Baby Chimera

Rizaidym's page

Organized Play Member. 7 posts. No reviews. No lists. No wishlists. 2 Organized Play characters.


RSS

Grand Lodge

So my group is going to have a PvP session in a few days, and I'm currently in an argument with another player about Detect Hostile Intent. There are two issues.

Range 30 ft.
Area 30-ft.-radius emanation centered on you
Duration 10 min./level (D)
Saving Throw None; Power Resistance No
Power Points 3
"While the duration of this power lasts, you become aware of the presence of any creatures with hostile intent within 30 feet of you, and their direction from you (but not their specific location). The power detects active aggression, as opposed to vigilance. In addition, while this power is active you cannot be surprised or caught flat-footed by creatures that are susceptible to mind-affecting powers.

While under the effect of this power, you can make Sense Motive checks as a free action against anyone within 30 feet of you.

The power can penetrate barriers, but 3 feet of stone, 3 inches of common metal, 1 inch of lead, or 6 feet of wood or dirt blocks it."

He's arguing that the bolded section would mean that he cannot be surprised by any creature susceptible to mind-affecting effects no matter how distant they are. I'm of the opinion that a spell that uses an emanation to read hostility from a creature's mind wouldn't be able to warn him of an attack from outside its range. He argues that the power would read the creature's intent off the attack itself.

Second issue id Barred Mind:
The subject is protected from all devices, Powers, and spells that gather information about the target through divination powers or magic (such as detect evil, locate creature, scrying, and see invisibility). Barred mind also grants a +8 resistance bonus on saving throws against all mind-affecting powers, spells, and effects. Barred mind even foils bend reality, limited wish, miracle, reality revision, and wish spells when they are used in such a way as to gain information about the target. In the case of remote viewing or scrying that scans an area the creature is in, such as arcane eye, the effect works but the creature simply isn’t detected. Remote viewing (scrying) attempts that are targeted specifically at the subject do not work at all.

Augment For every two power points spent, the resistance bonus increases by 1

I want to say that first line could allow someone to take a person with Detect Hostile Intent by surprise, but he brought up a good point. What the heck is a divination power? In terms of psionics, what does Barred Mind protect against?

Grand Lodge

Specifically, how does the Poison package of the Alchemy Sphere interact with the Unchained poison rules? Does it interact at all? Given that specific trumps general, and ever-helpful logic, I assume the toxin talents wouldn't use the new tracks. That would get out of hand quickly. But does the sphere poison deal poison damage? Or does it only deal damage if you use Painful Venin? Do the poison modifying talents, such as Lasting Application or Billowing Poison, only apply to the sphere poison, or do they also apply to poisons created via Craft: Alchemy? (That's a more general question, I just realized.)

Here's a couple links for reference:
https://www.d20pfsrd.com/gamemastering/afflictions/
http://spheresofpower.wikidot.com/alchemy

Grand Lodge

prototype00 wrote:

So you would consider having a couple of extra ki points around (that could, as you say, be used for smiting, but will more than likely be used for self/party healing seeing as how as this is a frontline character that doesn't wear armor, and the CoI does not progress number of lay on hands) as something beyond even the pale of a serious powergamer, with access to the like of summoners and druids?

Well and good, at least I know where you are coming from.

prototype00

I would like to point out this line in the CoI's Ki Pool class feature: In addition to the normal uses of this ki pool, a champion of the enlightened may expend 2 ki points to trigger either his lay on hands ability (if he has it) or his smite evil ability. His class levels stack with paladin levels when determining the effect of such abilities.

Emphasis mine. CoI advances lay on hands, I believe.

EDIT: Er, wait, does it? I think I just second -guessed myself. Clarify, please?

Grand Lodge

For the Viera, I would drop the Commune with Nature SLA, and return the scent ability. Viera are noted to have extremely sharp noses, to the point that encountering a Malboro is essentially a death sentence for the now-unconscious viera. Dropping the Commune with Nature gives you the RP points for that, and also symbolizes that most of the viera a person will see in their lifetime are those who have turned their backs on the Wood. Also, "not really shown to be stronger then Humes?" Fran killed a man in full plate armor with a love tap! True, she was in a Mist Frenzy at the time, but still.

Grand Lodge

Wow. I've been looking over the prestige class and...you've hit the feel of the Blue Mage on the head. Excellently done. Personally, I think the mechanics work well, given that you are dependent on what your DM throws at you. You can't reliably plan synergistic mutations. I'd love to see a base class version, or even just more abilities from the other bestiaries, though I understand that takes a lot of time and effort on your part. I'd love to see the fluff you've written, if you still have it!

Grand Lodge

Magus Black wrote:

Tell me what you think of these, mind its hard to think of new abilities for maneuvers what with large number of feats that already modify them in some fashion…and due the nature of maneuvers I’m not too sure as to what is too much, or too little for each. Problems with wording too. Lots of constructive criticism needed.

…names are also an issue…3_3

Broad Maneuvers
An einhänder fighter learns tricks and methods that allow him to challenge opponents in ways believed to be impossible. At 2nd level and again at levels 6th, 10th, 14th, and 18th, a einhänder fighter chooses one of the below abilities to supplement their maneuvers; you cannot chose an ability more than once unless stated otherwise. At 6th, 10th, 14th, and 18th level an einhänder fighter can choose to retrain one of his abilities, exchanging one for another.

This class feature replaces Fighter Bonus feats gained at levels 2nd, 6th, 10th, 14th, and 18th.

Right Bastard: When performing the Dirty Tricks combat maneuver the following conditions are available for selection: Confusion, Fascinated, Staggered.
In addition removing a condition inflicted by a successful Dirty Trick takes a full-round action to remove.

First of all, my apologies on the thread necro, but I've been working on a Duelist, and I have to say, I'm pleased to see support for both Einhanders and combat maneuvers. Especially Dirty Trick. You aren't a master swordsman unless you cheat! That said, I have an issue with the full-round clause on Right Bastard. It kind of makes half of Greater Dirty Trick useless. Maybe make it a standard action and have it stack with the increase from GDT?

Another idea is to make the archetype, like the fighting style, a bit more cerebral, and reward players that get creative with bonuses to maneuvers that benefit from tactical thinking, rewarding vivid description and asking questions about the enemy's body and equipment and the terrain. Using dirty trick as an example, you're up against a Tiefling that makes excellent use of natural attacks, particularly his bite. Thinking quickly, you dance around behind him and cut a small tear into his cloak, then grab it and wrap it around his head and hook the snag you made onto one of his elbow spurs. Voila! He can't use his bite, he's blinded, and he gets a small penalty to one of his claw attacks! Is something like that doable?

On the dodge bonus from Strategic Movements, maybe it could be worked like Canny Defense, only applying no matter the weapon you use? That is, the Intelligence bonus is add per level, for example, if you are at lvl 6 (three levels after gaining Strategic Movements) and have a +4 Int Mod, you only get a +3 dodge bonus from your Int. Essentially pulling the bonus from a "dodge pool" for lack of a better term.

Finally, Smooth Moves and Perfect Moves...I don't like them. They just seem kind of superfluous to me. Combat maneuvers are kind of like special attacks, and I can't think of anything that lets you take 10 on attack rolls.

Grand Lodge

Our DM has been throwing some crazy stuff at us in our last two sessions, and both times my Cleric has been brought one point away from death. So I decided to make a backup character in case I really do croak. All of my characters to this point have been casters, so I decided that I wanted to to try my hand at a martial class. As I am a player who prefers fluff to crunch, I decided to go with a duelist.

Our game is a 20 point buy, incredibly low magic world. So low magic, in fact, that if a wizard takes a bonded item, they aren't allowed to enchant it. At all. The only magic items we are allowed are those that the DM rewards us with. We are allowed an item at character creation that costs between 20,000 and 25,000 gp. We are level 8. As a note, I refuse to lower any stat below 10.

My current build:

Fighter (Weapon Master) 5 / Monk (MoMS, Hungry Ghost) 2 / Duelist 1

Elf, Alt racial traits: Fleet-Footed, Envoy

Traits
Fencer, Warrior of Old

Chosen Item: +1 Dueling, Keen, Mithral Scimitar (Cutlass, really, but whatever. Mechanically they're identical aside from Dervish Dance)

Str 13 Dex 18 (15 +2 Race, +1 Bump) Con 10 (12 -2 Race) Wis 14(13 +1 Bump) Int 16 (+2 Race) Cha 10

AC: 18 (22 after Mage Armor. I have a deal set up with the local Greed Mage for Mage Armor every day.)
Init: +8 (+12 w/ Dueling Scimitar)
Fort: +7
Ref: +9
Will: +6

Level Breakdown:

Level 1 - Fighter 1:
Feat - Dodge
Combat Feat - Wpn Finesse
Racial Bonus: Run

Level 2 - Fighter 2:
Combat Feat - Dervish Dance

Level 3 - Monk 2:
Feat - Crane Style
MoMS Feat - Crane Riposte
Monk Bonus: Imp. Unarmed, Punishing Kick

Level 4 - Fighter 3:
+1 Dex

Level 5 - Monk 2:
Feat - Snake Style
MoMS Feat - Snake Fangs

Level 6 - Fighter 4:
Combat Feat - Mobility

Level 7 Fighter 5:
Feat - Crane Wing

Level 8 Duelist 1:
+1 Wis

To be honest, I wanted to use a Rapier, but with the lack of magic items, I thought Dervish Dance would be the best way to get Dex to damage. If I did use a rapier, I'd likely replace Dervish Dance with Elven Weapon Training for an extra AoO. I plan on taking Spring Attack at 9.

What do you think? Should I drop the Monk and go full fighter till level 6 and enter Duelist at 7? Should I keep it as is? If something is unclear, I'll be happy to clear it up.