Yes I know (Not another Jedi thread) but to be fair most of those are Jedi/Magus builds. I’m looking strictly as using an aether Kineticist for Jedi and an Aether Kin(maybe mixed with lightning/void) for a Sith. The Arther wild talents can easily account for force powers. Here are the remaining abilities needed to make it a true Jedi:
-Weapon Proficiency: Plasma Blade (Feat)
Need a way to gain telepathy, empathy, detect thoughts and suggestion as spell like abilities
An adventure sounds like a cool alternative with keeping the house alive as its a Mimic. Players get stuck in a horror adventure locked in not understanding the actual house is against them not to mention haunts and maybe a serial killer rogue or a lich Necromancer (uses magic to control the N castle to corruption)
That is both disgusting and amazing. I find myself torn between the two feelings of horror and amusement
Look at the rules for creating a intelligent item.
Intelligent Item Cohorts: Most adventurers generally consider intelligent items as just another form of treasure, albeit rare and memorable.
However, intelligent items can also make interesting cohorts, using the following rules in place of the normal rules for cohort levels and advancement. A character with the Leadership feat can select an intelligent item as a cohort after receiving the item in the normal process of gaining treasure. Alternatively, a GM may choose to grant a character with Leadership and no cohort a bonus intelligent magic item to act as a cohort (rather than as an NPC), though such items should not be worth more than 25% of the character’s normal wealth by level.
Creating an Intelligent Item Cohort: A PC with Leadership can bond with an intelligent item that has an alignment within one step of the PC’s and treat the item as a cohort. This requires a 24- hour ritual with the item and a successful Will save (DC = the item’s Ego).
If the character’s alignment is different from the item’s, the character takes a –2 penalty on the save. If the save fails, the character can attempt the ritual again, but the save DC increases by 2 for each attempt after the first. Once the save is successful, the item agrees to serve as the character’s cohort.
As long as a character’s Leadership score exceeds an item cohort’s Ego, the item never attempts to take control of the character it serves. A character with an intelligent item cohort can enhance and improve the item’s magical abilities as if possessing the appropriate item creation feat for creating an item of its type. For additional information on improving existing magic items.
Cohort Item Advancements: Over time, a cohort item becomes more tightly bound to the character it serves. Each time the character gains a level, her item cohort gains an item advancement. When a character first completes her bond, if her character level is greater than 7th, her item cohort instantly gains an item advancement for every level above 7th. The character can select each item advancement up to 5 times, and their effects increase as outlined for each ability.
If an item cohort is separated from the character it serves for a number of days exceeding the character’s Leadership score, it loses these item advancements until the character spends 24 hours re-bonding with the item.
Called: The item gains the called magical weapon special ability. This functions identically for an item of any kind, not just weapons. Each time the character selects this advancement after the first, the range of the ability increases by 1 step on the following progression: 1 mile, 100 miles, anywhere on the same plane, anywhere on any plane.
Empathic: The item establishes a permanent empathic link with its owner as the familiar ability of the same name. If the character selects this advancement a second time, the bond strengthens to provide the benefits of a permanent status spell between item and master. If selected a third time, the advancement provides the character and item the benefit of a permanent telepathic bond. It selected four times, this advancement grants the character the ability to scry on his companion, as per the scry on familiar ability. If the character selects this advancement a fifth time, both the character and item gain the ability to cast discern location as a spell-like ability once per day, only to find each other.
Perfection: The item gains a +1 inherent bonus to one ability score. If the character selects this advancement multiple times and selects the same ability score, the inherent bonuses from this advancement stack
So I’m looking over the rules for monster advancement and lI want to build a Mimic that is a castle Medium to Colossal (only one room would be it’s mouth clearly) but could use animate objects to manipulate objects with in (as well as several haunts)
1) Do the size bonus stack since it says continue progression cause that would be a +8 per size category if so for example.
2) The table doesn’t clarify the attack bonus change (do these numbers stack) or damage dice like what does 8-10 mean?
3) While I understand the CR would be over 20 what would you rule to allow a lower level group to overcome the challenge besides slaying the mimic? Escape from the haunted living castle? What would be a fair EXP payout. Normally I give half exp for surviving but not overcoming
How one group of mine did it is if a dragon’s alignment shifted, it’s scales start to shift to the appropriate color alignment scales overtime.
Yes more flavor then mechanically but looking as the non combat aspects of Powerful wings is perfect. I’m not looking for a Min/Max. +5 defending metallic wings think Marvel’s Archangel without the ability to launch feather blades. A better flyer then most (Powerful wings) made of metal (Metallic wings), he used them as offensive slashing weapons and could shield with them (amulet)
The GM guide tells you exactly how to deal with this as a GM. Let the player use his preferred ability but after expenditure then throw something in there to force the player to think on his toes as well as give the other characters a chance to shine.
So he wants to shape change to powerful monsters to make combat quick? Let him but make him change shape multiple times in a combat to burn more uses. Sure the squid took care of the humans but what of theirs unknown air support. Or now he is a eagle? Good he mows through trash and now an aquatic threat is on the ship threatening your party... change number 3. Whats that another pirates ship thats an ally pulls up. This one has a caster on it (be it a shaman, a sorcerer or a psychic) if the threat is not serious enough to need the full party. Turn up the heat.
They changed a few things. The major change was the means of draining souls:
Old Soul drinker: Energy Drain (Sp)
At 2nd level, a souldrinker gains the energy drain ability. By making a touch attack as a standard action, she bestows one negative level on the target (two levels on a critical hit). The souldrinker gains 5 temporary hit points for each negative level she bestows on an opponent. These temporary hit points last for a maximum of 1 hour. The DC to remove this negative level is 10 + the souldrinker’s class level + her spellcaster ability modifier. At 6th level, this touch attack bestows two negative levels (four on a critical hit).
New Soul drinker: Enervation (Sp)
At 2nd level, a souldrinker can cast enervation twice per day as a spell-like ability (CL = her character level). At 5th level, she can use this ability four times per day, and at 8th level, she can use it six times per day.
Basically the original was an unlimited guaranteed negative level (2-4 later one) with every successful touch attack the save is only to remove them. The new one puts a limit on this ability
The other changes where the prerequisites and the spell like abilities granted by horseman and early boons.
Yes it would be flavor more then actually a shield bonus and keeping with the rules of a defending weapon the bonus would only work when actually blocking so that works.
So feat wise Angelic Blood, Flesh and Wings. Metallic wings, Powerful Wings if I want the flavor theme in my head as well as the 4 damnation feats (plus fiendish obeisance & great fortitude) So is the only way to get this many feats a Fighter? Ultimately I’d like this character to be a soul drinker but means I need two spell levels of necromancy. The casting with be extremely minor if any and not a focus point of character unless it is a Spell like ability from Drinker class. Theme is this “fallen angel” nihilistic specializing in fighting with his wings (maybe a scythe) and draining souls.
Fighter 7/Wizard3/SD 10?
The encounters are doomed from the get-go. The game is designed that the NPCs will lose and the PCs win. It doesn't matter how this is done.
I never GM with that mindset unless I’m doing a one off intro for new players.
When I build my own full games I take the Dark Souls approach where even minor trash can wreck you if not careful. Power & wealth isn’t a hand out and victory is earned. In my games Players don’t won, they survive.
I blame this on how I was brought up in D20 games. Our games were never hand me outs and PC deaths happened a lot, not always a TPK but deaths did happen.
Gobo Horde wrote:
For the 240 build I’d consider swapping out the last 4 cleric levels for agent of the grave.
Of third party/3.5 is allowed in your game. A Force Missle Mage wizard. Last one I saw when combining sacred geometry and spell perfection was putting out between 70 & 100 damage with Magic Missile. Laziest most deadly build I’ve seen.
Later one he ended up multi classing monk to get more options in melee incase MM wouldn’t work.
So I had an idea for either a PC or NPC that is a Aasimar Souldrinker. I wanted to give him Angelic Blood,Flesh and Wings as well as all 4 damnation feats.
Here is where my question comes in: per Flesh and wings it says the natural weapons (wings in this case) will be treated as Cold iron. Is there a way to make the wings sized for a large creature but have the actual Aasimar be medium. If so besides the size modifier on fly checks what would be the legal way to treat these massive “cold iron” wings as a shield bonus to AC, only when actively using them to block as well as grant some type of concealment. I know as a GM I could house rule it to treat as a tower shield only when fighting defensively but I want the legal way should I decide to make this as a player.
Also Would there be other modifiers I’m not thinking of to other skills/checks by being medium with large wings?
I found an interesting build for him as a urban Barbarian
I’m leaning more towards the avenger vigilante due to all the social traits but other then rage powers (which can still be granted via multiclass variant) I think the Barbarian build is clever
So I want to build a key NPC based heavily off of the Kingpin (it is for a game where I’m converting some Marvel & DC properties to Pathfinder but in a full custom world/ Tech is steampunk/clockwork levels but mostly still medieval/magic ).
I’ve decided one Key Lawful Evil Enemy I want running things behind the scene is the Kingpin. I just don’t know the build I want for him. Key features are large for a human (or other race if I change him up) deceptively strong (appears as an obese man but all the fat is muscle upon muscle), charismatic enough for a good Leadership score (Vile leadership in his case).
I’m torn between a Sin Monk, Brawler, or Vigilante ( for unarmed combat) possible combined with variant multi class barbarian. I know I don’t want him to be a caster but naturally charismatic and skilled in diplomacy, Bluff, intimidation and Sense motive.
So the squishes are hiding behind a squishy. Teach your wizard about more field control.
Also see if your GM allows 3.5 material with conversion. If you absolutely have to PrC I’d go Force missile mage. Its a PrC specced around Magic Missile... I’ll post the 3.5 link:
It makes Magic Missile dangerous. Especially if you stack meta magic AND add points from your Pool to boost your force damage
My last group play tested this PrC and that wizard who only cast force spells (his theme) was putting crazy damage on the board with stacking Meta and using sacred geometry. You would need a back up in case someone did a globe of invulnerability but other the anti-magic fields that is all that could stop it.
Is there other ways of gaining an inhered template other then being born with it?
I have an idea for a creature that was sent to the plane of shadow from the material plane as a punishment. While the creature not only survives but thrives. So I was gonna give him the shadow creature and Shadow Lord template when he comes back home as a sub boss. The issue is getting over the inhered template as it messes with the whole backstory of character.
My idea was when a wearer of a collar/chip thinks about doing an action deemed unacceptable to society, it erases that thought that spawned the idea and replaces it with an acceptable action thought (like suggestion with no save), if they try to blindly (not pre meditated) do an unacceptable act it would do a dominate (think more inception though) type effect forcing them into into doing some busy work community service type like say the fight goes to draw his sword he will put it away and start walking around picking up trash from the streets. No pain
This town would have a zero tolerance of crime. Wants to be able to brag they are the “safest place” on (insert planet) with statistics to prove it.
First of all that is an outstanding break down I didn’t even think of pre monster this morning. That can be a campaign/mini adventures of its own. Be Trying to free chipped citizens or worse say a CE influence finds a way to hack it and suddenly you have a purge city where crime and rampage runs wild. The party could even be split with viewpoints of pro chipping criminals or is it an abomination.
So I had an idea of collars (or chips) invented by gnomes to convert people that wear them/have them installed to switch their alignment on the good vs. evil plane to good. Their Law vs. Chaos would stay the same. Would forcing these on people as a punishment for not upholding the city standards be an evil act? The mindset I’m going for is the Gnomes don’t want Jail, instead “criminals” either get a collar/brain chip and they do redemption for the town in good deeds/community service.
Ultimately you shouldn’t pull your punches at all, I believe (due to this is how I was raised in my RPG history) The players shouldn’t be over powerful as there is always a bigger bada** out there; remind them of this constantly. Campaign victories should feel like they survived and maybe gained an insanity cause you put them through the “woodchipper” not they walked in kicked butt and left laughing. Think that scene in Rick & Morty where both are crying in the car after getting medals.
Ethereal Gears wrote:
That seems too much of power gaming.
Looking at the Phalanx fighter archetype and saw the Shield Ally ability:
Shield Ally (Ex)
At 9th level, when a phalanx fighter is using a heavy or tower shield, he can, as a move action, provide partial cover (+2 cover bonus to AC, +1 bonus on Reflex saves) to himself and all adjacent allies until the beginning of his next turn.
At 13th level, he can instead provide cover (+4 cover bonus to AC, +2 bonus on Reflex saves) and evasion (as a rogue) to one adjacent ally until the beginning of his next turn. This cover does not allow Stealth checks.
At 17th level, he can provide cover to himself and all adjacent allies, or he can provide improved cover (+8 cover bonus to AC, +4 bonus on Reflex saves, improved evasion)to a single adjacent ally.
This ability replaces weapon training 2, 3, and 4.
My question is as a GM if I throw my players In a 300 type encounter would this ability stack with having 3 of these fighters side by side to a max of 2 bonuses going to the center fighter?
I just did my first TPK the other day as a GM, they were Down their healer and burst DPS but vs pulling my punches I gave them potions pre fight (this was gonna be the final game so die or live & retirement). The boss killed them one by one but they got close. The closest I did to pulling a punch was limiting the amount of time he would stay burrowed abs heal (fast Heal 5). I had him only hide if his health dropped below 25/90 and would reimurge at 30. Due to his high AC I had it where they have a chance if they crit but otherwise he would outlast the PC.
So I’m running a Drow game set In Menzo. The party belongs to a once great house that fell into Poverty after Lolth went silent. This game takes place 350 years after the events of War of the Spider Queen.
Overall All goal is for the players to reclaim the honor of their house and make it great once more.
Right now they are a vassal house working for their patron house that was an ally when they were great and in charge if an outpost that deals with mining and other agricultural needs.
While I have the main story/Underlining threat fleshed out I need ideas for mini games to help the players raise station.
I was gonna do a surface raid to capture slaves(buid own strength and sell for coin), Find the key family members that left the house (went rogue vs being a “collarless slave” to reunite the family, hunt down a escaped slave group version of the Underground Railroad to turn into council (big bounty), a caravan raid maybe as well as taking escort missions to a homebrew version of Arkyam Aslam (meant to hold truly dangerous Drow but still have potential for usefulness) , maybe an escape mission from there. I don’t need fully fleshed out ideas but just enough of one to spark that creativity candle.
They absolutely are not the same and I am aware of that. It was more of a joke on the mention of the Adams family
Pizza Lord wrote:
But why waste time binding the hands with rope which has a higher level of failure (escape, hidden knife, etc) when simple thumbscrews will do the job with the clear warning: “this will only hurt you if you try to escape. Your pain is in your hands.”
More on the characters background to help explain the idea. Part of a nomadic seagoing tribe where the majority of then tribe is Barbarian of some sort (most are variant multi-classed). Only magic he has ever been exposed to is shaman magic as his father was the tribe shaman. Being his son he learned all about manual healing/Alchemy to use natural medicine. His class is a blood Kineticist. Raised to view magic as untrustworthy (with the exception of nature magic). Actual drawback I gave was unlearned so unless its a knowledge nature check he can’t make it untrained. The torture he learned was less about interrogation more for stopping “evil magic users” from casting their spells when imprisoned. The why I only gave him the tools that prevent casting (Screws to remove somatic, Fork to prevent a good night sleep and the Trephine to not only help non magic heal mental ability damage of allies heal dc 25 but to potential lower a caster ability to cast)
But I do agree Good is out of the question so I’ll either do CN or LE/NE but with good intentions as in yes I'm evil but I don’t go around murdering (find it distasteful outside of combat) or other traditional vile acts.