Danse Macabre

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Hello all, I am trying to figure out what would be a good speed for a ship, in this case it is like a Ship's Boat but a bit larger, with an engine, like 1920's tech.
The normal speed is 30ft with both propulsion methods and acceleration of 30ft.
Any help with this would be greatly appreciated.


I am GM'ing an Ocean's eleven (heists and bank jobs) type campaign set in the 1920's, one of the player's associate has died under dubious circumstances and now they will have to investigate and CSI their way to finding out who dunnit.

I was thinking of having them roll various skill checks to have them find clues (like a heal check to determine the cause/time of death, a perception check to see a bullet hole in a window pane... that sort of thing) followed by a chase scene to apprehend a likely suspect and a fight at the end.

Does anyone have any ideas about clues associated with a skill check i could give the players
thx


I am playing a oceans eleven type campaign (heists and such) and I am at a loss for ideas for a feat. I am a halfling lv.3 rogue/lv.2 wizard. I have taken the pass for human and child like feats to impersonate a human child when necessary. I know about skill foci and deceitful etc. so you might as well leave them out. There is little to no fighting in this campaign so I am not looking for those types of feats either. If there is anything your rogues (or roguish mages) have taken that might be useful it would be a great help. Thanks in advance!


I know of the spear dancer feats, but are there any others? I am playing a final fantasy D20 pathfinder with my friends soon and I would like to play a dragoon (jumping spear wielder). I am thinking of power attack, furious focus, lunge, stand still, combat reflexes... but these are generic feats that can be applied to almost anything, I am looking for spear specific feats. This is the class: Dragoon and the archetype Skylancer . If anyone has any ideas it would be greatly appreciated


I have several questions about gate but I cant find much answers, except in this thread where the question was FAQ'd and it says "answered in the errata". Problem is, I cant find the damn thing, please someone help.


I have a couple of questions about the gate spell, more specifically the calling creatures aspect.

1. Since a spell like ability does not require material components am I right in assuming that a spell like ability would waive the 10,000 gp cost of calling a creature?

2. How long does it last? There does not appear to have any time limit on the creature who is called.

3. If it is under my control and is there is no time limit could I technically not pay it anything and have it work for me for thousands of years?

thanks in advance


I'm currently running a game in Vaasa from the forgotten realms campaign setting and there is not much cannon about this region (which is why I chose it). It is a kind of land between Mongolian and Scottish cultural influences, the players are caravaneers tasked by their little hamlet to bring the year's goods to market in the neighboring land of Damara, they are about to pass Maur-Eturo, a city where 4 not oft used trade roads meet. I would like any cool city ideas you guys might have such as:

1.who rules the city?
2.what goes on within?
3.what kind of organizations live there?
4.what kind (if any) of gods a worshiped?
5.what kind of notable locations/NPCs are there?
6.any urban adventure rumors might the players hear about?

I already have a couple of ideas: A bleak city of little politics where slavers and bounty hunters thrive, the strong survive and the weak are enslaved or die (if they are lucky). I am not stuck on this however, if someone has something better then I would not mind changing my ideas on Maur-Eturo. I am open to all suggestions!


Pfsrd wrote:

Spectral Shroud: This thin, bleached cloth covers the wearer’s entire torso. Some also cover the wearer’s face, but don’t interfere with the wearer’s vision. The morbid burial shroud grants the wearer some affinity with the spectral dead.

The wearer can discern invisible or ethereal creatures as though using see invisibility. Once per day, the wearer can become incorporeal for 10 rounds and gain a fly speed equal to half his base speed with perfect maneuverability.The wearer can’t attack while incorporeal, but can dismiss the effect as a move action.

Pfsrd wrote:
An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it takes only half damage from a corporeal source (except for channel energy). Although it is not a magical attack, holy water can affect incorporeal undead. Corporeal spells and effects that do not cause damage only have a 50% chance of affecting an incorporeal creature. Force spells and effects, such as from a magic missile, affect an incorporeal creature normally.

I have a couple of questions about this:

1) Can the incorporeal character cast a spell normally against corporeal opponents or does the 50% miss chance apply to him? (I believe, since there is nothing stating the contrary, that it does not apply and the char can cast spells normally)

2) In the spectral shroud it states: "The wearer can not attack while incorporeal". Does this mean however that I can cast non aggressive spells like summon monster? (I believe so)

Any help with this would be appreciated
thanks all


I am the leader of a guild of vigilantes and I have leadership. I want my cohort to be a sort of Oracle (as in Barbara Gordon, not the class) so I was thinking something like a diviner that scries on enemies and facilitates communication between members of the guild.
He/she will need to be good at:

- Scrying
- Divining
- Spying
- Communication
- Knowing what comes next
- Investigation

Has anyone made this kind of character?
What are it's strengths and limitations?
Is it a viable concept?

Any and all help is appreciated, I've seen some char concepts that were out of this world on these forums so I am appealing to all those inventive and creative players to help make something memorable.

Thanks in advance!


Does the swashbuckler's precise strike

Quote:

Precise Strike (Ex)

: At 3rd level, while she has at least 1 panache point, a swashbuckler gains the ability to strike precisely with a light or one-handed piercing melee weapon (though not natural weapon attacks), adding her swashbuckler level to the damage dealt. To use this deed, a swashbuckler cannot attack with a weapon in her other hand or use a shield other than a buckler. She can even use this ability with thrown light or one-handed piercing melee weapons, so long as the target is within 30 feet of her. Any creature that is immune to sneak attacks is immune to the additional damage granted by precise strike, and any item or ability that protects a creature from critical hits also protects a creature from the additional damage of a precise strike. This additional damage is precision damage, and isn't multiplied on a critical hit. As a swift action, a swashbuckler can spend 1 panache point to double her precise strike's damage bonus on the next attack. This benefit must be used before the end of her turn, or it is lost. This deed's cost cannot be reduced by any ability or effect that reduces the amount of panache points a deed costs (such as the Signature Deed feat).

stack with the duelist's precise strike or is this a case of "highest one wins"

Quote:
Precise Strike (Ex): A duelist gains the ability to strike precisely with a light or one-handed piercing weapon, adding her duelist level to her damage roll. When making a precise strike, a duelist cannot attack with a weapon in her other hand or use a shield. A duelist's precise strike only works against living creatures with discernible anatomies. Any creature that is immune to critical hits is also immune to a precise strike, and any item or ability that protects a creature from critical hits also protects a creature from a precise strike.


4 people marked this as FAQ candidate.
Quote:
Upgradable: This ability grants the bonded creature the ability to more easily increase the non-mythic magical power of the legendary item. If the base magic item has a version with a higher bonus or greater version (such as a +1longsword, a +2 light steel shield, a cloak of protection +3, an amulet of might fists +4, or a minor ring of inner fortitude), the bonded creature can improve it by performing a special ritual. She must spend a number of gold pieces equal to half the difference between the cost of the legendary item's current, non-mythic base item and the greater version she wishes to upgrade the item into. For example, she would pay 3,000 gp to upgrade a +1 longsword into a +2 longsword. This ritual takes 8 hours. When it's completed, the bonded creature transmutes the item's base version into the desired version. When upgraded in this fashion, the legendary item retains all legendary item abilities it had before the transmutation.

Does this ability allow you to take weapon special abilities such as "speed" or "flaming"?


I am currently a classic debuff scarred witchdoctor archetype witch/7 Tier/3 (mythic). I chose the archmage path with wild arcana as ability so I can put any metamagic feat I know on certain spells when I use it.

Problem is...I don't have any metamagic feats.

So I am looking for the best metamagic feats you might know for a debuff. (maybe coupled with a spell or two that compliment it well, be inventive!)

As for my tactics, I usually debuff for a couple of rounds and then land a "save or lose" spell.

any help would be appreciated
thanks in advance


In the Legendary Item's Intelligence section under spellcasting it says:

Quote:
Spellcasting: This item allows its bearer to cast a limited number of spells as spell-like abilities. This ability can be taken more than once. Each time it's taken, the bonded creature gains 5 points to spend on selecting what spells the item can cast. A spell costs a number of points equal to its level (minimum 1). The bearer can then activate the item to use each spell-like ability once per day. By spending double the cost, the bearer can use each spell-like ability three times per day. All spells must come from the same class's spell list. No spell can have a level higher than the bonded creature's tier. The caster level for these spells is equal to double the bonded creature's tier. The save DC for these spells is equal to 10 + the spell level + the bonded creature's tier.

So the question is this:

Is it possible to spend a number of points on a spell and then on the next mythic tier spend them again on the same spell to get the "double the cost" ability for 3 times/day. I personally don't believe you can but I am asking for another player in my game, what do you guys think?


Is there a RAW gp limit on how many magical abilities can be placed on a single item before it is considered an artifact through craft wondrous item?


Is there a feat out there that allows you to remove the -4 to hit when attacking in subdual with a lethal weapon?
I know the Merciful magical weapon property can do this in a round-a-bout way but I am looking for a feat. I am creating a guild of vigilantes and would want a way for it's members of dealing subdual damage with their weapon of choice when they want to take in a bad guy rather than kill him. Since it would be quite expensive (not to mention unrealistic) for everyone of them to have a Merciful weapon, I would give them a feat and make it part of their Vigilante training.

thanks in advance


Ok so a little context for you,

My DM has... well...DM'ed since the 2nd edition first came out and I have been playing with him for nearly 10 years. He currently runs 2 games a week and is a player in a third.
I took a break from DnD for a while and came back to one of his games about 2 months ago. Ever since then we have been meeting enemies that are simply too strong to beat, not every fight mind you, but almost every game.
We would get beat/humiliated (or forced into inaction because the enemy is clearly too strong for us), and then he would see that we would be depressed from having to flee over and over again so he would put a very low CR encounter, (which was just as humiliating honestly) just to put another invincible enemy after that (all this is happening over the course of roughly 9 games).

I dont mind having people we cant beat, it adds realism, (although when it's every other game it starts to get depressing) but it's the fact that it's coupled with a sort of knee-jerk play style he has that is just frustrating as hell.

Example:
We got a lead on a quest, and a hostile NPC was leading us to it. We found out it was trap during along the way so the new guy in our group thought we should kill the hostile NPC but(obviously)we couldn't beat him be cause he was, like, lvl 17 according to the DM.
So new guy comes up with a plan to attack him at night so he wont have his armor on, meanwhile I called for info on the hostile NPC from a friend I had, and she now tells me that he has summonable armor so our plan wont work...that seemed awfully...specific. (I KNOW he could not do that before we came up with: Let's attack him at night)

Example:
We are fighting a grave knight at the end of a long day of adventuring, now for some reason the DM tells us this monster is CR 11, which is true, except the fact that he boosted his AC to 33, gave him mythic powers and boosted his damage output to about 75 dam per round.
He downs one of the 2 fighters in 1 round (he was already hurt) so I (the 2nd fighter) go over to grab him so we can run away (again).
I cant do it all in 1 round so I go next to him and whip out my spiked chain to trip the graveknight if he comes close to me.
Well the graveknight moved 5 ft and used lunge against me... A graveknight doesn't have lunge. (I know feats can be changed but come on...) Needless to say he downed me too and then he just dumped our still dying bodies out of his crypt and did not finish us.

Later that session (when we were depressed again) we faced 3 howlers CR 3, we are lvl 8 mythic tier 1.

Sorry that's a LOT of context, I would like to tell him about what he is doing but he tends to get very defensive and would probably never admit that he does those things... what would you guys do in this situation.
please help!


OK so it's high fantasy (20 points) but consider that 12 is worth 0 points instead of 10 (so basically 12 is the starting point for all stats, I know it's kinda weird but there is a reason ingame).

So 13 is 1 point
14 is 2 points etc.

I'm leaning towards

STR: 10 -- -2 points
DEX: 16 -- 5 points
CON: 16 -- 5 points
INT: 14 -- 2 points
WIS: 12 -- 0 points
CHA: 18 -- 10 points

I would be a middle aged half elf and level 8 which would give me a total of:

STR: 9
DEX: 15
CON: 15
INT: 15
WIS: 13
CHA: 23

The feats would be: (I get Augmented summoning feat for free from Master summoner)

half elf: skill focus (Arcana)
1: Spell focus (conjuration)
3: Evolved summon monster
5: Eldritch Heritage (Arcane -- for the familiar)
7: Summon neutral monster
9: Improved familiar (magma mephit)
11: Superior summoning
13: Extend Spell like ability
15: Quicken spell like ability
17: ?
19: ?

As for skills I'll prob max out use magical device, Knowledge Arcana, Perception and Spellcraft

As for items I don't have the slightest clue except for an item that does tongues (I'm gonna need it to order my summons around)

I would be mythic tier 1 as well (possibly more)

Do you think this is any good? Have any suggestions, tips, tricks? What would your selection be if this were your build? Go wild! Any and all constructive criticism is welcome!

Thanks in advance


I recently saw the Brown-Fur transmuter archtype, the level 9 ability allows you to convert any transmutation spell from personal to touch and it got me thinking.
Is there any other way (or combination of ways) that allow to convert personal range spells to touch range spells?
It is relevant to me now as well since I am currently making a spell sage buff wizard cohort (here's the link describing it a little) and having her pass personal spells to me would be (insert phallus double entendre here) hardening.
Can it be done?


I am a trip built fighter and took the leadership feat to have a little soulbound doll as my cohort, since she is tiny she'll be riding on me. I am building her to be a buff wizard to have a kinda reverse familiar that casts spells on me rather than the other way-a-round. I am thinking of going spell sage archetype to have access to all those sweet cleric/druid/bard buff spells. What are your favorite buff spells (that are touch not personal) from those classes? If you guys have any ideas to improve on this idea I'm open to suggestions ;)

thanks!


Who wins when 2 mythic abilities clash? (I dont have my mythic book anywhere near so this is just an example) Let's say you have mythic ability that says you make an opponent blind and it cannot be saved against and even works if the creature is immune to such things and the person who you are attacking with this ability is immune to all blindness due to a mythic ability. I know there a some abilities like this, the blindness is just an example, but who would win?

I think it would be the one with the higher tier, the rest of my group however thinks it is always defender wins. what do you think and are there any rules concerning this?

thanks in advance


mythic combat reflexes states that if you spend a mythic point you may make attacks of opportunity against foes you've already made attacks of opportunity against that round if they provoke attacks of opportunity from you by moving. I have trouble understanding what they mean by this.

Since I can make attacks of opportunity on the same person for different reasons in a round, that would mean they imply I can make multiple attacks of opportunity for the same reason: an enemy moving in my reach. But how can you provoke more than one AoO by moving,

which brings us to my interpretation: let's say I have a reach of 20 feet and my enemy has a reach of 5 feet. My enemy charges at me I get my initial AoO at 20 feet now he keeps coming so I get another at 15 and at 10 feet (per my understanding every 5 foot of movement within my reach would provoke another AoO since he is moving towards me...) I may very well be wrong on this, but I don't understand it otherwise.
Thoughts? Answers? Comments?

thanks in advance


My GM thinks that the monster Lurker in light's ability: blend with light makes them immune to invisibility purge since there is still light within the purge area. I disagree since inv. purge states "all forms of invisibility" what do you think?


The Elven chain is considered a specific armor and is the magical armor list, however it is completely non-magical, so can you make one that is?


So I am a Lv.6 half orc fighter, I use a spiked chain and am pretty trip focused, my item slots to fill are:

Any 4 magical items 12 500gp and under

a +3 weapon (or equivalent if specific weapon)

a +3 armor (or equivalent if specific armor)

I'm looking for anything with flair, pazaz,and utter coolness.
have at 'er!


So I am looking at a guide for trip builds, weapon focus to be specific and it says basically what the title does but PFSRD seems to disagree... anyone know what I'm missing?


I know By RAW I should be able to wield a large sized spiked gauntlet with a -2 penalty since it is considered a light one handed weapon. That being said do you think that I could by RAI, the fact that the hand it was intended for would simply not fit a medium sized hand is the core of the issue.
thanks in advance