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Phasics's page
Goblin Squad Member. 3,054 posts. No reviews. No lists. No wishlists. 1 alias.
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Poison Dusk wrote: Phasics wrote: What you want sir is a tiny 1 level dip in Verminous Hunter archetype.
Pick any vermin as a companion , give it the animal focus of worm. It now permenatmtly has fast healing 1.
But dang wouldn't you know it , my poor vermin accidentally died due to unforeseen axes through the head.
Oh well guess I now have to suffer the permanent animal focus of worm and gain fast healing 1 24/7. Which is only a measly 4800 hit points recovered during 8 hrs rest. Or 100 HP during a 10 minute search between fights.
Due to the recent tragic loss of my companion I just can't face another companion right now ,so guess I'll just keep the fast healing 1 while my soul heals . Errata took away fast healing. Almost as if it was broken or something ;)
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What you want sir is a tiny 1 level dip in Verminous Hunter archetype.
Pick any vermin as a companion , give it the animal focus of worm. It now permenatmtly has fast healing 1.
But dang wouldn't you know it , my poor vermin accidentally died due to unforeseen axes through the head.
Oh well guess I now have to suffer the permanent animal focus of worm and gain fast healing 1 24/7. Which is only a measly 4800 hit points recovered during 8 hrs rest. Or 100 HP during a 10 minute search between fights.
Due to the recent tragic loss of my companion I just can't face another companion right now ,so guess I'll just keep the fast healing 1 while my soul heals .
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you know what infinite wishes will get you ?
An empty table that used to be filled with people you role played with ;)
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Oh there's plenty of interest in Homebrew there's just little interest in "your" homebrew.
and no that not a "your" directed at you, it directed at everyone.
for the most part unless your going to benefit or use somthing most people could care less about it. hence commenting on homebrew you'll probably never be able to use yourself is probably a waste of time for most people.
plus there's only so many times you can say "that will break your game" before you get bored and move on.
unfortunately home brew forums are up against human nature and are losing
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whether or not the Rogue is currently under powered or overpowered is irrelevant for the purposes of this discussion.
The question as it stands is this.
If you could change one thing about the Rogue what would it be.
Highly subjective sure, but I'm interested in hearing what people would do.
For myself personally these would be my top 3 single changes keeping in mind you can only make one change you can certainly suggest more than one.
1.) Rogue has a full BAB
or
2.) Rogue levels can count as levels from another other class you multiclass in for the purposes of effective level on abilities. (Can only apply to one other class)
or
3.) Rogue talents include one talent (that can be taken once) that can pick one feature/ability from every other class e.g. discovery, hex, revelation, rage etc
Or perhaps your one of those people who wouldn't change anything about the Rogue in which case by all means let us hear your Rogue Love ;)
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1st
Kingdom building starts from the ground up its never too soon to start. its actually provides a great reason as to why the pc are working together and why they might want to help townsfolk and the like. That early loyalty won will pay dividends down the track.
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Ascalaphus wrote: Phasics wrote: Ascalaphus wrote:
Swashbuckler Weapons: swashbucklers train with precision weaponry. All light piercing melee weapons and one-handed piercing melee weapons are considered swashbuckler weapons.
...
[some ability:]When a swashbuckler does [something] with a light or one-handed piercing swashbuckler weapon, [something] happens
That would actually reduce the amount of legalese while also making it clearer.
That's nice
think you could come up with that on the back of editing 35'000 words with a deadline in sight and another 50'000 words to go ?
I think by now it's well-established that the Advanced Class Guide Adventure Path won't be remembered as the best-edited book Paizo ever rushed to GenCon. To make money
pay staff
and you know generate new content for people to pick apart on their forums ;)
maybe even make a profit like a business or something ;)
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This is what your looking for Sir
"Unlike other afflictions, multiple doses of the same poison “stack,” meaning that successive doses combine to increase the poison's DC and duration."
By inference stacking only applies to Poisons and since disease are an affliction they do not stack.
so once your infected that's it, single infection with requirements to roll the unmodified saves as listed in the disease effect line.
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Say for some reason I decide multiclassing a brawler is a good idea.
But I never intend to take more than a handful of level so the brawlers flurry will never get to level 8.
Could I in theory take the improved two weapon fighting feat as a general feat choice to improve the Brawlers flurry to include an extra attack ? possibly by using martial flexibility to grab it temporarily instead of taking it as a feat ?
Or does this fall down because its a works like rather than having the TWF feat ?
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the problem with a spell level 1-4 caster is the spells don't have the DC's to make effective offensive spells by the time you access them.
so either they self target and buff ...boring or you give them a bunch of attack roll no save spells where the DC doesn't factor in.
Or
instead of giving them a spell list you give them access to a large suite of spell like abilities that have increasing DC's with hit dice.
either way its a cool class purely as a full BAB CHA class would make a fun mouth of the party.

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On the back of another thread about reducing feats and how many people suggested it would kill a significant level of diversity despite what can be done within a class without feats. It got me thinking......
Is the simple fact that you have to choose a class hindering your character concept or at least limiting the diversity than can be achieved with your character ?
I look at the NPC classes and think now there are some pretty clean slates as far as classes go that pigeon hole people less than the heroic PC classes. But at the same time even they have connotations about what type of character the class represents.
Still for argument sake what if you turn these NPC classes into vanilla heroic classes by giving them a bonus general feat every level as a class feature.
Ok calm down I can see the level dip mechanics wheel turning in your mind already. Moving past level dipping would the clean class slate and a boatload of feats to work with further improve character diversity or simply lead to some nasty min-maxing ?
Just seems with the classes and archetypes we have, they can covers a large number of options but can they every really cover every possible option someone might want to try ? not to mention every time someone picks a class is their creativity and choice already being channelled down a certain line of thinking purely due to a name and some abilities
e.g. I choose Barbarian ... well I guess I get angry and rage that's a given. Sure you can be the civilized Barbarian who doesn't rage but everyone else in the group will be asking you WTH aren't you raging for your bonuses your going to cost us this fight.
Thoughts ?
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Hrmm
So perhaps Bigfists the Bardic Puppeteer Goblin who acts like a bit of a Cowboy :)
Where can I subscribe to your collective newsletters
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Husband + Wife build ?
simple
Paladin and Anti-Paladin the roleplay will just write itself :D
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Vital Strike is useful if you are playing mythic because then you can use mythic vital strike that doubles your damage bonuses too not just the base die.
Vital Strike is also useful if your GM gives the entire chain to all characters for free which is actually a pretty decent houserule
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The fact that PAO can turn a pebble into a human pretty much says it all ;)
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So this came up in a game I was playing today
NPC pirate was hit by Hideous Laughter , I then had a flash of inspiration and pushed him into the water. There was a collective pause in the group and then everyone stared laughing. GM ruled he drowned (rule of cool)
But as an afterthought I'm curious if the rules support it?

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Seems it needs mentioning again
"The oracle’s curse cannot be removed or dispelled without the aid of a deity"
Consider that your powers granted to you come at the cost of the curse. By bypassing the curse you are effectively thumbing your nose at the greater powers that give you your oracle abilities. Did you ever stop to consider that might piss them off so much that they stop granting you your abilities ?
It's not even a matter of cheating vs legitimate rule manipulation.
These two examples above are acutally quite good for showing the difference of what should work and what shouldn't
1) "When I get into battle, I speak and understand only Ignan. Here are some ioun stones that allow you to speak and understand Ignan, too."
2) "I'm haunted: when I drop things, they go skittering away, so I tie my weapons to my wrists."
The first is not directly effecting how your curse operates it simply allows the group as a whole to function with your curse , anyone outside the group still can't understand you if they don't speak Ignan. The curse is not bypassed its still very much in effect.
However the second is directly changing how the curse operates instead of dropped items are thrown away the dropped item is effectively dropped at your feet within arms reach. In this case the Curse beats the solution unless a deity tied your weapons to your wrists. GM explanation: the malevolent spirits undo the knots you tied to keep your items from being flung away.
The first is okay because your curse operates unchanged the second does not because its trying to change the curses' effect.

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Kazaan wrote: Phasics wrote: Vote ? No
Why ? because the DM is the one who has to spend hours upon hours designing encounters. If the DM wants to deal with the pitfalls of absurdly low HP then its on him to make it fun.
If he simply lets the chips fall where they may then bad things will probably happen some people won't have fun and at that point he either changes the rules, works harder on encounter design or can expect people to start leaving the group.
People need to realise the DM puts in a lot more time to make a game happen than the players do as such the players need to let him run things the way he wants to run them because he's doing them that way for a reason. Players are welcome to suggest how he might do things differently to make things easier for the DM but outright voting the DM down and telling him how he's going to run the game. Yeah I give that group about 2 sessions before the DM simply stops doing any prep work and lets the game implode.
If a DM wants to run a game where the level 19 barbarian has 20Hit Point then let him run it that way. He may have a very good reason for doing it that way that will result in a very different and fun game. If it doesn't work an no one has fun then its on the DM to change things to make it fun And yet, if the DM puts several hours into it, then comes up with nonsense that can't be readily justified, the players say, "Yeah... no. We're not gonna waste time with something that will probably end in frustrating failure. Hey John, you wanna DM instead?" More time =/= more importance. If your not even going to give a GM a chance then the game is doomed anyway so the point is mute.
It's real simple
You either give the GM a chance to present you, the players, with a fun game or you don't.
If you walk into playing a game and know for a fact its going to fail guess what , that's a self fore filling mentally will ensure it will fail.
If you can't respect a GM enough to give them the benefit of a few sessions to try something different, then personally you don't deserve to sit at that GM's table.
The lack of respect towards people who are prepared to GM is staggering sometimes.

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Kazaan wrote: The DM is an arbiter of the rules, not the god of them. He's no more or less important than any other player in the game. Put it up to a vote; if the majority of people in the game want to do it that way, then you either deal with it or sit it out. If the majority of people want to play by the rules, then the DM either does it that way or he loses his players (and, without players, being DM doesn't mean squat). If you want, ask him exactly why he's insisting on that houserule. It may be a convincing position. Or, it may be a load of BS from a sadistic DM. Vote ? No
Why ? because the DM is the one who has to spend hours upon hours designing encounters. If the DM wants to deal with the pitfalls of absurdly low HP then its on him to make it fun.
If he simply lets the chips fall where they may then bad things will probably happen some people won't have fun and at that point he either changes the rules, works harder on encounter design or can expect people to start leaving the group.
People need to realise the DM puts in a lot more time to make a game happen than the players do as such the players need to let him run things the way he wants to run them because he's doing them that way for a reason. Players are welcome to suggest how he might do things differently to make things easier for the DM but outright voting the DM down and telling him how he's going to run the game. Yeah I give that group about 2 sessions before the DM simply stops doing any prep work and lets the game implode.
If a DM wants to run a game where the level 19 barbarian has 20Hit Point then let him run it that way. He may have a very good reason for doing it that way that will result in a very different and fun game. If it doesn't work an no one has fun then its on the DM to change things to make it fun

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If that how he wants his game to run then its up to him to make it fun for the group. Hell the group may actually find the game more fun that way.
Its not up to you to break his game because you do or don't like a rule simply play your character the way you think it should be played.
If your a barbarian and roll a 1 for HP and with your say 14CON have 3 hit points then you should still charge into battle because that's what barbarians do. If that means you get die during the first combat because the GM wasn't careful enough then its on him not you.
The GM is there to make the game fun if you keep dying or end up completely dead during the first few sessions then you can talk with your GM afterwards and say
"look nothing against how you run your game but I have to tell you dying all the time is not fun for me."
then give him the chance to fix it and make it fun for you again
If he doesn't make it fun for you then trust me you can't force a GM to make a game fun for you. Have another talk and simply say your not enjoying the game at all and would prefer to stop playing. If he still doesn't budge then hey you've gotta walk.
No need for tricks, being passive aggressive or any other shennegins to get things your way. Just talk to your GM like a person.
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Well the staple Lance + Spirited Charge still applies and works really well with any Cavalier
The Cav can provide a coordinated group some interesting synergy but it really depends on what restrictions your working under.
For example
You could use the Cav's tactician ability and have the party all orc blooded in some way with full orc , half orc or human with feat to take orc herritage, then pickup rage through spells feats or class dips.
Then use Amplified Rage and everyone in the group gets +4STR and +4CON on top of thier base rage so even a 1barb dip would net a character +8STR +8CON
Or build to abuse outflank with sneak attackers and improved feint partner
Really the Cav should be used to synergise the rest of your group through the tactician and master tacticain ability
but not knowing the rest of the characters hard to give more advice than that
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Guys Guys Guys :)
It's real simple
This is the text your looking for
"The oracle’s curse cannot be removed or dispelled without the aid of a deity"
Question: does your solution to fixing you curse involve the aid of a deity ?
In this case Shape Change (Su) is clearly not the aid of a deity therefore it does not work.
Simple neat and doesn't even require a GM's ruling
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400 posts, really ?
When the only thing that needed to be said
DUDE! Rule of Cool Trumps all ;)

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Back of the Head: As a move action you can Make an acrobatics check vs the CMD of a creature larger than you. If successful you mount the creature near its head. As a standard action you can perform a modified Coup de Grace against the creature even though it is not helpless. You score an automatic critical hit against the creature. The creature does not need to make a fort save to stay alive. The creature can attempt to dislodge you by attempting to grapple you with a +4 bonus unless you choose to dismount as a swift action after the strike.
In your Ear: Instead of making an automatic critical hit as part of the "back of the head" power, you can instead whisper words of power in their ear and dominate them if they fail their will save treating them as a loyal war trained mount of INT 3 or less for a number of rounds equal to your mythic level. If you dismount the effect ends. Once a creature has been targeted by this power it is immune until the following day.
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Instant Paranoia: If you make a successful bluff check against an opponent you can spend one point of Mythic Power to fill the mind of the opponent with Paranoia. Select another creature that is visible to the target of your bluff check. Treat that creature as having made a successful intimidation use of the antagonize feat against the target of your bluff check.
Antagonize
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Without doing any level dips you could pickup the Flame Heart goblin feat which would give you fire resist 5.
Then cover yourself in an accelerant and then when combat starts set yourself on fire and go grapple someone , or smash a vial of alchemical fire on yourself to get the fire going and again go grapple someone.
Pickup the Burn Burn Burn feat and do extra fire damage to your opponent while in the grapple.
The resist 5 fire will keep you mostly unharmed.
If your interested in multiclassing then Alchemist would provide a decent dip for the mutgaen buff and fire bombs to keep with the fire theme, goblins can get fire resist 1 as a favored clas sbonus in alchemist as well and the spell fire trail although not great mechanically would fit a hyper rage feral gnasher running around the battlefield leaving a trail of fire behind him.
also as an alch you can pickpu firebrand discovery to add a cheap flamming quaility to your weapons you can even apply this to natural weapons if you want and with resist 5 are only taking 1 dmg maybe every 6th round
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blackbloodtroll wrote: wolfman1911 wrote: I'm wondering where that comes from, actually. Why can humans take any racial achetype? The Racial Heritage feat. Prerequisite: Human.
Benefit: Choose another humanoid race. You count as both human and that race for any effects related to race. For example, if you choose dwarf, you are considered both a human and a dwarf for the purpose of taking traits, feats, how spells and magic items affect you, and so on.
its the "and so on" that opens it up to racial archtypes but I don't like it humans have enough awesome already they don't need this too ;)
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He no matter how many times I see it the whole human can take any other races racial archtype or abilities just erks me
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you know that would be worth using as a 4th level spell, as a 6th level spell its a little underwhelming
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while any other normal ranged weapon passing through the wall has a 30% miss chance.
that be the line that has your answer ;)
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you know it would be cool to have a wizard archtype that can arcane bind to a golem which effectively becomes a familiar/animal companion and improves over time. Something they are forever working on.
the get the share spell with the golem which bypasses the normal spell immunity but otherwise the golem is immune to magic.
heh I'd love to play something like that
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Sounds like she should rework her character to be a level 7 Ninja which is a charisma based rogue.
especially since it gets poison use
Ninja Class

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Even if the animal can understand you with linguists and INT3 doesn't mean you can stop rolling handle animal checks to get them to do things.
It just makes it easier to get them to perform more complex tasks
Quote:
Can I improve my companion’s Intelligence to 3 or higher and give it weapon feats?
No. An Intelligence of 3 does not grant animals sentience, the ability to use weapons or tools, speak a language (though they may understand one with a rank in Linguistics; this does not grant literacy), or activate magic devices. Also note that raising an animal companion’s Intelligence to 3 or higher does not eliminate the need to make Handle Animal checks to direct its actions; even semi-intelligent animals still act like animals unless trained not to. An animal with Intelligence of 3 or higher remains a creature of the animal type unless its type is specifically changed by another ability. An animal may learn 3 additional tricks per point of Intelligence above 2.

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So was looking at something else and came across this interesting little potential combo and was after some advice on perusing it further, in particular feat selection.
Sylvan Sorcerer gets an animal companion = sweet
but
Sorcerers also get all those lovely polymorph spells which he can use on the animal companion through share spells.
So learn some of Beast Shape, Elemental Body, Monstrous Physique, Dragon Form etc etc and your mount can be anything but with the tricks i.e. combat mount unlike trying to ride a summoned creature.
So couple things first companion selection which ones would make a good base for polymorphing ? I'm guessing anything with good stats since other abilities and attacks get lost in the polymorph.
and feats, 4 I've seen so far
Trick Riding - don't need to make ride checks for anything DC15 or lower and no -5 for no saddle which is very handy with a variable bodyshape polymorph mount
Combat Casting/Unatural Concentration - No need to make conc checks if the mount moves or fights which creates vigorous or violent movement
Companion Boon - no brainier for a -3 druid level companion
Mounted Combat - ride check to negate attacks
I'm a little concerned about the magic feats I'm not taking if I'm taking these types of feats ?
I know this is kinda of the summoners territory but an eidolon can't shift forms like this thing can. Not to mention character has access to a much stronger spell list.
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Saint Caleth wrote: davidvs wrote: A silly thought while brushing my teeth...
Net Adept makes the net a one-handed melee weapon with ten foot reach.
Whirlwind Attack allows you to make one melee attack against each opponent within reach.
Surely it is intended, but net RAW neglects to say that once you catch one target in a net you cannot keep using the net to catch more targets.
Ta da! That stereotypical Whirlwind Attack Fighter enjoying Enlarge Person and the Lunge feet can sweep up a room full of goblins in one big net. That is a hilarious image and I am willing to let someone willing to sink the resources to take Whirlwind Attack try it. heh I'm with you mate screw realistic this is cinematic ;)
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also once they've made the pit use your NPC's built for Bullrushing and Repositioning to throw them into their own pit :P
first time that sorc gets tossed into his own pit with whatever he trapped their first , mwhahaha ;)

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Faylon fang wrote:
wizards ability to teleport out of any danger
intelligence so high character can beat any dc out there for knowledge even more then the bard
and an ac so high I almost need to send a god to be able to hit
1) Teleport and letting them run away is fine, if they do this to take an encounter on piecemeal style just add reinforcements every time they leave and come back, its perfectly reasonable if they regroup then the enemy should regroup.
Also if you create situations where they have to accomplish a task not just kill stuff if they leave before the tasks is done they've failed
2) High INT my first question is how high ? if they're already rocking +6 INT headband and are only mid levels that's a gear issue as a GM you can restrict such things.
But there's a lovely spell called feeblemind, its level appropriate, hit the wizard and make him stupid ;). you can also throw ability draining creatures at them to reduce high stats if you want to soften them up for a big encounter
3) High AC again how high ? first through hit them with touch attacks.
Instead of scratching you head at how awesome your players are, get their sheets learn why they work so well and don't counter them through the same combo at them so teleporting creatures, high DC effects and high AC critters , modify monsters to do this, or through humanoid with characters levels and the same sweet abilities at them. A taste of their own medicine will sober them up.
How does a GM deal with AM BARBARIAN ? simple throws 2 NPC AM BARBARIANS at him :P Fire with Fire ;)
Last thing
you job as the GM is to make things fun, which mean provide challenges don't feel the need to stick to level appropriate monsters to do that if they can handle high level stuff so be it.
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carn wrote: Wriggle Wyrm wrote: Considering that the poisons you’re making would be considered both illegal and deeply immoral in most societies, I think you might run into problems when it comes to getting raw materials and selling your wares. It’s something of a double whammy threat too. The authorities want to arrest you and send you to the gallows for making the stuff, whereas your customers want to shiv you in the back and rob your corpse blind because that’s the type of people they are. The rules never imply any problem with seeling normal loot. And poisons are just normal loot. It never imply's the opposite either i.e the GM can make it as easy or difficult as he likes
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Oddly enough its the reason we have GM's ;)
because a GM can say excuse me Bob awesome build you have but its breaking the game for everyone else, how bout we tone it down or we find you something else you'll like to play as your ruining the fun for other players
and if the player is a douche about it ...*kick*.... rest of player group is happy problem solved
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Healing during combat is an inefficient use of a Cleric, but if you want to go that way you can rod of quicken spells is your friend.
But honestly if you partly are throwing themselves into danger and taking a heap of damage they're being careless and if they expect you to cover their poor tactics that a precedent your allowing to be set.
So play the way you want to play, if player start dying they might rethink their actions in combat. besides dying is not dead let them bleed out for a few rounds , heal them at the end of combat ;)

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Original idea taken from the what's cool in the ARG Thread (CalebTGordan)
But I'd like to flesh out the idea some.
Here's a list of things I'm looking at
Goblin Race
- +4DEX
- Golbin Gunslinger Feat (use medium sized guns without penalty)
Level 1 Gunslinger (Musket Master)
- 1d12 Musket 4x crit 40ft range
- steady aim (move action increase range to 50ft)
- Rapid Reload feat for free !
Alchemist
- Fire Brand discovery ( making Musket Flamming)
- Explosive Missle load and shoot + bomb dmg/effect 1d12+Xd6bomb
- Vomit Twin extract (insane battlefield mobility) twin moves at 30ft swap places for free at the start of every round ! caught in a grapple, ZING nope :)
Feats
- Vital Strike applies to both musket 1d12 and the base 1d6 bomb (not the bonus)
Spells
- Gravity Bow , 1d12 to 3d6 ...SICK, vital strike 6d6 SICK'R ;)
(I'm just not sure if its worth dipping into sorc/wiz for gravity bow, I had looked at spellslinger wiz to avoid needing to take gunslinger but without cantrips aka Mending spell you have no quick way of repairing firearms, although maybe Amateur Gunslinger Feat for quick clear ? )
Anyway appreciate feedback, thoughts or combo's you think could add to the fun.
As a side note I was thinking of playing this Goblin as a Gentleman Goblin , who's trying to change people perceptions about goblins by using alchemy and technology to show how smart he is :P
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blackbloodtroll wrote: PCs are not Eidiolons. No they are not, doesn't mean the eidolon max natural attacks isn't a reasonable guide to use for a GM concerned about a PC gaining lots of natural attacks early

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Umbral Reaver wrote: If you want to defend your stance, please do so maturely. Don't do that.
Far too often I've seen people want to use mage hand to disarm someone from across the room. That's not creativity. Get telekinesis if you want to do that. It's explicitly clear in the rules that telekinesis is made for ranged combat maneuvers and mage hand is not. In fact, most of the things suggested here would fall under the purview of telekinesis. Want to be creative? Get telekinesis and stop trying to wrangle cheating out of mage hand under the guise of creativity.
Sigh, if you want a proper response try asking a better worded question next time.
Mage hand to directly disarm is clearly covered by the unattended rule so .... how it that relevant to the conversation ?
A creative use of mage hand to disarm someone would be situationally applying 5lb of force to an unattended object to trigger a sequence of events that resulted in an outcome that could potentially disarm a creature though a 3rd party effect.
That description is intentionally vague because creative uses of mage hand depend on the unique environment your GM has come up with.
Rewarding a player for clever uses of their spells encourages a more enjoyable table experience for all.
If you've only ever played with people trying to justify their abusive interpretation of the rules with creativity, then I pity you and suggest you try finding a better calibur of player to play with.

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mdt wrote: Ok,
This happened in my friday game. The Oracle started casting Black Tentacles to defeat the big bads while they ran away. Now, I try not to step on anything the players do, but in this case, the spell seems extremely powerful for a 4th level spell. I did some search fu on the forums, and it seems this comes up routinely, so I'm not the only one that feels that way.
A 9th level oracle casting it had a 25 CMB on an average roll, and the spell had a 35 CMD for breaking free. If it successfully grappled, it had a 30 CMB on an average roll, and a 40 CMD to break free.
Well couple things, CMB = caster level + 4 + 1 = +14 CMB
Black tentacles check each round to maintain grapple is 14+5 = +19 so it can still fail to hold even that character with a 22CMD, the spell MUST make this check each round to maintain the grapple
Flying creatures are uneffected by this spell
Grappled is not helpless, you can still fight
The CMD of black tentacles, for the purposes of escaping the grapple, is equal to 10 + its CMB. which is only 24 not 40
finally a level 1 grease spell gives characters a +10 on thier CMB or escape artist to escape grapple
So I think your problems have arisen from a little miscalculation in the spells CMB and CMD.
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MyTThor wrote: Toadkiller Dog wrote: Phasics wrote: Btw anyone got any comments on the second questions about the Asamir Feat ? It's killing me, I have to say this. It's ASIMAR. Actually, it's Aasimar. Bwahahahaha :D
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gnomersy wrote: Phasics wrote:
Well I guess you've just got to ask yourself are you just their for your own personal enjoyment or are you there to enhance the groups enjoyment including your own ? If making the group happy stops you from being happy then there's no reason to be there in the first place. Unless you find enjoyment in playing in a happy group ;) I guess it all comes down to mindset
I personally toned down an alchemist significantly (max bombs per round was dictated by BAB so 1-3) to fit a group, but as a result the group ended up having more fun and so did I, even though I was effectively playing a nerfed character
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gnomersy wrote: Phasics wrote: It's worth mentioning that you as a player could have pulled back when you started noticing the GM was not liking how things were playing out.
Not saying its your fault, but being mindful of how powerful your character is and if you start consistently outshine other players you can avoid problems by pulling back yourself. maybe train out of one of those really good feats for something not as good ? Eh nerfing your own character to let the people who designed their character badly shine is pretty frustrating from a gamist perspective. Honestly I'd prefer the new character option but I enjoy writing up new characters. Well I guess you've just got to ask yourself are you just their for your own personal enjoyment or are you there to enhance the groups enjoyment including your own ?
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It's worth mentioning that you as a player could have pulled back when you started noticing the GM was not liking how things were playing out.
Not saying its your fault, but being mindful of how powerful your character is and if you start consistently outshine other players you can avoid problems by pulling back yourself. maybe train out of one of those really good feats for something not as good ?
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This question has a few aspect to it but the main one is this
Windcaller (Sp): At 9th level, you can call the winds to obey your commands for 1 minute per level. This functions like control winds, except that you may choose to be immune to any increased wind effects you create. The ability’s duration does not need to be consecutive, but it must be used in 1-minute increments.
Does this mean that your ranged attacks are also immune from your wind manipulations which can be as strong as a tornado effectively negating everyone's ranged attacks except yours ?
Not longbow attacks on a sorc are meh but what if we add improved eldrich bloodline to take the above ability.
now we can get a full BAB class with 15CHA to be the lone shooter in a windstorm.
Thoughts ?
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