Search Posts
Trolling the community for devious, underhanded and downright unfair ways to prevent local churches from gaining influence in a community and/or preventing use of clerical abilities in an urban zone. No act is too heinous to contemplate or put into place. However, keeping fingerprints away from any activity is of primary concern.
We are going to be starting a all-Paladin campaign, and was looking at a "theme" wherein my character would only attack if attacked -- which lead me to the question of whether there is any sort of full-attack or AoO based "retaliation" type feat wherein it would allow me a counter-attack against those who attack me first. -- this would be a manufactured weapon or shield bash attack Broken Wing Gambit is the closest I could find, but it still requires an initial attack.
What happens if you have an ability that effectively changes your alignment to something other than your normal alignment (even radically opposite) and you get attacked with something who's damage is based upon your alignment. Example: Holy Smite vs Chaotic Evil that Mask of Virtue has Damnation feats that change alignment to good or neutral? Moreover, is the damage being done known to the caster -- as in which level of damage applies to the target -- does it indirectly reveal the damnation feat holder's alignment?
Ok, need some ideas for a quest one of my characters is about to take on. I need to infiltrate Heaven and deliver a "package". My character in this case is not a "good guy". I need to be the one to do the delivery -- can't be done via proxy. I'm a 14th level Blood Arcanist with an Abyssal Bloodline. My basic idea is to use Heighten Draconic Ally and then Alter Summoned Monster to summon a Movanic deva or Shield Archon (for a long duration trip). Since I have absolute control over my summoned creature, I'll possess him with Possession, leaving my body in a temporary demi-plane to possess him and do a ride along until he is in position, then take control and do what needs to be done. I won't need to exert control other than via standard telepathic communication that Possession grants -- I'm not sure if exterting control is absolutely required. I'll be using Greater Magic Aura to hopefully suppress any magical auras other than the standard ones for a movanic deva to hide my presence (bypassing guards, etc). Can anyone see any flaws in the plan or suggest any additional methods that would assist with keeping my presence hidden?
A crafting day is 8 hours. Crafting a magic item is 1000 gp / crafting day.
Using cooperative crafting, you double this and the progress is 1000gp per 2 hours (an effective 4000gp per crafting day. With the Tireless spell (from Deep Magic or the Zoebeck Gazetteer), you do not fatigue and can craft at "3 times the normal rate". Applied, this is a 24 hour crafting day, which puts the rate of crafting at 12,000gp per crafting day. -- The spell lasts 24 hours, and can be applied to 1 creature per casting. Would this be a good way to apply the use of the feats with magic item crafting in combination with the Tireless spell?
Animate Dead/Create Undead/Create Undead,Greater allows for the control of up to 2 HD per caster level of the cleric. Just how does the cleric know how close he is to that particular limit? He can keep track manually to keep from going over, but if one of the undead under his control dies, is he in any way informed that he has more "space to control additional undead"?
or What constitutes "aware"? Scenario: Someone who is an erstwhile "ally" decides to not-so-metaphorically backstab a companion. Both know the other exists -- and they could be arguing -- or interacting in a non-violent fashion prior to one of them deciding the other needs a lesson. Just how is initiative determined when this sort of thing happens? Can the attacker gain a surprise round and all it's fun and games or is it simply an initiative-off? Inquiring minds want to know.
Ok, the potential scenario is this: Enemy has portable hole that he carries various things that can jump out and get instant reinforcements. Can someone using, say a wand of dispel magic, stay invisible and use it to disable the portable hole after it is thrown, but still prior to it being opened and remain invisible?
As a wizard, If you could choose 1 spell from outside the wizard spell list to add to your spellbook, making it castable at +1 spell level (1st level cleric to 2nd level wizard), what spell would you choose? Theme of wizard is generally a summoner, but not restricted that way. Let's work in vacuum. Any character level and no party synergy requirements.
Does anyone know of a method to give summoned creatures (even those not instrinsically able to) the "ghost touch" ability -- as in be able to hit incorporeals regularly? Think Summon Monster I-IX spell and whatever creature pops out having this ability in addition to their normal suite of abilities. From my searches, it looks like the most direct way would be to summon a creature and add on the ghost template. Looking for ways to accomplish this.
Curious question re: If Deity A (LG) and Deity B (CE) are in an eternal war -- at least until one or the other dies -- what does that mean insofar as the interactions between their clerical (meaning divine spellcasting worshipers -- clerics and paladins) subjects? Can a Paladin (LG) summarily execute Cleric B, even if Cleric B's alignment is CN and not currently engaged in evil acts? Is simply being a cleric of a CE deity enough to confirm "guilt of prior evil acts" and warrant a field execution sans trial? (Quick, merciful execution, naturally). What would be reasonable restrictions on the Paladin's actions toward a CE cleric when encountered in a non-immediately-hostile situation? What happens if the CE cleric has been caught in the field performing what would otherwise be considered a beneficial act, such as rescuing the helpless that have been captured by other evil enemies. Remember that this isn't simply LG vs CE, this is an interaction between hardcore worshipers of deities that have sworn eternal enmity. In terms of justice, just what are the requirements of evidence of wrongdoing when it comes to interactions between these two enemies? Naturally, I'm looking at this from the LG perspective as we all know that the CE character has no such behavioral restrictions.
Divert Teleport:
Similar to detect teleportation, except that you know the intended destination, and you can divert the final destination of any teleportation attempt made by others within the area. You can divert the destination of both incoming and outgoing teleportations, psionic and magical. You must overcome the power resistance of creatures that possess it to make a successful diversion, and the teleporting creature can make a Will save to foil the diversion as well. For the purpose of this power, “divert” means you choose the actual destination of any teleportation attempt you can affect, as if you yourself were teleporting to that location, regardless of the teleportation range of the effect you are diverting. The destination you choose must be a location with which you are very familiar or that you have studied carefully. Detect Teleportation:
You sense the use of any effects of the teleportation subdiscipline within the area. You sense the use of these powers whether or not you have line of sight or line of effect (although a force effect prevents this detection). When you sense the use of an appropriate power, you know the direction in which the power was used, though not the distance or the exact effect. Once manifested, the duration is 10 minutes per level, as a result, the manifester is essentially air traffic control for any an all teleport effects within the area of effect. 1) Is there any required action on the part of the manifester once the power is manifested in order to "choose" the destination of the any teleports in the area? 2) How many can he divert at one time? If you have 3 simulteneous teleports, can he divert all 3 at once? 3) Can you only choose a single destination for all teleports or can this be on a per teleport basis? 3a) Can a group of teleporters be separated from the caster of the teleport? 4) Is there any information on who/what is teleporting beyond the detect teleport description as modified by the Divert teleport? 5) How is the maximum load limitation calculated?
Putting this out there for some assistance from the community: We are defending an underground temple. I'm looking for effective countermeasures against evil outsiders that don't require a lot of class consumable abilities. We are expecting a massive invasion of relatively high level demons and their allies -- We have no real numbers.
When applying the training enchantment to a weapon, some classes are able to ignore the requirements of feats due to some sort of class ability. Rangers, etc, If the feat granted by the training enchantment is among those that the class treats as bonus feats, does that class use the enchantment as a bonus feat, or must they fulfill the requirement for the feat normally?
This is kind of subjective, but what does everyone think of a feat that can only be taken once but allows the use of a chosen class feature that was replaced by an archetype? Overpowered? It all depends? Workable with additional restrictions? Maybe removing the archetype ability that the original class ability replaced from use?
Had an interesting discussion with my GM last night at game. When it comes to multiple group combats, is there any way for a combatant to gain "surprise" (basically cause their enemies to be flat-footed to their attacks) after initiative has been rolled between the two initial groups without the use of stealth, if all combat participants have already acted?
Summoners are one class that I'm not 100% familiar with, so I'm looking for optimization options to improve his capabilities: I came up with this potential idea: Adding VMC cleric to Unchained Summoner (with suitable extreme alignment) Is this combo worth it (aside from gaining the VMC cleric abilities) to get Sacred Summoning feat to change full round summoning spells into standard action summoning spells? Would gaining the Summon Good/Neutral/Evil monster feat help expand the quantity/quality of the list of monsters able to be summoned by Sacred Summoning? What other options should a summoner have to optimize things?
Here's one for the gallery: Given the following circumstances: A ranger with See through Stone running and is shooting adamantine arrows. His enemy is behind a Wall of Stone. Given that you can breach a wall of stone, how is an attack from the ranger resolved against his enemy?
Given the base cryptic class, I'd like to poll the community on just what it would take to apply an archetype that has the following changes applied: Power Points/Day = 9 power level manifesting
All else remaining the same, would the change of pp/day, max power level, and adding a discipline or psion/wilder power list be worth 4 insights? (Comparison is number of tactician strategies to cryptic insights) Is this viable?:
The insight cost would be a replacement ability, not actual insights available to just anyone. Comments?
Foot in the Grave:
If either body is killed while the power is in effect, the other participant also dies when the power ends. If one participant’s body becomes petrified, imprisoned by temporal stasis or imprisonment, or incapacitated in some other way, the other participant will be incapacitated in that way when the power ends. Can anyone provide an example/explain the incapacitation clause that applies "to the other participant". If psion A manifests this on undead B, then psion A becomes undead psionicist B and undead B becomes undead A. 1) The incapacitated effect follows the mind: if the psion is incapacitated in a different body, he is still incapacitated when he returns to his body. 2) The incapacitation stays with the body: the psion, if incapacitated in the undead's body, returns to his regular body, and the undead is incapacitated at the end of the power. 3) The incapacitation backfires: The incapacitation effect is duplicated to the non-incapacitated individual when the power ends.
|