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![]() My party is about to ambush a very powerful and well prepared spell caster. He has a cat that he pretends is his familiar but is actually a very powerful animal that he cast baleful polymorph on. I'm trying to get the cat's strength as high as possible while restricting myself it's original form being some kind of animal. So far the highest strength creature I could find is a brachiosaurus with a strength of 37. Does anyone know of a stronger animal? ![]()
![]() The Vindicator's Shield ability allows you to channel energy into your shield to grant you a bonus to your AC. This "gives the vindicator a sacred bonus (if positive energy) or profane bonus (if negative energy) to his Armor Class equal to the number of dice of the vindicator’s channel energy." Would a Holy Vindicator with the Versatile Channeler feat be able to gain both a profane and sacred bonus? Sacred and Profane bonuses do stack. ![]()
![]() I'm starting in a kingmaker game playing a magus/sorcerer who plans on becoming a dragon disciple. The plan is more or less get the most out of strength that I can. To that end, I intend to use the polymorph spells to allow me to weild my scimitar two handed while casting spells. A sahaugin mutant or zombie xill suits my needs, however my bloodline ability gives me claws, and the undead anatomy spell would grant me additional slam attacks. So I'm looking for a form that would give me as many arms as possible. I'm slogging through the bestiary, but it's slow work. I know it's a long shot, but does anyone here have any suggestions? ![]()
![]() I'm still a little confused by the polymorph spells in Pathfinder. If I cast monstrious physique to turn into a Sahaugin Mutant (or any other creature with multiple limbs) do I get the extra arms for the duration of the spell? If I do, does that mean that my Magus could weild his scimatar in two hands and still use spell combat? ![]()
![]() I have a psedodragon familiar. He spends most combats hidden on my person. A spellstoring amulet of mighty fists only costs 2000 gp. I can get the party cleric to cast channel the gift into it, (or just learn the spell itself.) Could the familiar attack me with his bite attack (1d2-2 damage) and release channel the gift on me? If so, it seems I just found a level three pearl of power with a 8000 gp discount. I could even craft multiple amulets and have the familiar change them throughout the day. ![]()
![]() I'm playing a magus with a sorcerer dip going into Dragaon disciple. So I'm looking at any means to boost a characters strength. You'll get an enhancement bonus from a belt. I've got an alchemical bonus from dipping ragechemist. Got an inherit bonus from cross-blooded in abyssal. I'm having the wizard casting Vengeful Outrage on me for a +6 moral bonus to Str. Plus the dragon diciple class gives me an untyped bonus to my Str. I'm avoiding rage because I still want to be able to spell cast. Also getting a size bonus on my Str from a self buff. Any additional suggestions? My UMD is pretty good, so other spell options are also on the table. ![]()
![]() The Diviner special ability reads as follows: Foretell (Su): At 8th level, you can utter a prediction of the immediate future. While your foretelling is in effect, you emit a 30-foot aura of fortune that aids your allies or hinders your enemies, as chosen by you at the time of prediction. If you choose to aid, you and your allies gain a +2 luck bonus on ability checks, attack rolls, caster level checks, saving throws, and skill checks. If you choose to hinder, your enemies take a –2 penalty on those rolls instead. You can use this ability for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive. What kink of action is it to activate. It dosen't specify, and the text says it activated by talking, which would imply it's a free action. ![]()
![]() The Rods rules says that for the most part you have to be holding a rod to use a rod. If you cast shrink item on several rods and keep them tied together by string or something, could you in effect be holding all the rods? I know this still wouldn't let you apply multiple metamagic rods to a spell and the like. But so long as you are obeying move economy is this viable? ![]()
![]() I'm converting an old setting of mine into pathfinder, and it worked out very well, except the bloodline system. Without getting into to many details (At least one of my players frequents this site) my sorcerers receive their power from vast reservoirs of arcane might. So I've made my own alternative to the bloodline system, complete with 15 choices. I thought I would post it up here in case anyone was interested in a similar system, but fair warning. These abilities are deliberately more powerful than the standard bloodlines. My games tend to be heavy on intrigue and investigation, and averaging only about one or two combats a day. Since that style of campaign heavily favors wizards I'm trying to even things out a bit. Some of the sources are deliberatly vauge, as they will have plot relevance later in my game. (Most notably the Empathy source.) As the players advance through my game they will discover more about the true nature of magic, and I need to keep certain details secret. By that very same token, I'm keeping the capstone abilities secret as well. As for the bonus feats, I simply haven't had time yet to slog through the list of available feats and pick the appropriate ones. Any suggestions on that front would be appreciated. At any rate, for your edification, are the sources: ![]()
![]() I'm trying to branch out of my standard rouge build and trying something new, a sorcerer that focuses on touch spells. Although I have pretty good command over the rules, I've always found the touch spell rules confusing. Could someone take a look at what I'm considering and make sure everything is on the level? Suppose I have a sipping jacket with element touch in it. I have two claw attack thanks to the draconic bloodline. I have poisoners gloves, an amulet of mighty fist spell storing, and the touch injection spell cast on myself. In theory, so long as I hit with both claw attacks, I could unleash six spell effects on one round. Is this correct? ![]()
![]() So has been training an army over the course of the campaign, and now my DM has given me leave to stat out my foot soldiers at level 3, and I'm just trying to figure out what the best build is. My preliminary thoughts are these: Give every army member the shield wall and swap places teamwork feats. Equip one line of soldiers with tower shields. That way each round four rows of soilders may move up and attack, with the fith row then changing places with the front lines, and spending their standard action giving the army total cover with their tower shield. Does anyone else have any other ideas or suggestions? Anything I'm missing? ![]()
![]() I'm playing a halfling who rides his Serpent Eidolon. Usually the Edolon attacks, while I spend my standard action casting a spell and my immediate action avoiding attacks. A consequence of this build means that I usually have a move action left over every round, and I was wondering if anyone had any ideas for a feat or magic item that could put that move action to good use. ![]()
![]() My player wants to add the flaming quality to his net. According to the rules under Strength, it is added to all thrown weapon damage rolls, but the net usually doesn't allow damage roles. Should he add his strength? More importantly, should the enemies take flaming damage every round they are entangled? ![]()
![]() I building a Summoner who's Eidolon has the feat Final Embrace Horror. Anyone damaged by his grapple is shaken. I'm also giving him an amulet of mighty fists with the Cruel enhancement, which makes shaken enemies sickened when struck. Would both these abilities trigger after the first constriction? Or would I have to hit him again? |