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Well if the vmc trick works this makes vmc void wizard summoner 20 really good combo if you have somewhat decent intelligence. Since you can inflict a -10 to AC so all you summons could have a high chance of hitting stuff lmao not as thematic but sounds pretty effective


So two different scenarios: if you take a single level in wizard and say summoner 19, taking the void school, for the purposes of the reveal weakness feature is your caster level consider 19 or 1?

If you were to say take vmc wizard and void, and you have caster level 20 in cleric for example, does reveal weakness take your CL as 20 or 0?

Asking because I saw void school seemed to be a go to wizard dip and everyone says it’s because it scales off CL instead of class levels. Though, I thought it scales off your wizard caster level specifically not just any caster level you have generally

So to give an example, I thought a Sorc 19/ wiz 1 will reveal weakness as a CL 1 while a Clr 3/wiz 7/mystic Theurge 10 will reveal weakness as a CL 17


Melkiador wrote:
I’ve never actually played the master summoner but based on my wide experience with summoning, that archetype is just insane. It even comes with a warning label. If your GM is letting you do that, then still beware of making the game unfun for everyone involved.

The game is just a dungeon crawl for 2 people and we both like to play spellcasters so I decided to play it to create distractions and meat shields. The other guy is playing an admixture wizard with a dip in sorcerer so we are both quite squishy. It should be fine


Alright cool, I am playing a master summoner so my eidolon is mainly for skill ranks not combat so don’t intend to use it in any fights at all if I can help it


Augment summoning(this one definitely works due to faq)
Superior summoning
Evolved summon monster
Versatile summon monster
Summon good/netural/evil monster
Expanded summon monster
Added summons(abyssal bloodline, lvl 15 ability)
Mythic mighty summons(which is worded exactly like augment and superior summoning)

I assume the reason augment summoning works is because a spell-like ability functions exactly like a spell except for certain exception(one of which is the lack of spell slots which mean metamagic doesn’t affect it). So the use of the summoners spell like counts as casting a summon monster spell, which triggers augment summoning and the other abilities?


GM Wolf wrote:
Go for is Maniac wyrm!

I am almost done and it’s a big boy, my base size is huge due to giant and trox. It becomes gargantuan once I use my abyssal bloodrage(since demonic bulk works regardless of type) and I am spending 18000 gp on a +1 impact scythe so I hit as a colossal creature. Exactly within the one actual size increase(abyssal bloodline) and one virtual increase(impact weapon). I have to write a long backstory though because I need the ring and craft armor and weapons so I can have some protection cause i spent all my money on my scythe and a medium armor(which is 1,200gp due to huge size ) .

Also I have decided my cohort already, it will have to be a buffer since I can’t afford stat enhancing items

Her name is RARGHG btw


Here’s my basic stats btw from thread it’s 5d6 drop lowest
5d6 ⇒ (2, 3, 6, 3, 2) = 16 — 14
5d6 ⇒ (2, 4, 6, 6, 5) = 23— 21
5d6 ⇒ (2, 1, 5, 1, 3) = 12— 11
5d6 ⇒ (6, 4, 6, 4, 6) = 26—22
5d6 ⇒ (1, 5, 5, 1, 3) = 15— 14
5d6 ⇒ (2, 3, 6, 2, 3) = 16— 14

HP:7d10(7d10 ⇒ (7, 8, 8, 5, 7, 8, 1) = 44

So based on my stats strength will be 22, con 21 and int 11 the rest will be 14 pretty good actually

Before I actually build my character anything else I should take note of?


Oops I have been an idiot penggalens are undead, who can’t actually benefit from rage effects lmao.

Hmmm ok then I guess I will be apply the two templates , giant and advanced. Same as before both are CR 1s so combined they would be CR 2 but now I will be living so I can benefit from blood rage. Both are pretty easy to apply so my character should be done quickly

Giant templates here: https://aonprd.com/MonsterTemplates.aspx?ItemName=Giant

Also since Giant template increases my base size I am now Huge at base so I am now like 16 feet tall insect man


GM Wolf wrote:
GM Wolf wrote:
Maniacwyrm wrote:
Is this campaign still recruiting? It looks pretty cool and I have in mind a pretty straightforward strength build for a brute sort of based on cocytus :advanced penanggalen Trox blood rager 7//fighter 7

Yes technically we are still recruiting but it is getting a bit tight in here now.

We have 3 present players. Then adding in 4, hopefully sooner than later. There are a few lurkers. Will someone please put out our present roster of players/characters etc.

I would like a link to penanggalean and Trox please.

Trox

Pen

Sure...
Blood rager 7 / Fighter 7 penanggalen Trox
I don't see an advanced version of penanggalen, though its stats should make it a CR 2 template.
I may have to compare the ability bonuses of templates acquired. Yet another of my many jobs that no one else has to worry about... This is also why I did not want people to deviate from the rules... alas, I digress.

You do know the advanced template is a CR 1 template that just adds a flat +4 to all ability scores right? And if I am not mistaken you said before we could take 2 CR1 template instead of 1 CR 2 template so I am taking the “advanced” template and the “penanggalen” template instead of a CR 2 template

https://aonprd.com/MonsterTemplates.aspx?ItemName=Advanced


GM Wolf wrote:
Maniacwyrm wrote:
Is this campaign still recruiting? It looks pretty cool and I have in mind a pretty straightforward strength build for a brute sort of based on cocytus :advanced penanggalen Trox blood rager 7//fighter 7

Yes technically we are still recruiting but it is getting a bit tight in here now.

We have 3 present players. Then adding in 4, hopefully sooner than later. There are a few lurkers. Will someone please put out our present roster of players/characters etc.

I would like a link to penanggalean and Trox please.

https://www.aonprd.com/RacesDisplay.aspx?ItemName=Trox

https://aonprd.com/MonsterDisplay.aspx?ItemName=Penanggalen


Full disclosure, the only time I have ever even used something remotely like an intimidating fighter was in the WOTR video game where every YouTuber who did fighter builds always take dazzling display/shatter defenses. Is it worth it in PNP pathfinder though? Is it similar to in game where it’s basically after your first hit you can cause all enemies in a radius around you to be flat footed?


Azothath wrote:
Maniacwyrm wrote:
Azothath wrote:
I'd suggest watching out for a mean step mom & sisters mr ashen pfütze...
What are you referencing? Google doesn’t recognise that phrase
cinderella. The original is aschenputtel(little ash girl), my pun was ash puddle ('cause you're in an ash pile).

Ahhh interesting


Azothath wrote:
I'd suggest watching out for a mean step mom & sisters mr ashen pfütze...

What are you referencing? Google doesn’t recognise that phrase


Fair enough that is probably the correct answer


So while my BFT and his party has been having goofy fun, my DM decided at the end of the last session that the next location we are going to is a low magic, sort of in the midst of an Industrial Revolution city where which is mostly filled with like workers. And just before the session ended, a factory(?) blew up and like covered us in soot and ash. Like visually we should be looking like a loony toons character are a bomb exploded.

Naturally, we decided that we wanted to screw with the people there as payback and maybe stage a coup of something. For my part I was thinking of maybe using spells like polymorph or flesh to stone to mess around but that’s kind of basic. So what would be an interesting way for me to freak out/impress a bunch of normal people?


Mysterious Stranger wrote:

I would start with the level of ranger for first. That will give you better HP and proficiency in martial weapons. It also gives you the option of taking power attack at 1st level, which the druid cannot do because of the BAB prerequisite. Druids do not have any restrictions on what weapons they can use other than not having proficiency in many weapons. Having access to good weapons until you wild shape comes online will make surviving the early levels much easier.

This will also mean when you gain your animal companion at 5th level (4th level druid) you will be able to take boon companion. If you take 4 levels of druid first, you still cannot take boon companion until 5th level. If you do not have boon companion when you gain your animal companion from the animal doming it will probably have around 9 HP and a 17 AC, if you have boon companion, it will probably have around 22 HP and an AC of 20. The first level companion at 4th level will be a liability instead of a benefit. This assume you are taking the animal domain. If you are not taking the animal domain, boon companion is probably not worth taking.

Good points I will start with ranger then, I forgot about the Starting BAB and proficiency. Probably will do animal domain since there’s no reason not to


Mysterious Stranger wrote:

The level of ranger does not stack for the animal companion until level 4 of ranger. Before that you do not have the class feature animal companions, so the levels do not stack. You can take Boon companion but that is another feat.

Mammoth rider also has a prerequisite of handle animal 9, Ride 9 and survival 5. You can not have more point in a skill than your total class level. So, to take 9 points in a skill you need to be 9th level. That means the absolute earliest you can gain Mammoth Rider is at 10th level.

The earliest you can pick up the shapeshifting feats is 7th level. That means it will be 9th level before you get both. If you are only playing till 10th level, you are using up most of your feats for the build and have only 2 (3 if you are human) for anything else.

The build works but does come online late in the campaign.

Yup I am will aware it is quite feat intensive, basically my only free feats are the first 3 which I plan to get improved initiative, toughness and power attack.

Rough outline would be:
Druid 1-4, ranger 1, Druid 5-8, mammoth rider 1
So on level 5 boon companion(level 4 I get the companion)
Level 7: shaping focus
Level 9: either shapeshifting hunter or natural spell(haven’t decided yet)

Shapeshifting hunter is just for favoured enemy but since mammoth is at 10 I will probably go with natural spell or another wildshape upgrade then shapeshifting hunter at 11. Myself and my DM like fast leveling and the build already functions so it should be fine I thinki


I should probably clarify the reason I want a dip in both mammoth rider and ranger is:

Mainly shaping focus because its boost your Druid level for wildshape is one way for me to mitigate the -2 wildshape level penalty that saurian shaman applies for non dinos shape. But shaping focus specifically requires I multi classes. If I want my wildshape to be at max power, I can only have at most 2 levels in another class so I looked for classes that provide some synergy to Druid features

Mammoth rider stacks with Druid for my animal companion, its requirement for a specific companion is ok because saurian shamans only get dino companions any way and it boosts my dino to huge with some size bonuses(also with ranger 1 instead of ranger 2 I get a full level companion instead of a 19th level one with boon companion)

Ranger is because the shapeshifting hunter lets my Druid and ranger levels stack for favoured enemy as a bonus(just for some extra damage)

I was just asking if there was any other build that was also specialised in wildshape that I missed because I have never actually build a Druid before so I probably missed something. Which I did in Goliath and dino Druid


Azothath wrote:

so you can see the last option (Dinosaur Druid) is if you want to be a druid spellcaster with some dino action.

People focus too much on 20th level. You have to play this puppy through many levels so I'd worry about 1-12 before I got worked up about what happens at 16th... this is the problem with a lot of the mixed/blended builds, they are often not practical in actual play. I'd only dip 1-2 level and be very picky about the classes involved (you want diverse abilities or synergy with the primary class). PrCs are mainly flavor choices. Variant Multi-Classing(VMC) is a thing onto itself and I'd never allow it as a GM.

We start at level 10 so when we start my multiclassing will be done since mammoth rider only needs BAB 6 and animal companion. If my calculations are correct, my wildshape will be lvl 10 for non dinos(focus shaping makes up for 4 levels), lvl 12 for dinos, animal companion should be lvl 10(mammoth and Druid stack, ranger and animal domain impose a -4 penalty so take boon companion) and favoured enemy for 2 enemy types. I cast as an 8th level Druid so I am one spell level behind but it’s ok since I will likely focus on buffing

I could also go just normal Goliath Druid or Saurian shaman but I won’t get giant shape at lvl 10 and will wild shape as 8th level Druid for non dinos since it can only take shaping focus with multiclassing. That was actually where I got the idea for multiclassing since that feats looked pretty good for wild shaping.

Your idea of a dino Druid is also pretty good since it doesn’t really lose much and the only drawback is the dino shape doesn’t last as long so probably will stat out both and see which one is better


Mysterious Stranger wrote:

How much of the other druid class abilities are you willing to sacrifice? Druids are full caster with a decent spell list and a lot of other class abilities. Are you willing to give up caster levels, venom immunity, a thousand faces and timeless body?

Since Saurian Shamans get delayed access to Wild Shape that means you must have at least 6 levels in druid to get wild shape. When taking a reptile or dinosaur form the Saurian Shaman does not gain any benefit from further levels in druid other than increased duration and extra uses. A Saurian Shaman at 6th level can already become a huge reptile or dinosaur 2 times a day and works like beast shape III. Further levels do not improve the size or abilities you can assume in those forms. Further levels in druid will only allow you to assume more powerful forms of other types.

You will also need to be at least a 4th level ranger to have the levels stack for your animal companion. Rangers do not gain Hunters bond until 4th level so until then they do not actually have the animal companion class feature. Once they gain hunters bond, they gain the class feature and the levels do stack.

Shapeshifter Hunter does not increase your wild shape; all it increases is the number of times per day you can use it. You still are limited to your actual druid level for all other purposes.

So, your build will have to be Ranger 4/Druid 6/Mammoth Rider X. That means you have 3rd level druid spells, 1st level ranger spells Your wild shape will max out at 12th level for a reptile or dinosaur and 10th level for everything else but will get a few extra uses.

Playing this character until everything comes online will also be difficult. If you do not have the full 4 levels of ranger first your animal companion will be weak as you gain those levels. That means you do not gain wild shape until 10th level. Both Shapes shifting focus and shapeshifting hunter also require the wild shape feature so you cannot take them until you have 6 levels of druid. That means...

Wait what? No the build is ranger 1/druid X/mammoth rider 1(mammoth rider taken when BAB is 6). Mammoth rider stacks with Druid levels for companion so even assuming I only take animal domain my animal companion will be Druid-4( animal domain -3, ranger -1) which can be made up for by boon companion no?

So in the last level I will be have all Druid wildshape at max level(shaping focus gives effective Druid level+4 more than enough to cover both dino and non dino wildshapes), animal companion max level(boon companion), level 18 casting(CL 20 with magical knack), and favoured enemy as a lvl 19 ranger(shapeshifting hunter(favoured enemy=druid+ranger level). Of course will have to choose my feats carefully because space is tight but should be fine. The biggest lost is spellcasting but still get 9th level spells and my wildshaping is at max character level.

Though I am going into play as lvl 10 but still it’s in total ranger 1/druid 8/mammoth rider 1.


Azothath wrote:

dinosaurs are good wildshape forms. Reptiles/lizards are not dinosaurs.

You basically have 3 choices for wildshaping;

Druid arch Saurian Shaman{not the shaman class} Dinos & Reptiles. Check out Versatile Nature's Ally.

Druid arch Goliath Druid very much Ntrl or Mfg weapon melee.

Druid arch Dinosaur Druid

You have a lot of Race choices; aasimar, human(feats ya know), samsaran, tiefling, maybe svinfneblins. Some people like half-orc sorcerers...

Usual multiclassing is;
Monk, Ranger, Alchemist, and I'll add Wizard for the caster, Brawler if you go CM/dirty tricks.
for combat: Str, Con, Wis/Dex ...
for casting: Wis, Dex, Int/Str ...

So if I am not wrong, dinosaur Druid seems weaker since it’s min/lvl instead of hour/lvl for non dinosaurs

So between saurian shaman and Goliath Druid the difference is:
Saurian: dinos, animals, plant, elementals wildshape
Goliath: dinos and giant wildshape

Is giant shape worth the lost of elementals and plant shape?


How would you build an effective melee focused wildshape drain shaman build?

I was thinking ranger1/ druid X/mammoth rider 1 with shaping focus and shape shifting hunter so I get a huge full animal companion, okish casting for self buffs, essentially full wildshaping effective level and full scaled favoured enemy(which is just a bonus on top I guess)

I thought about using this above fully Druid since saurian shamans wildshape as level-2 for non reptile/ dinosaurs and so you need to Multiclass into something to get shaping focus so your wildshape is you character level for everything and character level+2 for dinos

Is there any other way I could build this? Also what feats should I take to improve wildshape? There’s the planar shape and natural spell, power attack and other melee focused feats is that it?

Side note: I am not 100% set on saurian shaman btw just thought turning into a dino was cool but I am also open to using any melee focused wildshape builds


Oli Ironbar wrote:
Maniacwyrm wrote:
I just realised shaping focus requires a multiclassed

My vote would be ranger multiclass with Shapeshifting Hunter added in too:

Benefit: Your levels of druid stack with your ranger levels for determining when you select your next favored enemy. Also, your ranger levels stack with your druid levels in determining the number of times per day you can use your wild shape class feature, up to a maximum of eight times per day.

And welcome to the Forums! (Don't worry, I post to the wrong thread forum too sometimes.)

I was thinking about that as well and maybe sneak in a level in mammoth rider to have a Huge dinosaur as a mount/animal companion

Right I forgot about the threads oops


I just realised shaping focus requires a multiclassed Druid so due to saurian shaman’s Dino wildshape ability so in theory I could:
Either
Multiclass 2 levels into something like bloodrager or ranger with shaping focus to have a higher level Dino wildshape and full normal wildshape
Or
Multiclass 4 levels into another class to for higher Dino + level -2 normal wildshape
Or
6 levels into another class for normal level Dino(equal to chara lvl) wildshape and char level -4 normal wildshape.

Which would be better? Or is there some other melee focused wildshape build?


Mhmmm :)


Is this campaign still recruiting? It looks pretty cool and I have in mind a pretty straightforward strength build for a brute sort of based on cocytus :advanced penanggalen Trox blood rager 7//fighter 7


Belafon wrote:

You might get +4 from idealize, but make sure you clarify with your GM. You only count as half your arcanist levels for determining if you qualify for the discovery, but apparently full levels for determining the effects of the discovery.

I played a Brown-Fur Transmuter for a short time. It’s definitely a much better class if you discuss what you are capable of doing with your party before any of you build characters. My big “gimmick” was quickened enlarge person (thanks to Magical Lineage and Wayang Spellhunter.”

But there are plenty of useful spells: fey form, monstrous physique, and undead anatomy. They all give a whole bunch of abilities and, unlike beast shape or plant shape, you get to keep using your weapons and armor.

Others don’t give a stat bonus but are useful personal range transmutations:
Overland flight
long arm
gravity bow
transformation
Mage’s lucubration is good if you have other prep casters in your party.

I see well since it a short campaign I will probably be ok.

It’s a +12 with vmc since that gives me actual wizard levels and I qualify as a 20th level wizard in the end I think.
Actually I took bft because i wanted to turn my party into dragons/fey and the powerful change is good with all bonuses. We are probably just going to screw around lmao


So if I get the arcane discovery exploit at level 20 say from retraining or using a mythic feat to take extra exploit or just vmc wizard, does this mean my animal enhancement bonuses will be a +10(+4(normal)+4(transmutation supremacy)+2(idealize))?


So bright burn paste is a source of radiation which causes bright burn sickness which if you read the entry is an illness that breaks down the body from the inside and bright burn paste can be safely placed in a lead container or a considerably larger stone container to avoid its effects. So is it safe to say that bright burn paste is radioactive and its effects can be resisted with the mutants immunity to radiation?

Also side note but is bright burn paste just uranium? Bright burn sickness seems to be describing acute radiation poisoning(at least the very severe type where your body is basically been broken down and seems to almost take the same amount of time since 1d6 con drain per day would kill a normal person in like 2/3 days), it can also be blocked by lead like most radioactive substances that give off gamma rays. The only more unique trait is that it makes it difficult to teleport in the area but since we obviously can’t teleport irl technically radiation could also have that effect lol


I grok do u wrote:

RAW, probably no. <Pedantically anyway>

Luminous Font wrote:

...At 3rd level, when a blossoming light channels energy to harm undead, her channeled energy also harms chaotic evil outsiders, worshipers of chaotic evil deities, and evil creatures with light sensitivity or light blindness as if they were undead.

...

The turn undead and its mythic counterpart add additional ways to use your channel energy ability which are specifically separate from regular channeling to harm or heal.

From Turn Undead, "If you use channel energy in this way, it has no other effect (it does not heal or harm nearby creatures)"

The ability is explicitly only for when channeling to harm.

Panicking or destroying sound like they are to harm, but the terminology is more specific in this case. Would need a broader phrase along the lines of "whenever the blossoming light uses channel energy, she treats chaotic evil outsiders, worshipers of chaotic evil deities, and evil creatures with light sensitivity or light blindness as if they were undead," or have a "for all purposes relating to channel energy."

Likewise, alignment channel has no effect on turn undead.

Ooo, technically you are right I guess I have to ask my dm if he is willing to let it slide thanks


Basically I am just checking whether mythic turn undead would let a mythic blossoming cleric destroy chaotic evil outsiders, worshippers of CE gods and evil creature with light sensitivity since they count as undead for the purposes of his channel energy. Also would mythic turn undead also work with the creatures type you choose from alignment channel?


Azothath wrote:
Maniacwyrm wrote:
Azothath wrote:

...

My advice is to play a wizard enchanter or necromancer with BO amulet. Traits mag lineage, wayang spl hntr. I think Enchanter(controller) with spell focus necromancy & Var. Tattoo will give you more options than Necromancer. Reach, Bouncing, Persistent metamagics. A Diviner with spell focus Necro is the other option.
Choosing your non-preferred schools will be the hard part. You'll get one back at 10th.
As usual you are aiming for BO amulet of spell mastery [neck] $22000 reduced to $11000 as a BO.

If your GM does not allow trait retraining then Extra Traits feat is viable for this build. Remember to keep the trait types different.

Race: aasimar, samsaran, and human or doesn't matter much.
Abilities: 20 pt buy [10,12,10,18,9,12] or [10,14,10,16,10,14] as you will need Cha for checks.

Thanks for the advice I think it might prove useful

it might... LoL...

You can play various classes to get those higher level spells but *folks in helmets murmur* This is the Way. Nothing beats a specialist wizard for power past 7th level.

Some people like playing Witches, or Oracles, maybe an Occult class. It's really up to your playstyle and the Game you are in (Campaign, GM, and Group). It is a Game and you want to have fun...

If you are not certain check out some of my detailed posted builds.
Callidus Synedrus Monk-Black Asp 2, Wizard-E-Manip-3 & 9

Rouillé Hasarderth Clr-VPlgrm 1, Wizard-Dvnr 4

Thalevoh Clr-VPlgrm 1 Wiz-Divnr 4

Ludotys Libersacer Wiz-Poleheira Adherent 8

Solona Wizard arch...

For me I like playing any spellcaster build around a theme or a spell type. My group generally plays higher level campaigns since we like power fantasy so I really like all of the caster classes. I will check those builds out in a bit thanks for the help


Azothath wrote:

Magic Jar:N5 is the OGL spell with Possession:N5 as the new version.

Unfortunately you are targeting a high level spell as your main theme. Not really practical given how spell slots work. There are a bunch of little possession spells so that makes it a tad better.

My advice is to play a wizard enchanter or necromancer with BO amulet. Traits mag lineage, wayang spl hntr. I think Enchanter(controller) with spell focus necromancy & Var. Tattoo will give you more options than Necromancer. Reach, Bouncing, Persistent metamagics. A Diviner with spell focus Necro is the other option.
Choosing your non-preferred schools will be the hard part. You'll get one back at 10th.
As usual you are aiming for BO amulet of spell mastery [neck] $22000 reduced to $11000 as a BO.

If your GM does not allow trait retraining then Extra Traits feat is viable for this build. Remember to keep the trait types different.

Race: aasimar, samsaran, and human or doesn't matter much.
Abilities: 20 pt buy [10,12,10,18,9,12] or [10,14,10,16,10,14] as you will need Cha for checks.

Thanks for the advice I think it might prove useful


Melkiador wrote:

Subconscious usurpation would technically allow you to act while possessing someone else, but that’s not the intended behavior.

The Quintessentialist Spiritualist could have their phantom cast the possession. It’s not exactly what you are looking for, but it has similar flavor.

Interesting I will keep it in mind tho it’s not exactly what I am looking for


One of the things I wanted to do was make a caster that focused on possession, the spell. But I couldn’t really find anything but the possessed bloodline which lets you use your own body even when possessing another. Is there anything other thing that can improve on the spell?


All pretty good points I will check about how secrets of magical discipline will be run before I make my decision then thanks!


Would a level 20 wizard benefit more from a alternate capstone like gaining an arch familiar or like a +8 to int compared to taking a level in lore master so he can take some secrets of magical discipline feats? I can’t decide so maybe you all can share some opinions?


Mysterious Stranger wrote:

20th level mythic vampire antipaladin is incredibly tough. The problem is that is the chance of the mythic vampire antipaladin failing its save vs command undead is slim to none. They have good will saves, get CHA to saves and have channel resistance. That should put their bonus to save vs command undead at about +36. That means they probably only fail on a 1. If you have mythic improved channel they do have to roll twice and take the worst result. That would give you about a 10% chance of success.

A 20th level vampire antipaladin would be a bit easier but also not as tough. They would still have about a +21 to their save but that is going to be a lot better than +36.

I see there are probably some ways my party can debuff it tho so the save isn’t so bad and if I am not mistaken the feat seems to allow you to just keep trying? So I could just keep trying thanks


I see not too big of an issue since most of those requirements are super easy to fulfill(I already have scrolls of contagion and can cast remove paralysis). Sun baked is also easy just kind of time consuming and for frost fallen I guess I could figure out some way to get a ton of ice. Maybe get someone to cast wall of ice over the corpse.

My character personally prefers to use just fast zombies or the skeleton variants anyway so I will cross the frost fallen bridge when I come to it


Assuming level 20 character with command undead and a mythic rank to fetch command undead(mythic) so the intelligent undead is under her control forever if it fails once. So in essence what’s the strongest 20HD undead you could target?


So if I can cast animate dead as a spell-like ability, I don’t need the onyx for raising a normal zombie or skeleton, I probably need to cast remove paralysis or contagion for fast or plague zombies. That’s pretty straight forward I think. For sun baked zombies likewise I assume I need to place the body in sunlight and cast desecrate. For frost fallen, since it only requires gems and a bunch of ice, I can ignore that as I ignore the material component.

Did I miss anything or make a wrong assumption?


Diego Rossi wrote:
Quote:
Speedy Summons (Su) (Mythic Adventures pg. 17): When you cast a summon monster spell, the casting time is 1 standard action instead of 1 round. If you expend one use of mythic power, the casting time becomes 1 swift action. If you’re a summoner, as a full-round action you can expend one use of mythic power to summon your eidolon. You must be at least 3rd tier to select this ability.

It says "summon monster spell", not a summoning spell or a spell summoning a creature. RAW, it doesn't even work with spells with a different name.

RAI, probably it is meant to work with all the summon [creature] spells.

Oh there’s no question about RAI since all the summoners summon spells specifically says in the spell description “functions as summon monster but summons [insert creature here] instead”. I have just asking if that line is enough to also make it RAW since it explicitly says the spell work as a summon monster spell. Personally would rule that it can but wanted to see if anyone mentioned anything I missed


Mysterious Stranger wrote:
It is going to be up to your GM. Personally, I would say if the spells says it functions like summon monster or other summon monster spells it should work. Considering how overpowered the mythic rules are it is not going to make a big difference.

Yeah it’s what we thought too since all its variables and stuff is the same as summon monster and it says it functions as summon monster. Cool thanks


Speedy summons specifically says when you cast summon monster and the summoners various summon spells like summon genie, summon infernal host, summon cacaodaemon all says in the spell description” as summon monster but summons (whatever is in the name). So would it count as a summon monster spell for the purposes of feats and abilities like speedy summons?


Does the soul bind fail because the outsiders soul is destroyed when its body dies(due to dual nature)? Or does its body disappear into the gem because of dual nature?


Reason for my confusion is because of the following part of the item description:
A holder who knows the words may use the bottle like a summon monster IX spell at will, except only creatures of the evil subtype can be summoned. The summoned creatures remain until the sun next rises or sets, and no new creatures can be summoned from the bottle until the initial summoned creatures are destroyed or return.

To me this basically means you can just cast the spell once and until that creature dies or you return it to the bottle you can’t cast it again. And this is after you go through the effort of learning all three words.

Interestingly if you just say the word of opening, the bottle automatically summon all 666 fiends including the harbringer fiend after 11 hours. Which brings up a whole new set of questions. Like if you did know all 3 words, could you just say the first word to set free the entire army and then say the other two words immediately to bind them to your service? Because presumably you speaking the word of banishment and binding immediately banishes the fiends or binds them since at one point the entire army was commanded to build a city.

How would you rule it too work?(I didnt Put it under rules since it’s an artifact and the part I was confused about seems open to interpretation rather than strict RAW)


Diego Rossi wrote:
Maniacwyrm wrote:
Mysterious Stranger wrote:
Diego Rossi is right. The outsider would not have any of their outsider abilities.
The main reason we might want it is because if I raise it as a fast zombie it’s full attack is like a sword hit, 2 claws and a slam which does a lot of damage plus it’s pretty Tanky at I think 70ish health when zombified. It doesn’t have any super good outsider abilities, it’s spell like abilities were pretty bad against us except for blink so I don’t think my party will mind

Where does it get the 3rd hand to do 2 claw attacks and a sword attack?

Its attack routine would be 1 bite, 2 claws, 1 slam.

Wielding a sword would be a big hindrance, as it would make all the natural attacks secondary, thus suffering a -5 to hit.

Oh lmao I checked with my dm and he said he accidentally said sword instead of bite during the fight and so he just kept saying sword throughout the fight. So yeah it’s a bite lol(the dm is definitely not me nope didn’t make that mistake lol)


Mysterious Stranger wrote:
Diego Rossi is right. The outsider would not have any of their outsider abilities.

The main reason we might want it is because if I raise it as a fast zombie it’s full attack is like a sword hit, 2 claws and a slam which does a lot of damage plus it’s pretty Tanky at I think 70ish health when zombified. It doesn’t have any super good outsider abilities, it’s spell like abilities were pretty bad against us except for blink so I don’t think my party will mind


So spoilers for rise of the runelords,
There is greater barghast that is being imprisoned the runelord and my players managed to slay it. Since it’s been in the material plane for some time and so probably not a summoned monster, would it leave behind a body and would the body be an appropriate target for animate dead? Google seems to bring up different results for if animate dead can raise slain outsiders


So I finished making the Mythic Godzilla stat block and so for fun I want to make mythic + some template version of the other kaiju. For the two that I have a rough outline for , Godzilla and Ghidorah, it was relatively easy to select which mythic abilities to give them. Lingering breath, dragons blood, elemental aura similar to the mythic phoenix, the inferno ability from the mythic elemental, dual initiative and mythic rage. Simple stuff, both have heavy reliance on fire or another elemental power or some obvious stuff that needed boosting(did you know gidorah in PF has not fly related feats?).

But for queen Vorgozen, I am drawing a blank here. I am not really sure what she is an analog of, maybe that pollution monster from like old Godzilla movies. Her main claim to fame is magic pollution and being a blight on the environment. Which I can’t really think of how to make stronger. Like maybe give her interference related spell like abilities? Give her wild or primal magic? Probably something along those lines but I feel like there is probably something better I am not thinking of. Any help would be appreciated thanks

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