Danse Macabre

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So guys, how come one of the strongest wooden/ plant spells has no damage notes? I mean, you are pretty much unleashing an inferno of wooden shrapnel in a great cone at anything that is standing inside there, with a force strong enough to push enemies along with their equipment backwards. Is there something I am missing or do people really ignore the fist sized wood splinters ramming themselves into their faces?


Sorry guys, can anbody tell me If I can combine feral shifter with treesinger? Treesinger alters animal companion, but I have the tiny bit of hope that feral shifter in that scenario just replaces the new sort of animal companion. And after all in the treesingers nature bond states "Except for the companion being a creature of the plant type, drawn from the list below, this ability otherwise works like the standard druid's animal companion ability". If you can't replace that with the archetype then you probably can't influence the Plant companion with any feat that requires the animal companion feat either. . . . ?


SO I have finaly found peace with the inevietable fact that the only way to use plants lies within the Druid, as anything else is just way to featheavy and/or MAD to be done.

Now. . . Animate Plant, so this makes me a nice living plant monster of big size and stuff. . . how much damage does it do thou? It says deals the same damage as animated objects, those also don't have no damage stated. . . .

Also could I wood shape these plants into like a dragon or smth. to make fake Splinter Drakes? Cus that would be cool I guess . . .


Hi guys, I am forced to play the mc.animalhumper aka. Druid op lord. To make this class somehow fun I went for the nature fang as to not have to make use of this stupid beast shape and can instead focus on riding my animal companion and lance charge. As nature fang i get lots of feats so which should I take, any advices? Also which animal companion to take, etc. ????


Hello people, I am done. I have spen the entire past 5 days doing nothing but theorycrafting a build around growing and utilizing plants, trying to avoid the druid.

I hate druids, druids do no plant stuff except that they have the spell list for it, I dislike beast/plant shape and I hate animal companions. I see no reason why I should play a Druid over a Shaman. SO please, don't say go play a druid. It is literally my most hated class in game.

Now I can't decide between going Oracle or Shaman, which is partly due to my lack of understanding of full casters and the plant spells.

As oracle I would have taken the Spirit Guide Archetype to grab the Wood Spirit from the Shaman, giving me some neat spell like abilities such as freely creating plant terrain. Also I would get super cool plant related spell like ability and become proficient with fighting with wood. BUT I wouldn't get a single friking plant related spell . . . yet this would make the perfect plant warrior, which was what I was striving for. Now I don't know though wether my few plant related spell like abilities (creating light undergrowth at will unlimited/ plant growth unlimited/ thorn burst only few times per day (10 feet blast around myself with thorns dealing 1d6xlevel dmg can be halfed)/ wood shape and woop warp unlimited with a few uses of repel wood.
What can I do with these abilities? I know I won't be able to deal damage with them, but may I be able to efficiently create terrain as in, provide battle field control and being able to split enemies etc? Or am I just a weaker melee character by then that can make some useless bushes????

Should I just go shaman and be able to cast druid spells?


I think now, because of the class skill stuff. . .

Is there any other way to combine Spirit Guide Oracle with anything for a good combo or stuff?


Quick Question.

Verdant Bloodline lets me root myself to the ground at one point, reducing my speed to 5 feet. Now, what happens if I use burrowing (30feet) to move on from here? Still 5 feet movement?


Hey there, I really love the unchained multiclassing as it finally makes it somewhat viable for the non-powerplayer builds which are mostly fun and preverance over min-maxing and powerplaying. Also rather viable.

So now I am building a Ghoran Wood Shaman that does all this plant stuff while punching things with wood. And I would love to get some of dat Wood Mystic Oracle up my . . .you know.

But the Shaman is a hybrid class, not to mention he doesn't get any abilities to trade at any uneven level . . . what to do? Can't I unchain-multiclass? Do you think I can talk a GM into multiclassing anyways at the cost of a hex (Which is like every 2nd feat after level 2)?


Soo guys, I am buffled, there are 2 good plant spells, overgrowth and thorny entanglement. Also Wall of Thorns is cool and all but I feel it's to high level for simply being a spell that's "in the way"

So my question, how am I supposed to deal damage with plants? Everytime I made a plant character in text based roleplays I made this epic dudes that threw seeds around and grew them out into giant trees etc, doing damage like that. But there are only 2 plant growth spells, 1 that can only affect a GIANT area (overgrowth) and wood bend, which only works on a tiny s!!#ty mini wood thing and doesn't even say at which speed or range it can grow/ reshape wood. If it at least would state I could grow a branch into an enemy and try to pin him to the ground or stuff that would be cool . . . but yeah nothing of the like. What to do, how to deal damage with plants? Animating plants sucks, I don't wanna do that.


I would love to create a character that has a Zomok vibe to him. I may not be able to become a giant mofuking mass of wood shaped like a dragon and reking everything ultra-nature-ghandi style, but at least something you would look at and say: DAAAAMN you is one damn big mofuka.

That means, I would prever to play anything but a cleric or a druid, I really like the Wood Oracle (why, i get to do spell like ability plant stuff, that gives me a whole more epic feel to the plant that is controlling nature,unlike simply casting nature magic like anybody can)
yet the wood oracle, besides her mystic stuff, has no access to plant or wood related magic at all. Which sucks. Is there any way to give oracles the plant domain or anything similar? I wanna gain acces to spells like wall of thorns, entangle, and so on.

Or is there another way to do his without being a paladin/ cleric / druid with the plant domain?


Okay guys, I have a problem. I have looked for a million ways to do this now, and all in all it is easy and legit. But, I want it to be fun. I don't wanna be this one trick pony that goes from enemy to enemy claw attacks it, paralyzes it and then coup'd graces the dude. I wanna be AMAAAAZING. That's why I am looking into multiclassing but there is to much stuff and I am to inexperienced to make the right connections for cool combos, this is where you guys step in. I hope you can give me the coolest kinds of class combos without falling back in strenght. Here is what we are working with.

Darakhul / maybe Dhampir, doesn't matter, in either case we have a bite attack of either 1d8 / or 1d3 with the special ability to give me 7 Temp Hp

Negative Energy

Eldritch Heritage - Ghoul Sorcerer Bloodline | Ghoul Claws that paralyze later on
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I really don't wanna be all that much caster, I'd much rather have tons of supernatural and spell-like abilities and as high a BaB as possible. As I will attack only with my bite attack and my claws I don't want multiple BaBs' but only a single super high scalin BaB, that's why I am multiclassing in the first case, to not get those +10/+6 Babs' which I can't utilize anyways.

The Darakhul has burrow speed which is amazing and gets increased to 40 feet even if I manage to grab Greater Eldritch Heritage. Also with Improved Eldritch Heritage I can snatch me a Haste spell-like ability which is also nice. Especially if looking at the Blind Time Oracle from where I could grab a Slow spell like ability or time hops etc.

Any form of imporved movemen is cool I guess, although I really am not interested in flying, but burrowing would be amazing.

Anything to make my Natural attacks stronger is cool, anything to have more natural attacks is cool.

Sneak attacks and stealth would be amazing I guess.

And as for magic, second rate . . . I don't wanna waste time buffing, I am a stingy person I never use buffs . . . and if I should its already to late. And I wanna go melee, I don't wanna cast, although if there are any cool touch attacks to power up entire full attack actions up with I guess that would be a pretty nice addition as well.
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So yeah, either you guys think now I am retarded, which might just be, I have no idea about multiclassing and only know it sucks. Or you think this could work and have some good stuff to add. I much prefer later as first doesn't really help me.


Hi guys, I am making a Darakhul Bloodrager with the Ghoul Bloodline. Blablabla, lets skip the rest.

Although I would like to avoid any theorycrafting optimizing whatsoever, pls only tell me what I need to know .-. it's getting frustrating seeing people strive of topic waaaaaay to fast. Thanks for understanding.

1) Full attack action to attack with 1x Bite 1d8, 2x Claw 1d3. I got that now, how about multiple attacks with multiple natural attacks with multiple base attack bonus? At level six i get my first official second attack, can I do all my natural attacks as that second attack? Many say you don't apparently, but I don't see why.

2) Ghoul Claws. My Claw attacks will Paralyze if they hit, so if I go first with the claw attacks, hit and paralyze the enemy before my bite attack, do I automatically coup'd grace him?
-Also I would think so since the ghoul bloodline gets a haste ability and what would that be good for if it were to give me fewer attacks still than attackign without it?

3)Haste and full round actions, how do they interact?

4) Burrow - Can I use my burrow in any way to reposition a grappled foe underground or something? Just a funny idea that popped into my head.

5) Chill touch such as similar spells (spells with the same wording, not touch attacks in general) can be used to power multiple claw attacks right? A chill touch at caster lvl 2 would allow me to deal 2d6 extra damage during a single full attack cround of clawing away at my foes?


HI guys, I wanna play a Barbarian - Hurler that throws weapons at enemies, using the Hurling, lesser and its 2 evolutionary forms later on.

Benefit: As a full-round action while raging, the barbarian can lift and hurl an object up to one size category smaller than herself with both hands or two size categories smaller with one hand as an improvised weapon with a range increment of 10 feet. This inflicts damage as a falling object plus the barbarian’s Strength bonus. This damage is halved if the object is not made of stone, metal, or similar material. This is a ranged touch attack, and the target may attempt a Reflex save (DC 10 + 1/2 the barbarian’s level + the barbarian’s Strength modifier) for half damage. The barbarian may apply Power Attack to this attack as a one- or two-handed weapon, as appropriate.

This feat may not seem very amazing at first, but the full-round attack part is lost very easily throughout multiple feats, the halfed damage is not aaaaaaall that critical in the earlier levels and has a high DC later levels and the standard range for me with 1 simple feat is 40 feet. Also later on the Dmg is about 4d6 per attack at its minimum a single size enchantment increaes this by 1d6 each time my characters size is increased.

So anyways, I still have some problems with some ways how this feat applies and hope you can answer that for me:

- Using this feat makes whatever is thrown into a improvised ranged weapon, for the action, does that mean i take a -4 to the roll while i have no THROW ANYTHING feat?

- Does throwing weapons with the use of this feat also turn them into improvised ranged weapons?

- Does Improvised Weapon Mastery apply to this feat and allow me to increase the damage increment of my throws by 1 dice?

- Do normal ranged feats like multishot, poinat-blank shot and the like apply to weapons thrown by this feat?

-Lastly something unrelated: is there a weapon enchantment that allows me to split my weapon into itsy bitsy multiple copies of itself when thrown?


Hello people, I am no min-maxer, but I don't wanna be useless either, which is why I as fairly inexperienced player want you experienced guys to take a look at my character, Ingrid, the dwarf that chugs greatswords. Please help me not, minmax this thing, but make it somewhat efficient and useful.

Ingrid Bladecraf
Dwarf
Hurler (Barbarian Archtype)
Abilities: Lets just assume they cover everything I need, Dex and Str. Will be the highest skills, with dexterity having a slightly higher focus then strenght.
Traits: Iron Hide +1 Ac
Strong Arm, Supply Wrist: +10 feet throwing range after moving 10 feet

Simple, Dwarfen and Martial Weapon Proficiency
Light & Medium Armor Proficiency

Feats:
Class: Skilled Thrower: +10 feet throwing range
This makes me have 20 feet maximal range.

Class: Rage: 4+con times per day, +4str / con, enables rage feats.

Intimidating Prowess: Str. to Cha. for Intimidating checks.
I play a female, 1 meter big dwarven barbarian that can not fight at all, except when throwing stuff at people, my background stories always are tragic, so this girl will have had to learn to seem to be more than just a helpless small dwarf. This is pretty much a feat I need to take, since mostly my charisma is gonna suck, I highly dislike playing the stereotypical retarded warrior, I rather prefer playing the a@*~!#% unsympathic warrior.

Throw Anything: Allows me to not take penalties to rolls with imp. ranged weapons. Takes away the penalty of using imp. weapons during my Hurling, Lesser (if there even is any penalty, i am not sure about this one, if not i wouldn't take this). I only take this in combination of:

^_ Improvised Weapon mastery: increases dmg of weapon by 1 step 1d4-1d6 and so on, and also increases crit range to 19-20.

Raging Hurler: Doubles range of weapons that I throw and allows me to throw two-handed weapons as standard action.
Power Attack: Can be applied to Hurling, Lesser

Two-Handed thrower: does the same as raging hurler, except for the doubled range, but instead makes the str. mod for dmg 1 1/2 instead of just 1. (not sure if worth)

at this point i am clueless, should i take some weapon focus feat? should i take some archer feats like point-blank shoot (do these even count for throwing weapons, and if yes, which skills are good?)

Rage Feats:
(Definietly Taken)
Hurling, Lesser: throw small things two handed up to 10 feet, making them count as improved ranged weapons. Small weapons deal 2d6+str dmg (+ 1d6 for every 1 step in size the thrown weapon has) and enemies can half all dmg with a Reflex Save (10+1/2Barbarian lvl+Str)

Hurling ^ +10 feet or 1 size category larger

Hurling greater ^ another +10 feet (stacks) or a total of 2 size increases

Charging Hurler: ^ while charging

Choices:

Reckless Abandon: -1 Ac +1atk roll, useful to hit I guess, also since I am ranged and have tons of Hp I might as well not need to be a tank.
Renewed Vigor: a one time heal of 1d8+ 1d every 4 levels up to 5d8, not bad to have a quick heal at hand I believe. Definietly wont hurt "badum'tsch"

Quick Reflexes: (i am very fond of this one as its a cheap and useful lvl 4 skill) +1 atk of opportunity

Spirit totem and all following skills: This is my favourite totem skill, pretty much gives me some constant dmg to adjaquant enemies which and a aura made up of spirits around me, at later levels this aura has a great reach and i may dodge attacks with it. I find this cool and unless its 100% useless i wanna take this.

Sprint: Needs swift foot, and overall is a big speed boost, i think this can be greatly useful also the passive speed boot from the former skill is also epic, especially since a dwarf wont have speed restrictions through armor.

(If there are especial good feats i totally have to take pls tell me, although i wont pick anything just because its 'canon' and op.)

Items:

I wanna get a single Greatsword, depending on my Hurling feat level its gonna be medium -> large sized and if s!#+ gets real and i get able to enlarge my character maybe even get a huge one. As for enchantments and the like, I would like some help and oppinions.

If not getting any improved weapon feats, yet needing to avoid the penaltry for throwing the weapon, i would get the THROW weapon ability.

As for enchantments, look at the Dagger of doubling this shows me there are ways to create multiple copies of your weapon. I would like an enchantment that duplicates my weapon after i threw it. You just imagined that, which means you now have a huge smile on your face and find this to be an epic idea, or at least you should (b°-°)b cus it is.
So now .. . please help me to figure out how to make this work.

I would dislike to get the returning feat, there is this magic belt that just instantly teleports my weapon back into the sheath after it has hit its target after being thrown, so thats much better than waste an enchantment.

Also are there any more epic enchantments i should know about which significantly increase my dps ?

Please help me out here guys. Its hard to read through these thousands of feats and remember all or make out which are really good and which really bad


Sooo, I read a lot about soul gems and how everybody is using them for everything. Yet I can't find an item description for soul gem, nor can I find a price which it equals. Can anyone give me some input on these things?

-Not how to get them or anything, I am aware of what a soul gem is, just not its value and item description


So first of all: http://emotibot.net/pix/5403.gif
and now that you know in which kind of mindset I find myself at this very moment, hear me out, please.

I am rather new to this game and I tried really hard to make this work . . . but:

I

JUST

F!!&ING

CAN'T

BUILD

THIS

FRIKING NECROMANCER RIGHT (/°0°)/ *throw tantrum*

So please help me do this, I friking don't manage it on my own and I might friking die trying.

Heres the deal: I WANT A NECROMANCER THAT FIGHTS AND USES HIS UNDEAD TO SUPPORT HIM, although madly in love with fear and touch attacks, implementing these seems impossible and i'd rather have this somewhat playable.

What I would like to play:

- I wish to use the KUSARIGAMA, my absolute favourite weapon in history
I dont care how much it sucks or how impossible it is to implement this, I want this thing!!!!

- My fighting style would strongly focus on Combat Manouvers, repositioning enemies and make them unable to escape my undead which would be my main damage source

- A somewhat good Minion Pool

- Deific Obedience - Deity Urgathoa, this is a must have, Urgathoa is my gurl and I stick to my gurls. Also I want this animate dead spell like ability.

- Spell like ability animate dead, as much as possibru, I hate paying Onyx and I hate abusing Power Word Undeath

___

If the whole Kusarigama thing is indeed impossible, I would like to strongly focus on scythe - Hamatula Strike Build, doing pretty mcuh the same as kusarigama, but with more damage at the cost of reach.

Also I somehow wanted to Implement Agent of Death, but I dont know when to level it effectively, yet i want that easy lich access.

If needed to dip into anything, samurai ninja or whatever, I am willing.

PLease help me.


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So hei there, lets skip all the smoothtalk about how I am new to Tabletop, yet unsullied and so on, blabla, and jump directly to the question at hand. (b°-°)b

1. Improvised Weapons:

I read pretty much everything there is to read about this, except I can't find specific tables to confirm DMGes and the like. So, thing is, I am planning to build a Necromancer who fights with the Coffin he carries around. That coffin has a few handles and the like skrewed into it, so to carry it propery and have a way to actually efficiently hit stuff with it. Plan is to make this Coffin into a Coffin of Holding and have 1 HD of Plague Zombie inside, tossing my victims in there every other day. Plan on fighting with this is pretty much to stuff opponents in there against their will . . .

Can anyone tell me about the possible stats a Coffin would have? I think the "Weapon" it gets closest to is pretty much a shield . . . although thats no weapon . . . still, any ideas, please?

2. Equipment Trick:

So this is mostly wishfull thinking, but . . .

"Choose: a piece of equipment, SUCH AS an anvil, boots, a cloak, a heavy blade scabbard, a rope, a shield, or a sunrod."

So is it possible to make like a new equipment trick for coffins? Or is there any way to make people believe a coffin is as much a good a tower shield made of wood as it gets? (so that i may use the shield equipment tricks such as Break ground to shove my Coffin at chargin foes and knock em prone into it, or the Shield gag feat to stuff a dragons jaw and have plague zombies tumble into its stomach)

3. Coffins . . .

I like coffins, why is there no love for coffins in this game?

4. Inscribe Magic Tatoos feat.

So I am pretty keen on turning my Cleric into a Tattooed Mystic and get himself some nice additional /Day Spell possibilities like this (I am aware that Animate Dead Tattoo won't ever be a thing but if by some cheer luck there is pls tell me), not to mention ALL THE POSSIBILITIES (and the familiar to make touch attacks for me and suck out souls [cocaedemon im looking at you]). Yet everybody keeps insisting that Magic Tattoos cost 4 times the normal amount that creating anything else does. Creating a Spell Tattoo is the only thing that says:

"A spell tattoo has a MARKET PRICE four times as much as an equivalent scroll."

And even then it only says market price, not creation price. Doesn't that say that buying a tattoed spell on a magic market costs 4x a scroll and not creating it does? It doesn't make sense to overprice this feat like this, it might save me a item slot, but not the money to actually ever fill the slot so no reason for that in the first place.

Also for all the people I read stating you can't make money with this feat . . . You pretty much can wander through the world and sell free magix to everyone. Especially as a cleric you can over some pretty neat stuff the commoners could be interested in, such as heal spells or protection vs undead.