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Hi, I am currently DMing a campaign of my own and I have a (maybe silly, I really don't know) question.

The pinnacle of the campaign will revolve around the PCs and the husk of a primordial outsider which resides inside a faraway star. The outsider which is one with the star was cursed by a dying deity and became a dying sun that spawns Star Children. To revive the star they need POWERFUL magic, hence...

Does the "starry revival" operation sound like something that is accomplished by heroes around lvl 13 with a scroll of miracle? Does a miracle spell sound sufficient?

-OR-

Does it sound like something lvl 17+ heroes would achieve with the power of a mighty artifact?

-ALSO-
Why are the star children so cool? And why are the mothmen even cooler?


Thanks for the feedback :)

Me and the rest of the players decided to play the ability excepting effects with permanent durations, in the end, though I am still wondering what the ability's RAI was :P


3 people marked this as FAQ candidate.

Hi, I am currently DM'ing a campaign I and my friends are playing and came upon the issue of what exactly does the Liberty's Blessing domain power (Freedom subdomain of Liberation domain) be used to remove?

Is it supposed to work against effects like glitterdust and hold person which grant an additional save each round?...

OR

Is it also effective against effects that only have an initial save, including poisons, diseases, ray of enfeeblement, color spray, etc...

If it does work that way, does it allow you to roll saves vs effects with a duration of "permanent" such as "bestow curse"?

Overall, if the domain power works in the second way isn't it a little too powerful for a lvl 1 ability?


1 person marked this as FAQ candidate.

Hello, I have ran into this issue recently in my campaign.

In the alchemist's class description, extracts are included in the Alchemy class feature. They do seem to be alchemical items regardless of using the craft (alchemy) skill or not.

Swift Alchemy sounds like it is meant to speed up the elements included in the alchemy class feature (including extracts and mutagens).


Too bad :( My friend will be dissapointed :p

However, Shield Master remains a powerful feat :).

Btw, can you attack with an animated shield? Because that sounds just NEAT in your build :)


A friend of mine wanted to rty something similar in a character too :P

Just keep in mind, that even when you can actually wield a shield in hand at a time, by the rules, a shield gives a Shield Bonus to AC so you don't get the AC of both shields.

Also the Shield Master feat says: "Add your shield's shield bonus to atk and dmg rolls made with the shield as if it was an enhancement bonus."
I'm almost sure that this includes the enhancement bonus of a +1 shield and the benefit of the shield focus feat (since these feats actually give a bonus to your shield bonus :P)but I'm not 100% sure. Not sure whether an attack with such a shield that hasn't been enchanted as a weapon bypasses DR/Magic as well.

Hope I've given you some nice advice.


I've made this conversion in a campaign I'm GMing. The fluff about Bahamut goes scrapped (unfortunately) so I've made them an unknown ancient race whose ancestors fought against evil dragons for ages, drinking their blood, transforming them into their current form over the ages.

THE DRAGONBORN:

Dragons’ Blood: Dragonborn are creatures of the humanoid type. They have the Dragonblood subtype.

Dragonborn Racial Adjustments: +2 Constitution, +2 Charisma, -2 Dexterity

Size: Medium (no special size bonuses or penalties)
Base Land Speed: 30 Ft

Defensive Training: Dragonborn gain a +2 dodge bonus to AC against monsters of the Dragon type.

Hatred: Dragonborn gain a +1 racial bonus on attack rolls against creatures of the Dragon type.

Draconic Bravery: Dragonborn have a +2 racial bonus on all saving throws against Fear spells and effects. They are also immune to the Frightful Presence some creatures of the Dragon type possess.

Platinum Breath (Su.): Dragonborn characters have a Breath Weapon. It comes forth as bright, shining line that coruscates with every metallic colour. The line’s length is 5 ft per Hit Die the Dragonborn character possesses, up to a maximum of 100 ft at 20 HD. The breath weapon deals 1d8 points of damage, plus and additional 1d8 points for each 3 HD the Dragonborn character possesses. Half of the damage is fire, and the other half is pure energy. A successful Reflex save (DC 10 + ½ the Dragonborn’s HD + his Constitution modifier) halves the damage. A Dragonborn can use his breath weapon once every 1d4 rounds.

Blood of Dragons (Ex.): Dragonborn are immune to paralysis and magical sleep effects.

Draconic Senses (Ex.): Dragonborn characters have Darkvision out to 60 ft, Low-Light Vision that allows them to see twice as far as humans in conditions of dim light and Blindsense 30 ft. They have a +2 racial bonus on all Perception skill checks.

Automatic Languages: Common, Draconic
Bonus Languages: Any (except secret languages, such as Druidic)


I have created a PRPG version of the warlock, making it closer to 4e warlock rp-style, cause I have a player fed with playing a warlock in any campaign. I would apreciate an opinion on the topic.

Here it is (kind of a long post, sry):
THE WARLOCK:

Alignment: Depends on Pact
Hit Die: d8

Skill Ranks per Level: 2 + Intelligence Modifier

LEVEL BAB FORT. REFLEX WILL SPECIAL
1st . 0 . 0 . 0 . +2 Eldritch Blast 1d6, Pact, . Detect Magic, Invocations
2nd . +1 . 0 . 0 . +3 Pact DR 1
3rd . +2 . +1 . +1 . +3 Deceive Item, Pact Power
4th . +3 . +1 . +1 . +4 Eldritch Blast 2d6
5th . +3 . +1 . +1 . +4 Pact Resistance 5, Soul of the . Pact I
6th . +4 . +2 . +2 . +5 Eldritch Blast 3d6, Fearless . Soul
7th . +5 . +2 . +2 . +5 Pact DR 2
8th . +6 . +2 . +2 . +6 Eldritch Blast 4d6
9th . +6 . +3 . +3 . +6 Pact Power, Slippery Mind
10th . +7 . +3 . +3 . +7 Eldritch Blast 5d6, Pact . Resistance 10
11th . +8 . +3 . +3 . +7 Pact DR 3, Soul of the Pact II
12th . +9 . +4 . +4 . +8 Eldritch Blast 6d6
13th . +9 . +4 . +4 . +8 Soul Guardian
14th . +10 . +4 . +4 . +9 Eldritch Blast 7d6
15th . +11 . +5 . +5 . +9 Pact Power, Pact DR 4, Pact . Resistance 15
16th . +12 . +5 . +5 . +10 Eldritch Blast 8d6
17th . +12 . +5 . +5 . +10 Soul of the Pact III
18th . +13 . +6 . +6 . +11 Eldritch Blast 9d6
19th . +14 . +6 . +6 . +11 Mind Guardian, Pact DR 5
20th . +15 . +6 . +6 . +12 Eldritch Blast 10d6, . Final Power, Pact Resistance 20

LEVEL LEAST LESSER GREATER DARK
1st . 2 - - -
2nd . 2 - - -
3rd . 2 - - -
4th . 3 - - -
5th . 3 . 2 - -
6th . 3 . 2 - -
7th . 4 . 2 - -
8th . 4 . 3 - -
9th . 4 . 3 - -
10th . 4 . 3 . 2 -
11th . 4 . 4 . 2 -
12th . 4 . 4 . 2 -
13th . 4 . 4 . 3 -
14th . 4 . 4 . 3 -
15th . 4 . 4 . 3 . 2
16th . 4 . 4 . 4 . 2
17th . 4 . 4 . 4 . 2
18th . 4 . 4 . 4 . 3
19th . 4 . 4 . 4 . 3
20th . 4 . 4 . 4 . 3
Class Features:

Eldritch Blast (Sp.): A Warlock’s signature power is called the Eldritch Blast. All Warlocks know it and it is a fundamental ability to the class. Eldritch Blast is a standard action that requires a ranged touch attack to hit. It has a range of 60 ft. It deals damage equal to table above, according to your class level. Furthermore, each warlock pact has a favoured energy type. When attacking with your eldritch blast you choose whether to deal un-typed damage or the favoured energy of you pact (if Eldritch Blast would hit multiple targets all targets receive the same type of damage). Furthermore, when you use Eldritch Blast to deal your pact’s favoured energy damage you deal extra damage equal to you Charisma modifier.
Some invocations work in conjunction with your eldritch blast. Eldritch Blast is a spell-like ability. It does not function in areas where magic does not function (such as an area affected by an Antimagic Field spell, etc) and it is subject to spell resistance. It has a caster level equal to your caster level in the Warlock class and it is considered a spell of no school with a spell level equal to ½ your class level.

Detect Magic (Sp.): All Warlocks can sense magic around them. They can use Detect Magic at-will as a spell-like ability with a caster level equal to their class level.

Invocations (Sp.): Instead of spells, Warlocks gain spell-like abilities known as invocations. All invocations are usable at will. The number of invocations of each grade known per level is shown above. Invocations do not function in areas where magic does not function (such as an area affected by an Antimagic Field spell, etc) and they are subject to spell resistance (unless an invocation states otherwise). Invocations have a caster level equal to your class level.
Least Invocations are considered 1st level spells.
Lesser Invocations are considered 3rd level spells.
Greater Invocations are considered 5th level spells.
Dark Invocations are considered 7th level spells.
Invocations that mimic specific spells use these spell levels instead of the spell’s actual spell level. When an invocation has an effect that requires a save by the affected target the save DC is equal to 10 + the invocation’s effective spell level + the Warlock’s Charisma Modifier. Invocations are considered arcane in nature and suffer a spell failure chance from any shield or armour that is heavier than light armour.

Pact (Su.): All Warlocks have gained their powers through obscure magical rituals called pacts. Pacts forge a deep connection between the Warlock and (mostly) mysterious faraway entities. Warlocks gain specific abilities according to the pact they have chosen. Warlocks have to obey their pact’s wishes (which hopefully come rarely) in fear of losing their powers. Should a Warlock defy his pact’s wish, the pact might consider draining the powers it granted the warlock or using other methods to make them succumb. When a pact chooses to directly affect the Warlock, generally the warlock has to make a DC 25 Will Save each day or suffer an adverse effect determined by the DM. This might as well continue until the warlock has been striped of his powers (losing all class features except weapon and armour proficiencies). However, when a warlock reaches level 10 in the warlock class he masters his powers and makes them his own. His powers can no longer be taken from him. In the case a warlock of this stature defies his pact’s wishes, the pact might send its agents to capture or dispose of the warlock (a 10th level Warlock with the fiendish pact who defies his pact’s wish might be targeted by demons or other warlocks). A Warlock loses all of his powers if he changes his alignment to one that is not compactable with his current pact no matter what his level in the class is. A Warlock who has lost his powers and wishes to regain them must either find a way to convince his original pact to be forged again or find a way to forge an all-new pact (with a pact of compactable alignment). A warlock that re-forges his pact or makes a new one gains the abilities of a Warlock of his class level. As such, pact entities might be especially hesitant to grant powers to a warlock of 10th level or higher, and may ask the prospective initiate to undertake a test to prove his faith. At 20th level a Warlock becomes a master of his pact. In some way he becomes the same as the entity that granted him his powers. A 20th level warlock can once per year grant a prospective warlock a pact (effectively turning a 0 level commoner into a 0 level warlock) much like how he was initiated (which also might be how the warlock has been initiated). The process takes at least one hour, or more if the 20th level warlock demands complex or additional rituals, but leaves the warlock with no ill effects. Granting a pact to someone who has broken his pact with the warlock before or with another entity can be done limitless times.

Deceive Item (Ex.): At 3rd level, a warlock learns how to better manipulate magic stored within items. He can take 10 on Use Magic Device checks, even when in combat or distracted. He still cannot take 20 on Use Magic Device checks under any circumstances.

Fearless Soul (Ex.): At 6th level, the warlock’s occasional nightmares and visions have shown him many otherworldly horrors. He gains a +4 bonus on Will Saves against Fear effects.

Slippery Mind (Ex.): At 9th level, the warlock becomes more efficient at throwing off enchantment effects. When he is affected by an enchantment spell or effect and fails his saving throw, he can attempt it again 1 round later at the same DC. He gets only one chance to succeed on his saving throw.

Soul Guardian (Su.): At 13th level a warlocks very life force becomes different that those of other beings. He gains a +4 bonus on saves against Death effects, necromancy spells and effects, and effects that cause ability drain or energy drain. He also becomes immune to Trap the Soul.

Mind Guardian (Su.): At 19th level a warlock’s mind is fortified against almost any mental assault. He gains a +4 bonus on saves against Mind-Affecting effects. This also means that against Mind-Affecting Fear effects the warlock’s total bonus on his save is +8.

And a sample pact (the one my player picked out):
THE ASTRAL PACT: You have pledged yourself among the faraway stars, and promised to the night sky to uphold justice and freedom. As the stars burn, you shine.

Alignments: LG, NG, CG
Energy: Fire
Damage Reduction: /Evil
Pact Ritual: You gain Celestial as a bonus language.

Pact Powers:
(LVL1) Dazzling Blast (Sp.) [Eldritch Essence, Light]:
This Eldritch Essence comes forth with a brilliant surge of radiance. Targets hit by the warlock’s eldritch blast with this essence applied become dazzled. Undead and creatures sensitive to light become dazed. Undead creatures especially sensitive to light become stunned.
This is the equivalent of a 1st level spell.

(LVL3) Stardust Blast (Sp.) [Eldritch Essence, Eldritch Shape, Light]:
This Eldritch Essence comes forth as brilliant dust that illuminates its targets. In addition to its initial target, its effect and half the warlock’s eldritch blast damage can apply to any or all creatures adjacent to the target. Targets hit by the warlock’s eldritch blast with this essence applied are as if affected by a Glitterdust spell. This is the equivalent of a 2nd level spell.

(LVL9) Shooting Stars (Sp.) [Eldritch Shape, Light]:
Your Eldritch Blast transforms into small meteors that shoot themselves towards your opponent. With this eldritch shape, you can use a full round action to make a full attack with your eldritch blast as if it was a weapon. Furthermore, each meteor deals an extra 2d6 points of collision damage. This is the equivalent of a 4th level spell.

(LVL15) Prismatic Blast (Sp.) [Eldritch Essence]:
This Eldritch Essence brings forth the seven colors of the rainbow. Targets hit by the warlock’s eldritch blast with this essence applied are affected by the equivalent of a prismatic spay spell. Roll 1d8 to determine the effects as normally. The DC for the effects is 17 + the warlock’s Charisma modifier. This is the equivalent of a 7th level spell.

Soul of the Pact:
(LVL5) Call the Sun (Su.) [Summoning, Light]: The equivalent of a Daylight spell is always centered on the warlock. The effect has a caster level equal to your class level. It does function even in areas where magic does not function (such as an area affected by an Antimagic Field spell, etc). The warlock can dismiss or restart this power as a free action. Also, as a move action, at will the warlock can call forth a floating, miniature version of the sun within 30 ft. The sun has the same effect centered on it. As a move action, the warlock can cause the sun to move up to 30 ft. in any direction, including upwards or downwards. Once per turn as a swift action, the warlock can command the sun to shoot a fiery ray towards an opponent within 60 ft. The ray requires a ranged touch attack to hit and deals damage equal ½ the damage dice of the warlock’s Eldritch Blast plus the Warlock’s Charisma modifier in fire damage. The sun cannot be attacked, affected or dispelled. It is small in size and always occupies its own square. Creatures that pass through the sun’s square take 1d6 points of fire damage. The sun remains for a number of rounds equal to the warlock’s Charisma modifier. The warlock can dismiss the sun at any time. After the sun is dismissed he must wait 1d4 minutes before calling it forth again.

(LVL11) Eyes filled with Light (Ex.): The irises of the warlock’s eyes seem to have turned into miniscule stars. He becomes permanently immune to blindness and dazzle. He also gains a +4 bonus on perception checks. During the night and outdoors this bonus becomes +8.

(LVL17) Unbound Space (Su.): You begin to levitate ignoring things that bound you to the ground such as gravity. You gain a Fly Speed equal to your land speed (Perfect Maneuverability). While levitating like this, the warlock seems to be stepping on light.

Final Power:
You become brilliant like the stars. Your type changes to Outsider and you gain the Native, Good and Elemental subtypes. You become immune to spells and effects whose name includes “Chromatic’ or “Prismatic” and those that have the Light descriptor. Also, you can call two suns with Call the Sun and you can guide both with the same action. Also, as a full round action you can cause the two suns to rush and collide on each other on a certain square which must be within 60 ft. of both suns, dealing damage equal to twice the damage dice of your eldritch blast + twice the warlock’s Charisma modifier in fire damage to all creatures within 120 ft. excluding yourself. Creatures caught in the blast are entitled to a Reflex Save for half damage. The DC is equal to 20 + the warlock’s Charisma modifier. You can only cause the suns to collide every 1d4 hours.

sry for the inconsistency... feel free to ask/correct/advise. thx