active sedition, inappropriate romantic pairings, inconvenient speech, etc., as well as more conventional crimes and misdemeanors. ![]()
Barcas, how do you feel about using a reflavored False Priest (or other, similar Arcane caster grabbing some divine stuff)? Seems like it could be a great fit, or not fit at all for what you're building, depending on various societal details and such. ![]()
Darkness Rising wrote:
GET OUT OF MY HEAD. Had a similar idea (Vivisectionist maybe) in mind. Time to work on a plan B. ![]()
GM Warhawk wrote:
I don't see it in your equipment section, so how do you feel about the Monowhip from the tech guide? I've got some thoughts about a Swashbuckler build using one of those, but want to double check it with you first. ![]()
Before I submit, any preferences between the two following build ideas: Zen Archer 1// Alchemist X, because what squad in any self respecting dwarven militia doesn't have a resident demolitions expert? Alternately, I have a Monk/Investigator build kicking around that can function pretty decently as an Int-based party face, which might be a bit more important amongst a pack of 5 CHA Dwarves... ![]()
Don't have anything that'd fit this, but I saw the title, and the thought occurred to me that a campaign of PC's all Old Age or even Venerable could make for an interesting and fun setup. Coming out of retirement for one last hurrah and all that. You'd probably want to use something like Focus Foible with strict rolled-in-order stats though to avoid a party made up entirely of casters abusing cheaper point buys. ![]()
DM Thron wrote:
Let me know if you want more detail in terms of the backstory; I tend not to like plugging in proper nouns without talking them over with the DM to see if there's any specific tie-ins desired. :D Also, I hope my reason for showing up passes muster as "justifying a monstrous humanoid in the hall" ![]()
Oh, and since I don't think I mentioned it (since I haven't statted anything out), Thack is likely to be a Human or Half-{Elf/Orc}. I left geographic details in the bio sparse; coming into a campaign late, I like to consult with the GM on anything with a proper name to see if it'd be easier to hook into an existing narrative/NPC/place. :) ![]()
Because it's from a monster book, I want to be sure to clear this: any problem with a Goblin Winged Marauder Alchemist? ![]()
Every good kingdom needs a good spymaster. Someone who listens to the whispers, can go to places where royalty are unwelcome, and understands the world as it is, not as some idealistic crown-stand of an heir wishes it could be. Thackeray is an Empiricist Investigator (possibly with a Swashbuckler dip), who, mechanically, screams skill-monkey. He is, at a minimum, competent at literally every single skill in the game (I.e. Every skill is a class skill with 1 point in it), with a variety of magical and mundane measures to boost those skills further as-needed. In terms of personality, Thack is, above all else, a self-reliant autodidact. As a child, he wanted nothing more than to be a wizard, but as an impoverished child, he had no access to a formal education. His rough background, lack of funds, and lack of something as simple as anyone to vouch for, or recommend him kept him from seeking admission to the larger academies of Magic as well. Having been rejected as a pupil from nearly every legitimate school of magic and apprentice-ship opportunity for a few hundred miles, he eventually stooped to stealing a wizards spellbook and trying to figure it out for himself. While he never could fully make heads or tails of most of the spells, he's managed to get a handle on enough of them to approximate their effects as extracts. When he wants to, he can turn on an odd sort of charm, but when he persuades people, it's often as much exasperated or flat out confused resignation, rather than real, authentic agreement. Similarly, he's not entirely comfortable amongst higher society - and he's learned to fake it till he makes it, affecting a somewhat stilted, and archaic, but voluminous vocabulary that can seem pompous to those who don't understand where it comes from. He wears this air of erudition like armor to protect himself from being exposed as a fraud - his greatest fear. Well, second greatest. As he puzzles out more pages of that spellbook, he's beginning to think that the one he stole might've belonged to someone a bit more important - and more importantly, more powerful - than he has bargained for as a teenager... And he's getting worried that the owner might want it back someday. ![]()
The Faerie Dragon 'casts spells as a 3rd level Sorcerer'. When taking one as a familiar, do I get to select and change it's spells known from those indicated in the stat block? For instance. Could I, for instance, give it Detect Magic instead of Flare, or Mending instead of Open/Close, or Enlarge Person instead of Grease? Additionally, can the Faerie Dragon use magic items as a sorcerer without relying on UMD? What about items like a Page of Spell Knowledge to expand its spell list? (To be clear, I AM NOT asking about whether this spell casting ability scales. That's a seperate question, and one which I'm less worried about.) ![]()
Hunter undermines (or maybe proves) your own argument here. The Hunter gets access to both the Ranger and Druid spell lists, and for spells that are on both, the Hunter gets them at whichever one puts the spell at a lower level. That means, for example, that it's the only class in the game that can cast Resist Energy at level 1, which can be really strong, as well as getting access to Ranger goodies like Gravity Bow and Lead Blades right out of the gate. But yes, Summoning Spells in particular are really lame on any class that doesn't have some amount of adjustment built in to account for fewer spell levels. Especially when they don't have a spell list from level 1. ![]()
Okay. So, Touch Injection allows you to store a Potion, Poison, or Infusion, and deliver it at a later time via a touch attack. So far, so good. If I have 2 attacks per round, (Let's say, an 8th level Alchemist at +6/+1 to hit), can you take the first attack with a weapon, and use the second iterative attack as your touch attack to deliver the Injection? If Yes, can you take that touch attack against yourself, rather than an enemy, thus automatically hitting, and allowing you to buff yourself, and attack in one round? What about a willing ally? Furthermore, if yes, must iterative attacks be taken in order (i.e. must the +6 attack be taken before the +1 attack?) Round 2! An Alchemist with natural weapons can also, as I understand it, deliver a stored potion, poison or extract via Touch Injection when making a Natural Attack. If my understanding/base assumption is correct, is it possible for an Alchemist with multiple natural attacks (say, 3 from Feral Mutagen) to sacrifice one of his natural attacks to perform a touch attack against himself inject a potion or extract into himself? Again, what about a willing ally in range? If it's not possible to make a touch attack in this way as part of a full attack action, is it possible to simply perform a normal melee attack against oneself, rolling damage to perform a touch injection? If yes, it ought to be possible to take this attack as a non-lethal attack, while using remaining natural attacks against opponents as lethal, correct? TL;DR Does Touch Injection offer the ability to get a 'free' spell off during a full attack action? ![]()
Morzadian wrote:
Yes. 'Author Error' != poor design. Author error would be things like Slashing Grace not working on light weapons because of an authorial oversight failing to realize that "one handed slashing weapon" has specific, defined meaning as a game term. The inclusion of a feat you don't like is not an error in this sense, it is an example of poor design. The two are not equivalent. ![]()
Third Mind wrote:
The main harm in full BAB is faster access to incremental attacks, which are quite strong. The best solution is probably some sort of mechanic to provide a flat to-hit bonus of +1/4 levels or better which doesn't speed those up. (For an example, see the Investigator's Studied Combat.) ![]()
There are a handful of weapons to which Slashing Grace and Weapon Finesse both apply without dipping another class. The aforementioned Whip is the most notable, along with the Aldori Dueling Sword. It warrants a mention, I'd say, though certainly doesn't warrant the top tier rating of the alternatives. Being able to get Dex to hit and Damage on a reach weapon that works with Spellstrike is pretty fantastic. Especially for archetypes like the Kensai that can get tons of AOO's, in combination with spells like Frostbite and Chill Touch that offer lots of touch attacks. ![]()
Any particular reason you cite Fencing Grace, but not Slashing Grace? It's more feat heavy, but, for instance, it opens up the Falcata to Dex users, and Weapon Focus is (arguably) a smaller price than 2 ranks in Perform (Dance) because it provides an actual benefit that you probably want. (It also probably bumps Whip magi up a color from their original ranking in Walter's guide.) ![]()
I'm a big fan of the two fast healing discoveries. If you don't grab Feral Mutagen, you might want to look at Infuse Mutagen. It's not particularly great (it's awful expensive for a backup), but you need one or the other for Master Chymist, and a 3 level dip of that is *very* strong. (2 extra unprepared mutations/day, some free damage, and either +damage dice on natural attacks, or free enlarge with mutation.) ![]()
Dilvias wrote: I personally rate Expanded Inspiration as a green simply for perception (although sense motive with empathy is nice too, along with diplomacy and, if you bother to put a point into it heal). Consider the half elf empiricist with an Int of 18 at 3rd level: Perception +15 +1d6+1 (+6 skill, +2 keen senses, +3 skill focus, +4 int, +1d6+1 inspiration from favored class bonus) averaging +19 on every perception roll, probably the most important skill of the game. You can get free inspiration on perception from a slotless Magic item though, along with some other nifty perks (an unseen servant!) ![]()
kestral287 wrote:
You said it yourself. The problem wih Steel Hound isn't Steel Hound. It's that its incompatible with Mastermind or Empiricist, both of which are better choices. If you're not playing one of those two, odds are its because you place some value on poison, at which point, Steel Hound remains a nonstarter.
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