Damiel Morgethai

Mr. Whatever's page

RPG Superstar 7 Season Marathon Voter, 8 Season Dedicated Voter, 9 Season Star Voter. 70 posts (178 including aliases). No reviews. No lists. No wishlists. 10 aliases.




So I've been plotting an alchemist to take advantage of the animate dead discovery and the Implant Bomb feat. Y'know, for exploding zombie hilarity. And I have a question;

Is there anything other than the GM (Rightfully) stopping me from implanting more than one bomb in a zombie?

I TOTALLY see the logic of why you would not want to do this. But if this were purely for poo and chuckles, could you stuff a zombie to literal bursting?

XD


Based on being a Professional Wrestler, I present to you the Dynamo Bard!

Weapon and Armor Proficiency
The Dynamo is proficient with all simple weapons, the sap and whip. He is Proficient with light armor but not shields.

This replaces the Bard's normal weapon and armor proficiency.

Diminished Spell casting
The Dynamo Bard casts one fewer spell of each level than normal. If this reduces the number of spells per day to 0 he can only casts spells of that level only if his Charisma allows bonus spells of that level.

Dynamic Fighting
At first level, the Dynamo gains Improved Unarmed Combat, Catch off Guard and Improved Grapple as bonus feats even if he does not qualify for them. This replaces Bardic Knowledge and the Fascinate Bardic Song.

Powerhouse Personality
A Dynamo Bard adds his Charisma modifier to his CMD and CMB, and any damage done as part of a Grapple. This replaces Versatile Performance.

Dynamic Spectacle
Instead of the Perform skill, the Dynamo bard uses the Intimidate skill for any class features that normally use the Perform skill. Instead of weaving music and song, the Dynamo bard makes threatening insults and even more threatening rousing speeches. Starting a Dynamic Spectacle can be done in one of two ways.

Dynamic Spectacles can be started as a full round action, and maintained each round as a free action. Changing a Dynamic Spectacle from one effect to another requires stopping the previous effect and starting a new one as a full round action. A Dynamic spectacle functions like a Bardic Performance, but it can be disrupted by another Dynamo Bard making their own Dynamic Spectacle specifically to counter it. In this situation, each Dynamo Bard makes an Intimidate check, and if the challenger is successful, the Dynamic Spectacle ends immediately.

If the Dynamo Bard makes a successful Combat Maneuver, the Dynamic Spectacle can instead be started as a free action.

Improved Dynamic Fighting
At sixth level, the Dynamo Bard gains Improved Weapon Mastery as a bonus feat, even if he does not qualify for it. This replaces the Suggestion and Mass Suggestion Bardic Performances.

Dynamic Finisher
At tenth level, once per day, a Dynamo Bard can end his grapple in a truly spectacular manner. Using this ability requires the Dynamo Bard to make a Combat Maneuver vs his intended victim.

As a full round action, the Dynamo Bard slams his opponent into the ground. The victim takes 1d6 points of damage for every two Dynamo Bard levels the user possesses. The Dynamo Bard adds his Strength and Charisma modifiers to this damage. The victim must make a fortitude save (DC= 10+ Half the Dynamo Bard's level + His Strength and Modifier) or be stunned for one round.

The Dynamo Bard can even attempt to use his Dynamic Finisher on an opponent up to one size category larger than himself, but the Dynamo Bard takes a -4 penalty to his check. If the check fails, the attempt his wasted. If the attempt is successful however, the Dynamo Bard applies his Strength modifier +50% instead of his normal Strength Modifier.

The Dynamo Bard can attempt the Dynamic Finisher one additional time per day at 14th level, and one more additional time at 18th level.

This replaces Jack of All Trades and Lore Master.

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And that concludes the first VERY rough pass at this ludicrous Bardic Archetype! I tend to go overboard on my first pass through.


Namely, does anyone have some? Considering a Brawler purely for fun. Anything I really need to know, best ways to play if anyone knows them, that sorta thing.


Related to my other post.

One of the other players is running a strength based Magus. We're all level 10, and it feels a little out of control, and not sure if we're just laggin behind or we're missing something.

For his full attack, when he has speed on his weapon, he uses his occult combat (He is running Sybil) So he hits twice for his base attack bonus, one for speed, and one more for his spirit strike ability (Works like Spell Strike) plus the damage from whatever touch attack his spirit is giving him on the last one.

Are we doing this right? And if anyone is familiar with Sybil how many spirits can he bind at once?

Hope for some feedback.


OK So we are playing a very over the top campaign. There are a lot of wacky hijinks going on and I am running a Swashbuckler.

My question is; With Dervish Dance, and the Swashbuckler's precise strike deed, can I use my off hand for a natural attack? It specifically says no weapon or shield for both of them, and I am wondering is this falls under that or not.

This is not a super optimized way to play; all for fun.


Hey all! This is my very first fan attempt at making any kind of fan class. I loved the idea buuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuut I am terrible with balancing ideas. So I thought I would post what I have, and have people critique it. Bare bones at the moment, but I'm hoping that it at least has some potential, if only for fun.

So with that in mind, I present the Wassailer Advanced Class Idea! No table, because I don't know how to do that <.<

Wassailer
Advanced Class

Concept:
A hybrid of the Bard and Alchemist classes, the Wassailer works to make his allies better through drink and merry making.

HD: D8

Alignment: Any

Starting Wealth: 3d6 x10

Class Skills: Appraise, Bluff, Craft, Diplomacy, Intimidate, Knowledge (Local), Knowledge (Nature), Knowledge (Religion), Perception, Perform, Profession, Sense Motive, Use Magic Device

Skills per level: 4 + Int Modifier

Base Attack Bonus: 3/4

Good Saves: Reflex, Fortitude

Spell Casting: 3/4ths, Prepared, Arcane. Uses Bard Spell List.

Weapons and Armor: Proficient with all simple weapons, Great Club, Light armor, but not with shields.

Special Features

Cask

At first level, a Wassailer gains a special cask in which she keeps her powerful brews. Though it can be used as an improvised bludgeoning weapon it is not meant for such, and a Wassailer would hate to potentially ruin her art. Each cask is magic by nature, and appropriately sized for whatever creature it belongs to.

Brews

Beginning at first level, the Wassailer learns to create a number of different brews. During a special ritual that takes 1 hour to complete, the Wassailer can create a powerful brew of magical drink that can have a number of different properties. Drinking from the cask (Directly or from a cup the Wassailer has) is a standard action that provokes an attack of opportunity, just like drinking a potion. Each brew remains potent until used. Due to the mystical nature of the brews, they can only be contained within the Wassailer’s cask, and will expire immediately unless drink or somehow preserved. Mixing multiple brews together will ruin both.

Unless otherwise stated the effects of each brew last for 10 minutes per Wassailer level. When crafting a brew, The Wassailer is able to make a number of doses equal to his Wassailer level + her Intelligence modifier, minimum 1. Drinking a new brew will override the previous one.

Brew of Physical Wonder: At 1st level the Wassailer may craft a special brew that enhances the physical prowess of whoever drinks it. When created the Wassailer choses one physical ability score – Strength, Dexterity, or Constitution. The imbiber receives a +2 alchemical bonus in the chosen score for as long as the brew endures. This bonus increases to +4 at 10th level and +6 at 20th.

Brew of Mental Prowess: At 1st level the Wassailer may craft a special brew that enhances the mental abilities of whoever drinks it. When created the Wassailer choses one mental ability score – Intelligence, Wisdom, or Charisma. The imbiber receives a +2 alchemical bonus in the chosen score for as long as the brew endures. This bonus increases to +4 at 10th level and +6 at 20th.

Liquid Courage: At 3rd level, a Wassailer can create a brew that leaves the imbiber almost completely fearless, granting them a +2 alchemical bonus on saving throws against fear effects. This bonus increases by +1 every 5 wassailer levels after, to a maximum of +5 at level 18. If drunk while under an ongoing fear effect, the brew allows for a second saving throw with the bonus, but its effects then immediately end regardless of if the new saving throw is successful or not.

Belly Scrub: At 3rd level, a Wassailer can craft a brew that purges toxins and disease from the body, granting any who drink it a +2 Alchemical bonus on saving throws against poison and disease. This bonus increases by +1 every 5 wassailer levels after, to a maximum of +5 at level 18. If consumed while under an ongoing poison or disease effect, the brew allows a second saving throw immediately upon consumption. Unlike Liquid Courage, the bonus persists even if consumed in this manner.

Heavenly Delight: At 9th level, the Wassailer learns to make this drink. Infused with positive energy, this sweet and pleasant concoction grants the imbiber fast healing 5 for its duration. This brew can only restore 5 hit points for every Wassailer level the creator possesses per person per day.

Hair Grower: At 9th level, the Wassailer can brew the Hair Grower, a potent and strong drink that causes the imbiber to almost instantly regret drinking it. For the duration of the brew, the imbiber gains a +3 Natural Armor Bonus. The bonus increases by +1 at 13th level, and by an additional +1 for every 3rd level after 13th, up to +6 at 19th. Each drinker may only benefit from this drink once per day. If the drinker is under the effects of this mighty brew and struck by a critical hit, she may choose to end the effects of the Hair Grower immediately and treat the attack as a regular hit.

Draught of Life and Death: at 20th level, the Wassailer learns to create a brew so powerful and delicious it can literally raise the dead. Once per day the Wassailer can make the brew and pour it on the remains of a dead creature, restoring them to life as the spell True Resurrection. If no remains are available, the Wassailer may offer up the Draught as part of a special ritual to call the spirit back to the material plane, with the same specifications that True Resurrection requires. Alternatively, a single living person may consume the brew, which restores them to full hit points and removes all negative levels, and immediately ends any and all of the following effects; ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, poisoned, sickened, and stunned. Whoever consumes the brew, living or dead, becomes immune to all death effects for 1 hour per Wassailer level the creator possesses. Use of the brew in either way consumes it entirely.

Fire Breather
Beginning at 2nd level, a Wassailer learns to breathe fire at her enemies by drinking from her cask and igniting the drink with her aura. Fire then erupts from the Wassailer’s mouth in a 15 foot cone, dealing 1d6 + The Wassailer’s Charisma Modifier in fire damage to each creature hit, though succeeding a reflex save (DC equals 10 +1/2 The Wassailer’s level + the Wassailer’s Intelligence modifier) halves the damage. Drinking from the cask requires using half of a dose of brew. Half doses cannot be consumed for beneficial effects, but can be used as fuel for Fire Breather.

The damage from Fire Breather increases by 1d6 at 5th level, and every 3 Wassailer levels thereafter, to a maximum of 7d6 at 20th level.

Flair

At 2nd level and every even level after, a Wassailer picks up a new trick to aid in her adventures. Flair represents the Wassailer’s dramatic presentations and good cheer, and tend to have dynamic effects. A Wassailer must meet all prerequisites (If any) in order to select any given Flair, and unless otherwise specified, no Flair can be taken more than once.

Shots Around: A Wassailer with this perk can split one dose of Brew between two people. She can do this a number of times per day equal to her Charisma modifier. A Wassailer must be at least 8th level before selecting this Flair.

Quick Serve: A Wassailer with this Flair can serve up a shot of Brew as a standard action that does not provoke attacks of opportunity, and can be drunk immediately by an adjacent ally that also does not provoke an attack of opportunity. A Wassailer must have the “Shots Around” Flair before selecting this one. Using this Flair counts towards her limit of split doses per day, but the dose cannot be shared with another due to spillage.

Rainy Day: Trained to perfection, a Wassailer with this Flair has mastered the art of delivering doses of her brew to allies from afar. The intended target must succeed a DC20 Reflex save to catch and consume the liquid in midair, but gains a bonus to the save equal to the Wassailer’s Charisma modifier. A Wassailer must have the “Quick Serve” Flair before selecting this one.

Dynamic Cheer: This Flair allows the Wassailer to cheer her ally to great deeds. As an immediate action, if an ally within 30 feet is under the effects of one of her brews, she can inspire them with praise, granting a +2 morale bonus to confirm a critical hit. A Wassailer can use this Flair a number of times per day equal to half her Wassailer level. A Wassailer can select this Flair a second time to increase the morale bonus to +4.

Brew Potion: A Wassailer with this Flair gains Brew Potion, as the feat. She does not need to meet the requirements to gain this feat.

Storm Breather: Using this Flair, a Wassailer may treat her Fire Breather skill as Electrical damage, instead of fire. Creatures that take damage from this a dazzled for 1d4 rounds, unless they make their reflex save.

Arctic Breathe: Using this Flair, a Wassailer may treat her Fire Breather skill as Frost damage instead of fire. Creatures that fail their reflex save are staggered for 1d4 rounds.

Make Merry: A Wassailer with this Flair gains the ability to rejuvenate her allies. As part of a social ritual requiring 10 minutes, a Wassailer shares her Cask with her allies, consuming a number of doses from her cask as normal, but also curing them of 1d8 + Her Charisma Modifier points of damage. The effects of the brew take effect at the end of the ritual, which is when the damage is healed. If the ritual is interrupted the brew takes effect immediately but the healing is lost. A Wassailer can perform this ritual a number of times per day equal to her Charisma modifier. The curative effects of this Flair increase by 1d8 at 5th level, and by an additional 1d8 every 5 levels thereafter, up to 5d8 at 20th.

Iron Will: A Wassailer with this Flair gains Iron Will as a bonus feat. A wassailer may select this a second time to gain Improved Iron Will.

Lucky Pet: Always a source of merriment and good times, a Wassailer with this Flair gains a familiar.

Lucky Charm: Once per day as an immediate action, when a Wassailer fails a saving throw but rolls higher than 1, she may make a second saving throw with a +1 luck bonus. She must take the second roll even if it is worse. A Wassailer must possesses the Lucky Pet Flair or a familiar from another source before selecting this Flair. The Wassailer’s familiar must be alive for her to use this Flair.

Double Brew: Once per day a Wassailer with this flair may combine any two of her brews together, causing both to come into full effect when drunk. This does not increase the number of doses available. A Wassailer must be 12th level before selecting this Flair.

Delayed Gratification: When consuming a dose of brew, a Wassailer with this Flair may delay the effects of the brew for a number of hours equal to her Charisma Modifier, minimum 1. If a second dose of brew is consumed, the first one is lost, even if it has not come into effect. If the Wassailer possesses the Make Merry Flair, she can grant the same effect to allies that she shares her cask with as part of the ritual. When used this way, the curative effects come into effect when the brew does, instead of immediately.

Positive Thinking: When a Wassailer with this Flair is targeted by any spell or effect with “Cure” in its name, the Wassailer heals for +2 damage for every die, but cannot be healed any more than its normal maximum.

Quick Study: Upon selecting this Flair, a Wassailer adds 2 additional spells to her spell book. These spells must be at least 1 level lower than the highest level spell she can cast. A Wassailer may select this Flair up to three times.

Alchemist Discovery: A Wassailer may gain the discoveries Enhance Potion, Eternal Potion, or Extend Potion as Flairs. She must meet the prerequisites for these discoveries, treating her Wassailer level as her Alchemist level.

Marathon Voter Season 7, Dedicated Voter Season 8, Star Voter Season 9

Are we allowed to discuss our items after the voting closes tomorrow?


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Does anyone else have favorite songs to put you into the mood for one of your characters? For example, my evil charming urban barbarian's song is "I can't Decide" by the Scissor Sisters.

Just felt like a fun topic :)