Maniacwyrm's page
90 posts (140 including aliases). No reviews. No lists. No wishlists. 2 aliases.
|
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
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?
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?
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?
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
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?
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
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?
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?
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?
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?
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)
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
So as part of some monsters I am making, I am making a Mythic hydra but I want to swap one of the mythic abilities for a gaze attack. The published mythic hydra selected for its mythic abilities, the standard mythic power, dual initiative, bleed and push. So my question is if I want to swap out say push for a gaze attack, does that give the hydra one type of gaze attack or can I give each head a different gaze attack. The reason I am asking is since if one type of gaze attack is given per selection, I can only give three gaze attacks at most by swapping out the rest of its abilities except for the mythic power ability
I wanna make a mythic Kaiju with some modifications made to it. It’s not really for a game since it’s definitely a run the heck away moment not really a fight moment. Plus its focus will be on other things. But technically, when I am adding MRs to a creature it’s CR should go up but as we know most kaiju are pretty close to max CR already so it could I just leave the CR at 30? As for why I am making it, I really like burning Godzilla and I wanna make something like that for fun. And in burning form Godzilla easily washes gidorah so it should be a pretty significant power boost which mythic and the other template I am slapping on him will be.
Anyways, tldr, can I just leave this mythic kaiju’s CR at 30? It shouldn’t matter in game since they probably will not fight it and definitely will not kill it but just curious

So its a very simple concept i saw on an old reddit post. Start as a monkey boy/girl(vanara) and take 18 levels in arcanist. Because vanara's FCB lets you add 1/4 to the arcanist’s effective class level when determining the effects of any two arcanist exploits that the arcanist has.
Then take a level in wizard and crossblooded sorcerer each, making you a arcanist 18/wizard 1/sorcerer 1.
Take bloodline development as an exploit, use your FCB on it to make you effectively a lvl 23(18+1+4) sorcerer for your 2 bloodlines. Giving you 2 bloodline arcanas and your pick of bloodline powers. I am not sure if you gain bloodline feats tho so that needs to be clarified.
Now take school understanding as an exploit use your FCB on it to make you again effectively a lvl 23 wizard for your arcane school. So you gain the 2 powers for your spell school. And maybe an alternate capstone? Idk some people on reddit said you could since 20th level wizard get it and you count as one. Thoughts?
This is all possible because both bloodline development and school understanding end with the line:If the arcanist already has a bloodline/arcane school (or gains one later), taking this exploit instead allows her arcanist levels to stack with the levels of the class that granted her access to the bloodline/ arcane school when determining the powers and abilities of her bloodline/arcane school.
So is this legal?
Since after you draw a card it reappears back into the deck after a few seconds could you draw the star card multiple times to beat the soft cap of 24 for abilities score? Because if so the risk might be worth it
On d20 and aon explanation of each card, the type of bonus is unspecified but on d20's table that tells the dm what playing card corresponds to what deck of many things card, the short description in the table says inherent bonus.
Mainly asking because a +2 untyped(and stackable) bonus from the deck is a big deal while a +2 inherent bonus is nothing for high level characters

Was looking through older forum threads and found a bunch of optimisation threads of how op wizards can be with tricks like the dazing explosive rune nuke and how you can maybe kill Cthulhu with it(tho i disagree mainly because i would assume any trick a caster plays with his CL 30 and mythic wish he could probably duplicate it and be better at it).
But i realised something pretty important, such tricks can't actually kill a mythic tier 10 character or monsters like baba yaga. Because of tier 10 immortality can only be bypassed by a crit with a major artifact. And baba yaga's can literally never die since she has hidden her death and theres no raw way to find it. So how would two mythic spellcasters actually kill each other or deal with each other? Because using nuking spells will not result in actual death since they just come back in 24h. Could you even crit a spellcaster with a artifact as another spellcaster? Wouldnt your to hit be far too low? And wouldnt you have other spell up to prevent this very thing?
It does invoke a funny image of 2 mythic spellcasters who have mastered the ways of magic having to resort to a sword fight with artifacts to actually kill each other. Sort of like the movies where the final battle between the main villain and the heros always ends up being fisticuffs
Mainly want the extra 3 hexes from gnomes fcb but gnomes dont get a +2 to int so they kind of arent that good witches. Would spending a feat on racial heritage make me count as a gnome for its fcb?
If the players say struck a deal with her to help her ascend into the redeemer queen and part of that bargain was her giving them the ascension ability what would happen after she ascends?
Personally i think she would either just allow them to keep it as a profane bonus since she is a CN deity but how would someones else rule it?
Want to know so that i can make a brown fur arcanist who can give +12 enhancement bonus to all in the party permanently
I want to take diverse obedience for a blaster build mainly for the char bonus to CL SR checks cause i cant find room to squeeze in any SR feats and my char would be higher than SP and GSP but out of curiousity how would desna's 2d6 dmg interact with say my 5 clustered fire balls. Would it be my choice on which fireball is affected? So i can target the one that failed the save obviously.
Also how would this dmg interact with the solar, orc bloodline arcana and blood havoc?
Is my assumptuon of it being 2d6+6 correct?
I am making a 20th lvl chara and wanted to make an ice spell specialist. So i am playing a winter witch 10/ witch X with the winter and season: winter archetype(its been approved since i chose winter as my patron). My issue is while the DCs are pretty good, the damage per spell is only average because no witch feature increases damage. So i was wondering if i should multi class into sorcerer just for the cross blooded orc and dragon bloodline arcana.
Would a full witch be better than the +2 to all cold dmg dice? I already plan to take extra hex at 19th level to max out on 2 grand hexes so in theory it should be ok.
Is there any drawbacks to multiclassing here?
Can a crossblooded sorcerer trade out their 20th level bloodline power for the unique bloodline alternative capstone?
So i want to make a sorcerer with as many bloodlines as possible, aiming for 4 with crossblooded, unique bloodline and then the eldritch heritage line of feats. Is this acceptable by the rules?
It doesnt really matter that it might not be super optimised i just want to know if it works
|