Granny Nan

Majal's page

73 posts. Organized Play character for Sertaki.




Hey

I took a break from PFS and during that time, some of my characters lost their faction.
One was changed to Grand Lodge, the other stayed in Sczarni for some reason.

I have:
A taldan swashbuckler (prior Taldor, now forced to join Grand Lodge), that would like to join the Sovereign Court.
A varisian witch that is still counted as Sczarni (propably would go to Dark Archive if possible)

I read that during season 6, you got a free faction change if the old one was abolished. But I missed that timeframe and it's season 7 - do I have to pay fame now?


Hey

the description of this weapon has me slightly confused.

"Benefit: This weapon can be wielded as a single-handed weapon, a two-handed weapon, or in pairs."

Since it is a One-handed weapon, it seems pretty suboptimal to dual-wield this, but the text makes one assume it can be done.


Hey

the description slightly confuses me.
It says that you can act as if disabled (meaning you risk falling unconcious with a standard action, but also says "like Diehard" - which does not carry that risk.

So does a gunslinger with this trait just shoot until someone kills him, or does he shoot once and falls down (feels lame regarding that "never stop" part)?


Hey

the BBEG of my campaign is a half-fiend. I thought about tweaking the template a bit to fit better, but i'm not really good in such things, so i'd appreciate help and critic.

basically the character is the son of a deceptive lord of hell, with his father having a strong fire affinity.
So i thought about giving him fire immunity instead of resistance, but removing cold resistance as the first change.
keeping other defenses, fly speed and melee attacks, but specifically losing all special attacks/spell-like abilities except darkness or at least exchange the evil-flavored abilities for some deception-flavored.
He is not supposed to be an embodiment of evil as a standard half-fiend, instead more of a conciously created spy for his father.
Therefore he gains the ability to use alter self at will (not as a magical effect, but as a feature of his anatomy - like a doppelganger), so he can remove all traces of his fiendish heritage and pass for a member of his mother's race.
In addition this allows for funky political mischief when he is able to impersonate powerful figures in different, even opposed nations/power groups.
The racial stat boosts are kept.

What bugs me most is how exacly the removal of most special abilies affects his scaling CR boost, if the scaling DR and SR are kept.

would the template actually get weak enough to only give +2 CR at HD 11+, or is change shape + fire immunity powerful enough to substitute for all the removed spell-like abilities?

To sum it up:
Creating a Half-Fiend (Son of The Lord of Shadowfire)
“Half-fiend” is an inherited or acquired template that can be added to a living, corporeal creature with an Int score of 4 or more. A half-fiend uses all the base creature’s statistics and special abilities except as noted here.
CR: HD 10 or less, as base creature + 1; HD 11 or more, as base creature + 2.
Alignment: Any evil.
Type: The creature’s type changes to outsider (native).
Do not recalculate HD, BAB, or saves.
Armor Class: Natural armor improves by +1.
Defenses/Qualities: Gains darkvision 60 feet; immunity to poison and fire; acid and electricity resistance 10; DR 5/magic (if HD 11 or less) or 10/magic (if HD 12 or more); and SR equal to creature’s CR + 11 (maximum 35); Gain Change Shape (Alter Self).
Speed: Unless the base creature flies better, the half-fiend flies at twice the base creature’s land speed (good).
Melee: A half-fiend gains two claw attacks and a bite attack. Damage depends on its size (see pages 301–302).
Spell-Like Abilities: Darkness 3/day, CL equals the creature’s HD.
Abilities: A half-fiend gains a +4 bonus on three ability scores of its choice and a +2 bonus on the other three.
Skills: A half-fiend with racial HD has skill points per racial HD equal to 6 + Int mod. Racial class skills are unchanged, and class level skill ranks are unaffected.

Any thoughts?


Hi

So basically my wizard wants to cast a Continual Flame on his Staff, but he wants it to function slightly differently: The flame is supposed to be real fire comparable to a torch, (the enchanted item is obviously protected by the spell from self-incineracion), and it reacts to water, wind, etc exacly as a real flame would

So i was thinking to just take the spell, call it "continual flame , archaic", and change the above parameters. making it burn until extinguished by something external (so not quite permanent)
Somewhere between spark and continual flame ^^

1. would this change make the spell more or less powerful than 2nd level? (since it loses the holographic nature of the original but gives +1 fire dmg when used in melee like a torch and can light things on fire but propably won't be really permanent)
Maybe it has to stay 2nd level but the material component gets cheaper to something like 10 gp

2. If the staff is enchanted via craft wondrous item to get a command word activation - and the abillity to light it again when it in fact is extinguished - how much would it cost?
using the normal formula (spell level x caster lvl x 1800 gp = 10.800 which seems a bit harsh)
or rather cast continual flame and somehow add command word? (like 1800 alltogether)
or actually just cast continual flame, and make the command word activation a part of the spell since the fire can now go out?
(possibly making it 2nd level + more costly component ... 100 gp or something)

Input would be appreciated :)