Search Posts
Does your image count as an object? If it does how would it work? You can temporarily transform an illusory object into a real one. As a full-round action, you can expend one use of mythic power to temporarily transform a single object created by an illusion spell that you cast into a physical, non-magical version of that object. The object lasts for 10 minutes per tier, after which it reverts to being an illusion (or vanishes, if the duration of the original illusion has expired). During that time, the illusion gains all the physical properties of the depicted illusory object. You must touch the illusion to use this ability, and the object can be no larger than 5 cubic feet per tier. For example, if you create an illusory stone door, you transform it into an actual non-magical stone door.
What happens if you use the spell Hydraulic Torrent vs an Incorporeal creature? The two possibilities I see are thus: 1. It has a 50% chance of affecting the creature and pushing it away because Corporeal spells and effects that do not cause damage only have a 50% chance of affecting an incorporeal creature. 2. It will not affect the ghost because Incorporeal creatures cannot make trip or grapple attacks, nor can they be tripped or grappled. In fact, they cannot take any physical action that would move or manipulate an opponent or its equipment, nor are they subject to such actions. What are your thoughts?
So I came across this alchemist ability called Anointing Uses. It allows the alchemist to increase the Caster Level of a magic item by his/her Intelligence modifier. It seems to me that you could get some really cool effects from doing this for bargain prices. The one I can think of at the top of my head is the Quarterstaff of Entwined Serpents. If you have at least 22 intelligence, you can bring the CL to Level 9, and get to cast fully leveled magic missiles every round essentially. Not a major deal, but not bad either. Also all wands, and necklace of Fireballs... Has anyone else come across a great item to use it with?
So I created a class because I wanted a character that can be great at impersonating other people, even other races. while being fairly decent in combat. It is similar to the wild shape ability but different. The "mage" part is a misnomer, as he can not really cast spells, but it was the only name I could think of. Please take a look at it and give me some helpful advice. Thanks
1. Can you use Arcane strike with a blunderbuss scatter attack?
We are playing Reign of Winter and our DM is giving us a free Coven Hex if we all play a witch. I have decided to play a gnome gravewalker witch with a one level dip into seige mage wizard. My idea is to have a small army of undead moving around a large canon or catapult while I control it from a tiny hut or something. It seems like it would be both amusing and unique in its play experience, and sense the undead will primarily be used as slave labor and not direct combat. It shouldn't slow down encounters like most army of undeads. I plan on taking the feats Charnel Soldiers and stealth synergy My questions.
2. What schools can I do without, keeping in mind it's only 1 level. (1 for sure is necromancy as my witch is already covering those spells.) 3. What are some must have feats? 4. What are some must have items? 5 anything else.
What are your thoughts on the best archtype. The criteria they need to fulfill as much of as possible, except for 1. Which is required. 1. Most or full use of archtype, no 1 or 2 level dips.
With every enemy life you take, you become increasingly dangerous and difficult to stop. During the duration of the spell, you gain a cumulative +1 luck bonus on melee attack rolls, melee weapon damage rolls, Strength checks, and Strength-based skill checks as well as DR 2/— each time you reduce a qualifying opponent to 0 or few hit points (maximum +5 bonus and DR 10/—) with a melee attack. A qualifying opponent has a number of Hit Dice equal to or greater than your Hit Dice –4. So a level 5 cleric kills off a summoned wererat rogue/2 will that creature count towards deadly juggernaut?
Just a quick question. My Brain has stopped working some time ago, but I was looking at the sprite swarm, and for Defenses they have DR 2/Cold Iron, Immune weapon damage. Does the DR 2/Cold actually come into play if they are immune to weapon damage anyways? Also, If I were to make them into an undead sprite swarm, what would their DR look like? What would their CR rating be afterwards?
The Origins of the shadowling is known only to the God's if even they know. It is rumored by scholars however, they can be created by the death of a pregnant woman by a shadow or greater shadow using their incorporeal touch attack. If the child is delivered by some means after its mother's death it is hypothesized that child will be a shadowling. However, like the aasimars and tieflings, shadowlings can be born from normal parents whom did not know that somewhere in their lineage was a shadowling. Couplings between two shadowlings always breed true. The differences among the shadowlings are usually noticed between their size. As they have been born from both small sized and medium sized races. It is unknown if any have been born from any of the giant races, but it is only conjecture that they are killed immediately. In the case of shadowlings who are born of a normal parent, their nature is usually not discovered until early or mid-adolescence. Shadowlings are weak but also agile and charismatic. They do tend to find jobs that keep them indoors due to their light sensitivity. Shadowlings often become adventurers because they are often feared for their strange eyes black eyes. In fact, they are often accused of being tieflings with ties to Hell or the Abyss. Instead, they have ties to the plane of shadow. Shadowling Adventures most often take levels in rangers, rogues, and sorcerers, but they can excel in any class. Shadowling Advanced Race (15 RP) Race Humanoid 0 RP Size Medium or Small 0 RP Base Speed Quality Normal 0 RP Ability Score Standard 0 RP -2 Strength; +2 Dexterity; +2 Charisma Language Quality Standard 0 RP As this race can be born from any standard Race, the player can choose any standard race language to be used in addition to Common. For shadowlings with high Intelligence scores, they can also start with Celestial, Abyssal, and Infernal. Defense Racial Traits
Shadow Blending 1 RP Shadow Resistance 2 RP Undead Resistance 1 RP Standard Traits
Static Bonus Feat 2 RP Blind-Fighting Magical Racial Traits
Advanced Traits (Magical)
Spell Like Ability, Greater 4 RP Shadow Projection Senses Racial Traits
Weakness Racial Traits
Negative Energy Affinity -1 RP
So, how would this work? I always hear that corpses stop being creatures and become objects. If that is so, it can be targeted by permanency and have invisibility become permanent. Then, you cast Raise Dead on the corpse, or animate dead, or what ever..... Does it remain invisible until dispelled?
What if you target a chair, and make the chair permanently invisible. Then cast animate object on the chair. Does the chair become a creature for a short period of time? (thus fall under the ruling from above?)
So I am trying to come up with enough diverse gestalt builds that can be effective and fun. My most recent idea is to go master summoner and cavalier. I'm imagining a man riding on horseback who sees his enemies. First round he summons (1d4+2)×1.5 <average 6> lantern archons. Then as a swift action he gives all allies the teamwork feat Target of Opportunity. Each of them fire both of their rays bypassing DR. I then fire a shot and they each get a third shot. Alternately I could wait till round two and after summoning an additional 6 archons, I could then give all allies the teamwork feat. Third round I could cast haste That would be a ton of shots that bypasses DR. Thoughts?
Monk of many Styles 2/ Brawler 1/ Eldritch Guardian DWARF
Str 14, Dex 14, Con 16, Int 9, Wis 18, Cha 5 (extra points for leveling put in Wis) MONK of many styles
Brawler
Eldritch Guardian
That is my plan. Lyrakie crits on a 15+ then passes on the crit to you. You get your chance to cockatrice strike. Suggestions or Critiques?
I want to be a spell caster that uses silent and still spell for all of my spells. I want to make the best use of Wayang spell hunter trait, and magical lineage trait. Would it best to use them both on shadow conjuration, or to use one on Shadow Conjuration, and the other on Shadow Conjuration Greater?
About Kinshara MedaanRelationships with Falcon's Hollow Locals:
Note: Kinshara spent a several months working for the Lumber Consortium a few years ago, but found their practices shortsighted and distasteful, prompting her to leave before her contract expired.
Name: Milon Rhoddam
Name: Laurel
Name: Vamros Harg
Name: Lady Cirthana
Backstory Characters:
* Pariwa (father) – disappeared during a sudden storm two months before Kinshara was born. His family and village presume him dead.
* Sarumrin (mother) – died in a fire during the razing of Owarisu * Bapsapi (brother) – was forced to provide for the family after his father's death at the age of 14. Acted as a father-figure for Kinshara. Bapsapi was away on a fishing expedition when the Aspis Consortium attacked & Kinshara does not know of his fate. * Paliwe (brother) – ten years older than Kinshara. Paliwe married a Zenj woman named Xa'uri two years before the attack on Owarisu. Paliwe was killed by Aspis Consortium agents while trying to defend his family. * Xa'uri (sister-in-law) – killed alongside her husband during the raid on Owarisu * Risala – (friend) – two years older than Kinshara. Taken as a slave by the Consortium and sold to gnoll slavers. Kinshara isn't aware of Risala's fate. * Evalice Sardrani – (enemy) – Aspis agent responsible for the attack on Owarisu Backstory:
Kinshara grew up in the coastal village of Owarisu on the western edges of the Laughing Jungle among the Bonuwat tribes. Her father Pariwa was claimed by the sea shortly before her birth, leaving her oldest brother Bapsapi to provide for the family. Kinshara dreamed of growing up to join her brothers in fishing the ocean to help her family earn a living and was entranced by the sound of the waves. Paliwe, the second son of the family, entertained the young girl by teaching her the basics of sailing.
When she was twelve years old, Kinshara was sailing with her friend Risala when they encountered foreigners sailing on the waters outside their village. The woman leading the group introduced herself to the girls as Evalice Sardrani, and the pair were immediately charmed by the exotic lady. Explaining that she had come in search of their village, Evalice offered each of them a finely crafted bronze ring if they would guide her to their village. Seeing no harm in introducing the elegant woman to Owarisu, the friends agreed. When they arrived, Evalice sought a meeting with the tribal elders and offered them gifts of gold to be allowed access to the tribal burial grounds a short distance inland. The Bonuwat elders were not so primitive as she had supposed, however, and recognized her offering as a relative pittance and knew of the disreputable nature of her Aspis Consortium organization. Moreover, they informed her that outsiders were not permitted in their ancestral burial grounds and that their village's traditions were not for sale. A heated argument ensued, and the tribe threw Evalice out of their village. Two months later, Evalice Sardrani returned to Owarisu at the head of two dozen mercenaries in the middle of the night. After setting fire to buildings on the village's outskirts, the mercenaries drove the panicked women and children toward the ocean, where many were taken as slaves. Kinshara saw her brother Paliwe and her sister-in-law Xa'uri run through as they attempted to fend off the Aspis marines before she was captured. Evalice thanked the young girl for leading her to Owarisu and took back the bronze ring as the mercenaries loaded her into the slave ship. After being transferred to gnoll slavers, Kinshara saw Risala sold again to Shackles pirates. The gnolls failed to sell her again in Rahadoum before setting sail for Absalom with thirty other slaves. Malnourished, beaten & grieving the loss of her family, Kinshara fell into a hopeless stupor during the long voyage. Her fate turned again, however, as the gnoll ship was attacked twenty miles away from Absalom by Eagle Knights who slew the gnolls and pronounced freedom to the prisoners. Caught up in her depression and unable to understand her rescuers, Kinshara barely noticed. Her rescue finally began to seem real when she saw the docks of Almas. After the Eagle Knights found a translator, they informed her that they were unable to return her to the Mwangi Expanse and that her slave contract had been purchased by a merchant in Absalom before the slavers left Rahadoum. Out of necessity, she would remain in the borders of Andoran as a refugee. Lost among strange people in a strange land, Kinshara gathered her courage and set about learning Taldane and the customs of her new hosts. A charitable organization arranged for a new home for the young girl with an older couple in Riverford nearby. Though grateful for their efforts to help her, Kinshara never grew close to her caretakers and left her new home at the age of eighteen to seek her own fortunes. Kinshara's found herself in Falcon's Hollow, working for Laurel at the Roots & Remedies as a clerk. Within a few months, she found her stay in the town intolerable. She left her work, paying the relevant fines to terminate her contract early, after which she sought employment working on a river barge. Statistics:
Human (Mwangi - Bonuwat) Level 2 Cleric of Iomedae – Kinshara Medaan
Age 25; Height 5' 3"; Weight 135 lbs LG Medium humanoid (human) Init +4; Senses Perception +2 DEFENSE AC 17, touch 12, flat-footed 15, CMD 16 (+3 armor, +2 dex, +1 dodge, +1 shield) Hit Points 20 (+13 cleric, +2 constitution, +2 favored class bonus, +3 toughness) Fort +4, Ref +2, Will +5 OFFENSE Speed 30 ft. Melee +4 Longsword (1d8+3/19-20/x2), +4 Dagger (1d4+3/19-20/x2), +4 CMB Ranged +3 Dagger (1d4+3/19-20/x2) 10 ft, +3 Javelins (1d6+3/x2) 30 ft Spells Known (CL 2nd; concentration +6) 1st (1+d+1/day) — Bless, Detect Evil, Protection from Evil, Shield of Faith (d) Orisons — Create Water, Stabilize, Light, Guidance Special Abilities — Channel Positive Energy (1d6 heal, 1d6+2 harm, 3/day, DC 11 (ignore channel resistance)), Touch of Glory 5/day STATISTICS Str 16, Dex 14, Con 13, Int 12, Wis 14, Cha 10 Feats – Toughness, Dodge Traits – Reactionary, Focused Mind Skills (ACP -2, ranks: +2 Cleric +1 Human +1 Intelligence) – Diplomacy +5, Heal +7, Knowledge (Religion) +6, Profession (Clerk) +6, Profession (Sailor) +6, Profession (Soldier) +7, Sense Motive +7 Skill Ranks – Diplomacy 2 rank, Heal 2 rank, Knowledge (Religion) 2 rank, Sense Motive 2 rank Background Skill Ranks - Profession (Clerk) 1 rank, Profession (Sailor) 1 rank, Profession (Soldier) 2 Languages – Polyglot, Sylvan, Taldane SQ – Aura of Good (Cleric 2), Spontaneous Casting (Positive Energy), Glory (Heroism) Domain, Sun Domain Combat Gear – Studded Leather (20 lbs, 20 gp), Buckler (5 lbs, 5 gp), Longsword (4 lbs, 15 gp), Dagger (1 lbs, 2 gp), 3 Javelins (6 lbs, 3 gp) Other Gear 50 pp, 60 gp, 8 sp, Spell Component Pouch (2 lbs, 5 gp), Explorer's Outfit (8 lbs, free), Backpack (2 lbs, 2 gp), Flint & Steel (0 lbs, 1 gp), Mess Kit (1 lb, 0.2 gp), 50' Silk Rope (5 lbs, 10 gp), Soap (1 lb, 0.5 gp) 2 sunrods (2 lbs, 4 gp), 5 days trail rations (5 lbs, 2.5 gp), waterskin (4 lbs, 1 gp), wooden holy symbol (0 lbs, 1 gp), Fancy Peasant Clothes (1 gp) Carrying Capacity Light: 76, Medium: 153, Heavy: 230 Total Carried 66 lbs |